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Right now my Space Marine army is only able to destroy tanks and vehicles at close range with PFs, MBs and Plasma pistols. I have some Tactical squads with RLs but thats it.
What in your opinion is the best and most effective tank killy unit or weapons of the Space Marines
I dont know if i should get a
Predator outfitted with lascannons galore
a devastor squad
personally i think a devastor squad is a little too expensive (point wise) for their own good. Would just giving your tactical squads lascannons or plasma cannons be a better idea
also i have another question.. would combining one of these tank killers with a thunder-fire cannon be a good idea.
i know that the Land Raider is a good idea as well. But i need something for small skirmishes
You could try attack bikes or landspeeders armed with multi-meltas, with their high speed you could easily get close enough roast enemy armour.
The pure Lascannon Pred is very expensive pointwise and rather overpriced at that. You could always try an Autocannon Turret with Lascannon sposnsons.
Vindicators can get the job done, just remember that most enemy tanks will have weaponry with greater range than the Demolisher Cannon. Keep that in mind, use your smoke launchers to try to move in for the kill.
Never really like Devastators, too expensive and too immobile.
As for the thunderfire cannon, do you mean to use it in an anti-infantry role? As anti-tank it would suffer against all but the lightest of tanks but it's very good versus tightly packed infantry squads.
Last edited by Cougmeister; December 14th, 2008 at 02:16.
ya thats what i mean have the thunder fire cannon deal with the infantry
Thunderfire Cannon would do very nicely for the Anti-Infantry role while your tanks and such focus on armour
I use 3 principle tank hunters-
Scout Bikers with PF- Unless it's a Land Raider, Monolith or walker, you can easily roll up on and take out any tank 1st turn
Attack Bikes with Multi-Meltas - Highly mobile and the +1 on the damage table makes them as close as you can get to a sure thing within 12". I guess you could use land speeders in this role as well, but bikes are cheaper and can use cover and turbo boosts
Lysander- Really close range I'll give you, but he's a walking railgun
Blais's Paint Studio-Getting broken armies good soft scores since 2009
You could even use that Mater of the Forge your hiding away for 6 Dreads ( not you perosonally but heavy support dreads are getting fairly common) and use its Railgun with a blast.
but really heavy tanks = Attack bikes or Land Speeders theres a 10 point difference and its basically a ick between Ork Trukk style armour or a space marine +1 toughness
Lascannon Predators are overpriced and not all that great against armor, Vindicators are better off blowing away infantry, and Devastators are too static and going for lascannons gets far too expensive.
Meltas are the way to go now. MM Speeders, Attack Bikes, meltas in Tactical or Bike Squads, Dreads, even combi-meltas on Sternguard will help you pop tanks. Mobility and meltaguns is the name of the game.
A Thunderfire provides plenty of dakka, but AV10 and any glance or pen destroying it makes it extremely fragile. I'd prefer a Whirlwind.
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Tactical Squads all the way!
In games of 1000pts or less I ALWAYS include one anti-tank focused squad. Set up:
- Sergeant w/ Powerfist
- Marine w/ Melta
- Marine w/ Lascannon
- 7x Marines w/ Bolters
- Razorback w/ Twin Linked Lascannon
works for me more often than not.
The next thing I'd include is:
- 3x Attack Bikes w/ Multi-meltas
- Dreadnought w/ Twin Linked Lascannons and Missle Launcher
PS Got three more ideas!
1) Cheap Devastators = Sternguard Squad w/ 2x Lascannons
2) Drop Podded Sternguards toting Meltas of all kinds and Power Fists
3) Terminus Ultra ... Godlike
As everyone has already mentioned, the lascannon has taken a back seat amongst the Space Marines in favor of Melta weaponry and other close quarters anti-tank weapons of death.
You'll find that long range anti-tank weapons such as the lascannon will kill fewer tanks because of interviening terrain, but are much more survivable as a result. In response, close range anti-tank weapons will kill more vehicles as they usually ignore interviening terrain by nature of being at point blank (Or punching) distance, but are much more difficult to use due to that same nature.
Don't forget though, that your basic tactical squad can take out most vehicles short of a Land Raider or Monolith (The vehicles you're probably having the most problem with though) thanks to Krak grenades.
For smaller games, I believe that your basic tactical squad armed with a melta gun split into a combat squad will be sufficient, but for larger games you will need heavier firepower. To that end you've got a few options.
1. The first and most direct: The devastator squad. Lascannoned or Multi-melta'd up, they easily tote the most ranged-anti-tank in your army. Unfortunately they're expensive and require that you build your army around them. If you go dev, you have to go ALL THE WAY. The same thing can be said about the vehicular equivilents, the Predator and Land Raider. They're expensive and you need to build your army around them. Razorbacks fall into this category as well. Your basic Dreadnought with TLLC/ML also fits into here, but unlike the other mentions, they're relatively expendable for what they give, as well as maneuverable, able to fire both weapons as they plod along.
2. The fast melta gunners. This is your attack bike and land speeder armed with melta guns, as well as the odd scout bike squad with a combi-melta and powerfist and assault squad with power fist. The tactics for this group consist of either running up very quickly and unleashing their deadly payload or deep striking close enough to melta it to death. The primary problem with this tactic is that these forces tend to be throw away units and are not expected to contribute in any other way as well as probably dying on their suicide run thanks to being separated from supporting units.
3. The deep strikers. This is your terminator squad (Assault and standard varients) and drop podders. It allows a rather reliable method to get a close in anti-tank unit (Say a siege dreadnought or a venerable with a multi melta. This is only for Drop pods though, Terminators don't follow this advice and come in via homer with some support.). It's fast and there's little your opponent can do to stop it. Unfortunately it's most effective when drop podded en masse with the rest of your army, otherwise it's essentially the equivilent to number two. However, with appropriately hard units, such as siege dreadnoughts or terminators (Again, only if you can safely bring them in with a homer), they can act as fire magnets that can allow the rest of your army arrive relatively unmolsted, but such a tactic can result in a horrible loss of points with bad rolls. Captain Lysander also falls into this category.
I personally use the third method with three siege dreadnoughts. By dropping them close in to your opponent and unleashing a pair of heavy flamers, suddenly all attention is focused on these three dreadnoughts that are rather hard to kill thanks to their high AV. If they survive to the next turn (Very likely), I have them run up to the tank they were deployed nearby and punch the damn thing. Siege hammers punch hard. Really hard. Of course, I run a Drop pod assault army, so your mileage may vary.
Under 1000 or so points, you can rely on your tactical squads to take care of any tanks with simple Krak grenades and the occassional Melta gun or power fist. But, once you get past 1000 points you really need dedicated anti-tank.
Thus, when in doubt for a flexible anti-tank platform, you can't go wrong with a TLLC/ML dreadnought. Maneuverable, able to fire all weapons on the go and can take advantage of terrain more easily than other vehicles.
But hell, that's just me.
My two kidneys.
Love, Sayomi Akimoto.
Land speeder typhoon with multi melta. Fast can get it where you need it (into side shot position)