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So, I was thinking one of the best options for playing the anvil seige force.

 

idk if it would be possible to win by leaning onto secondaries for the first turn or two to take full advantage of the detachment rule before moving on to the objectives.

 

anyone have any better ideas on how to use it?

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the wall (1970 points)

Space Marines

Imperial Fists

Strike Force (2000 points)

Anvil Siege Force

 

 

CHARACTERS

 

Apothecary Biologis (70 points)

  • 1x Absolvor bolt pistol

    1x Close combat weapon

  • Enhancement: Stoic Defender

 

Techmarine (55 points)

  • 1x Forge bolter

    1x Grav-pistol

    1x Omnissian power axe

    1x Servo-arm

 

Tor Garadon (90 points)

  • Warlord

  • 1x Artificer grav-gun

    1x Hand of Defiance

 

 

 

BATTLELINE

 

Heavy Intercessor Squad (210 points)

  • 1x Heavy Intercessor Sergeant

    • 1x Bolt pistol

      1x Close combat weapon

      1x Heavy bolt rifle

  • 9x Heavy Intercessor

    • 9x Bolt pistol

      9x Close combat weapon

      8x Heavy bolt rifle

      1x Heavy bolter

 

 

 

OTHER DATASHEETS

 

Firestrike Servo-turrets (150 points)

  • 2x Firestrike Servo-turret

    • 2x Close combat weapon

      2x Twin Firestrike las-talon

 

Firestrike Servo-turrets (150 points)

  • 2x Firestrike Servo-turret

    • 2x Close combat weapon

      2x Twin Firestrike las-talon

 

Firestrike Servo-turrets (150 points)

  • 2x Firestrike Servo-turret

    • 2x Close combat weapon

      2x Twin Firestrike las-talon

 

Hammerfall Bunker (175 points)

  • 1x Hammerfall heavy bolter array

    1x Hammerfall missile launcher

 

Hammerfall Bunker (175 points)

  • 1x Hammerfall heavy bolter array

    1x Hammerfall missile launcher

 

Hammerfall Bunker (175 points)

  • 1x Hammerfall heavy bolter array

    1x Hammerfall missile launcher

 

Vindicator (190 points)

  • 1x Armoured tracks

    1x Demolisher cannon

    1x Hunter-killer missile

    1x Storm bolter

 

Vindicator (190 points)

  • 1x Armoured tracks

    1x Demolisher cannon

    1x Hunter-killer missile

    1x Storm bolter

 

Vindicator (190 points)

  • 1x Armoured tracks

    1x Demolisher cannon

    1x Hunter-killer missile

    1x Storm bolter

 

 

Mostly a joke. I wish I could field it though. 

I played last week against Aeldari scum (mostly wraithguards/wraithlords/the Yncarne/serpents), with the Anvil detachment.

 

I lost 57-52, winning most of my points on secondaries.

I'll edit my post with the list I played ;)

 

Anvil is nice but it lacks the movement that I tactically enjoy, I probably won't play it outside themed games.

59 minutes ago, DemonGSides said:

the wall (1970 points)

Space Marines

Imperial Fists

Strike Force (2000 points)

Anvil Siege Force

 

 

CHARACTERS

 

Apothecary Biologis (70 points)

  • 1x Absolvor bolt pistol

    1x Close combat weapon

  • Enhancement: Stoic Defender

 

Techmarine (55 points)

  • 1x Forge bolter

    1x Grav-pistol

    1x Omnissian power axe

    1x Servo-arm

 

Tor Garadon (90 points)

  • Warlord

  • 1x Artificer grav-gun

    1x Hand of Defiance

 

 

 

BATTLELINE

 

Heavy Intercessor Squad (210 points)

  • 1x Heavy Intercessor Sergeant

    • 1x Bolt pistol

      1x Close combat weapon

      1x Heavy bolt rifle

  • 9x Heavy Intercessor

    • 9x Bolt pistol

      9x Close combat weapon

      8x Heavy bolt rifle

      1x Heavy bolter

 

 

 

OTHER DATASHEETS

 

Firestrike Servo-turrets (150 points)

  • 2x Firestrike Servo-turret

    • 2x Close combat weapon

      2x Twin Firestrike las-talon

 

Firestrike Servo-turrets (150 points)

  • 2x Firestrike Servo-turret

    • 2x Close combat weapon

      2x Twin Firestrike las-talon

 

Firestrike Servo-turrets (150 points)

  • 2x Firestrike Servo-turret

    • 2x Close combat weapon

      2x Twin Firestrike las-talon

 

Hammerfall Bunker (175 points)

  • 1x Hammerfall heavy bolter array

    1x Hammerfall missile launcher

 

Hammerfall Bunker (175 points)

  • 1x Hammerfall heavy bolter array

    1x Hammerfall missile launcher

 

Hammerfall Bunker (175 points)

  • 1x Hammerfall heavy bolter array

    1x Hammerfall missile launcher

 

Vindicator (190 points)

  • 1x Armoured tracks

    1x Demolisher cannon

    1x Hunter-killer missile

    1x Storm bolter

 

Vindicator (190 points)

  • 1x Armoured tracks

    1x Demolisher cannon

    1x Hunter-killer missile

    1x Storm bolter

 

Vindicator (190 points)

  • 1x Armoured tracks

    1x Demolisher cannon

    1x Hunter-killer missile

    1x Storm bolter

 

 

Mostly a joke. I wish I could field it though. 

Talking less list, more actual tactics

I think the whirlwind is an obvious choice.

 

hitting indirect on 3s, direct on 2s if you don’t move.

D6+3 blast S8 AP-2 D2 

seems almost like a no brainer. Enough shots to clear chaff easily, and fish for 5+s to wound heavies, -2 makes getting the wounds through a lot easier.

Yea, one of my lists leans into having 2 blocks of Heavy intercessors backed with a bunch of supporting elements that have their own means of being an issue.

It is Raven Guard though, because Shrike, Callidus and 2 scout units are fairly "low cost" to have 4 units I can keep picking up and putting back down each turn for objectives while Heavy Intercessors try and tank up in the mid field.

 

Notable Tactics in that regard for HIs: Stringing them out so you have them with a foot on the home objective to start the game but with maximum forward presence. They will have to be big boys for one turn without their improved saves again D1 however I feel that benefit will come into its own more with melee, ranged is generally hamstrung by having cover.

Also remember to give yourself space to use the false fall back stratagem when standing on an objective. It doesn't need much other than being more than an inch give so you can do the fall back and then give the unit that charged in a good measure of bolter fire.

 

Desolation Squads may be falling out of favour however in Anvil they get a bunch of benefits. While Vengor Launchers don't benefit (normally), the Castellans do and yea, they are 200 pts but when you can just sit them out of LoS and take care of side line units day in and out, it will add up. Also being infantry means if they do need to, they can just waltz through ruins to get Sight Lines on targets that strayed too far. Super-Kraks are naturally the order.

 

Eliminators also benefit but these dudes in this detachment however want to take Phobos Librarians no matter what as to be able to just stand wherever they want with minimal reprisal. Las-Fusils seem fairly nice in this detachment for anti-tanking.

 

Stoic and Indominatable are to be used in the same squad imo, Indom a Gravis Captain with the same squad as a Biologis Stoic and you have a fairly annoying to remove presence. Not going to take objectives by himself but he could be a nice speed-bump or give you time to get the second squads into position.

Fleet Commander however is comically bad imo. If it were something that happened every round, it would be good but as it is...it's trash. And when I say each battle round, I mean Turn 1, mark a point. Turn 2, mark second point 12" away, deal damage. Turn 3, mark a third point and deal damage between 2 and 3. Same process for rounds 4 and 5 (so damage between 3 and 4, then 4 and 5). Would sell the idea the captain is calling in an orbital strike that he co-ordinates with his forces on the ground rather than a one of thing. Also would be fun with how you plot it across the battlefield.

Sitting in your deployment zone isn't going to reliably win you games unfortunately. My idea for Anvil is to have units that are in place already so they can score objectives and fire without moving. The best option for this seems to be the Spectrus Kill Team, so those are what are on my desk at the moment... among various other things.

 

The idea is to have 3 Spectrus Kill teams and probably 3 other infiltrating units, plus a Phobos Captain. I'll deploy 3 units aggressively and 3 defensively. Then when I know who's got first turn I'll move the 3 that are in the wrong place somewhere more appropriate.

 

It make sense in my head, and it doesn't actually cost huge numbers of points, so we'll see.

Anvil isn't about standing in your deployment zone, it is about getting to a position on the board over turns 1 and 2, then setting up lanes of fire and going from there. It isn't exactly top level stuff but I think focusing on getting your benefits from turn 1 is too generous unless you play on no terrain boards.

 

I find in games turn 1 is less about the alpha strike and more about positioning, something that keeps getting me nuked because I am incredibly aggresive and needing to curtail that. I find the game is far more about going to Turn 5 and often isn't much between players unless the armies being used are outright leagues apart like Eldar vs. Imperial Knights or something.

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