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Since the IG forums are pretty boring right now, I figured I'd start another topic
I was wondering how other IG players protect their vehicles, specifically from assault. I run 2 standard Leman Russes in my list and I find their rear AV10 quite susceptible to elite assault troops. Jump-pack Death Company and the like are quite annoying! So how do people get around this issue? (I will say that I wish I had the parts to make a Demolisher turret since they have AV11 rear!) I don't find that ranged weaponry (a la lascannons, etc.) are bothersome against the Russes' strong AV14 front, it's just that darn rear armor. Tips please!
you do realise that russes can move right? its not a bunker
otherwise, as was said before, a infantry screen helps.
Hellhounds are good tanks
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I have hull Heavy Flamers on all my vehicles, any unit that assaults one of my tanks is going to be flamed by multiple HF and probably hit with a couple pies.
In a mech list, you have enough Chimeras to intercept any assaulter that gets close, let them assault the chimera then blast them (can't consolidate).
In infantry/armor lists you can screen your LRBTs with infantry.
And remember, anything that is going to get an assault off on one of your tanks, make sure you have moved the vehicle, hitting on a 4+ is a lot better than auto hit!
PS. Banewolf & Hellhound are also helpful as they can ride up 12" flame and then get assaulted, but are hit on a 6+. Next turn, if your BW/HH survived, move it (and any near by chimeras) up close and flame away
I do move my tanks, yes. The biggest problem is when a full mech/assault list comes barreling down on you, it's hard to keep tanks from being assaulted absent sticking them on the back board edge. I regularly play against a fast-moving BAngels list that can reach me by turn two, so... yeah. I'll try to stick my tanks closer to infantry platoons for shielding and see if that works.
And in response to BoxANT's post, yes I was thinking about the Chimera idea. I was planning on making my list mech-ier and that should help take some of the heat off my Russes.
Last edited by TheoryCraft; June 19th, 2009 at 17:39.
Well seeing that what your going against is deepstriking units the best I can offer is to have a giant pointy rock between you and your tank.
Well, with all humour aside (or at least some of it) I usually move my tank that has been threatened by an assualting unit a pretty fair distance. Then I take any units that do not have anything better to do and shoot at the thing threatening your tank.
Make your list so that if you loose something it's no big deal. You either can do without or you have multiples of them anyway. Fighting Guard is like wrestling Jelly. You can pull chunks off but there will always be more.
Sometimes its better if you get the enemy to assualt your tanks. When the do kill them they're stuck in a nice big group waiting to be templated to death by the rest of your army. Blood Angels for example pay through the teeth for their Death Company so sacrificing your 150pt Leman Russ to kill a 200-300pts unit of death company seems like sense to me.
Other than that the other boys have got it right by supporting infantry waves and nasty counter attacking units like the hellhound varients. Vet/assault squads with Democharges are another nasty anti marine unit.
I'll tell you now, after playing against Orkz for a while, my infantry screen just gets DEFT ROLLAH'D on to much. So to solve this problem I think you should.
-Move your tanks 6 inches left or right, never forward or back.
-Keep distance, make them hit on 4+'s, and take those assault troops out quick.
-Armored sentinels can help to as long as the strongest weapon in the assault squad is no higher than 5, they hit based on WS and always on the 12AV front armor making them useless and tied up till a heavier squad can relieve them.
If you are expecting Deep Striking assault troops to hit you, investing in some sponson heavy flamers, they might help while your on the flight. or go b@llz to the wall and get some Plasma Cannon sponsons to evaporate them as soon as they land.
Or take 4-5 Lemans and make them cry when they blow one up and are stuck looking down the barrels of 4 more.
Against full mech armies;
Tool up some vet squads, full psyker units hitting with str 10 loling i mean chanting in their chimera, or the now crappy Heavy Weapon Squads
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Imperial Guard 5000pts
BoxANT nailed it, keep moving and keep burning.
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Usechimeras as shields, if they have hull heavy flamers you can even kill some enemies in the process, and then they're all bunched up for your shooting phase. Other than that, yeah keep it moving, 4+ is better than auto and most assault troops can only move 6", wait a russ can move 6" and fire a battle cannon, a stubber, and another weapon.
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