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Right then, with mech being the way most lists are going these days how do you deal with the increase in armour at long range? How do you deal with massed light transports (e.g. mech IG), monoliths and landraiders etc? Melta is the obvious answer at close quarters but how else do you look at the solutions? MM Landspeeders, LC Predators, Long Fangs (with SW), Attack Bikes with MM, Wolf Scouts with melta as a possible 'right hook'? Another question is in what quantities you use these units? Any advice would be greatly appreciated and it'd also great if we got a SW perspective on the issue without resorting to 2 x Long Fangs with 5 missile launchers and a wolf guard with cyclone missile launchers.
Last edited by matt01price; April 17th, 2010 at 15:45.
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I usually run some speeders with TMLs, and with BA coming out I'm looking into AC/LC preds as my main transport poppers. Sprinkle a little melta-something across the board, and I'm pretty much good to go.
Loads of things from Dreadnaughts with Twin Autocannons or Assault Cannons, Land Speeders with M-Meltas, Predator Annihilators, DropPodding Melta guns, Drop podding dreads with M-Meltas, M-Launcher Devastator squads...... the list goes on.
Idealy you should try and have enough dakka to knock out (kill/stun/immobalise) a Transport a turn for 500pts in your list. Ie at 1500pts you ant enough 'shooty death kill' to take out 3 Transports a turn.
Predator with LC and 2 speeders with multimeltas are my main tank busters. After playing IG though, I like the idea of the TL Autocannons on a Dread, just a hail of shots from a good range.
Personally, I prefer to err on the side of too much AT than too little (but I also end up playing MEQ most of the time, so those meltas don't go to waste really ).
I've been running three long fang squads, two with two Missile launchers and two heavy bolters, one with three missile launchers. This is far more than the average list needs, I just happen to fight chaos marines, mech guard, and tyranids often so I need the fire to take down multiple monstrous creatures and shake many tanks. Two squads with just missiles would probably be enough, maybe 4-5 each.
Predators are a viable option in any marine army, though SW can get just as many lascannons for cheaper with Long Fangs. Meltas in my grey hunter squads ensure that they never get stuck facing a tank they can't hurt and my wolf guard always have a chainfist. How much you need can vary a bit, but with marines you will rarely find a unit that can't have some kind of anti tank option, be it meltaguns or a powerfist or if all else fails grenades. As long as everything in your army can do at least some damage to tanks you should be fine.
I've fallen in love with the assault cannon, as it seems to be the perfect gun for poping light transports at a decent range while also devastating infantry and MC's. Wolf guard or a dreadnought can help you with that, in addition to their potential to wreck vehicles in CC.
And I'd say that Borak has about the right idea. If you can reliably destroy or at least render useless 3 transports a turn you should be able to slow your enemy's advance enough such that your army only fights portions of his, as opposed to the tanks/rhinos/trukks hitting you all at once.
I cannot describe how fun it is to shake the hands of an IG player and say, "Good luck", then hand them my army list with 5 landspeeders with meltas and two squads of Long Fangs and just watch him shudder.
Applaud, my friend, the Comedy is finished.
Hive Fleet Charybdis (1-0-0) and Grey Brothers Space Wolf Chapter (3-1-2) [W-L-T]
What is working for me at the moment on an all comers list at 1500 pts are two squads of long fangs with 4 ML and leader with melta bombs on Razorbacks with TLLC. I send the ML after light armor and the LC on heavy.
Seriously though, you can overdo it. If your army is too heavy on static long-range AT, you won't be advancing and taking objectives. Whereas I (as that Mech IG player) have often been able to grab objectives for the win even when all or most of my Chimeras have been popped. Because I was advancing and the other guy was just sitting still to shoot. And wrecks make good cover, ya know?
It's not lots of static lascannons I fear. What I fear is a balanced mix of meltas, assault cannons, and 2-3 long-range AT threats.
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my only 'static' AT (if i bring them at all) is my dev. squad with 1 lascannon and 3 ML's. other AT includes my mandatory dreadnought and ironclad in the first turn, resiliently blasting tank's rear in almost every game i play. occasionally my assault termies will show up with their land raider, but that is usually to open up a can and get at the juicy innards(our chaos player in the group has grown fond of shooting us with thousand sons).
Space Marines: 3ooo
My current BA 1500 list has a Stormraven with a multi-melta and assault cannon, which I use to take out heavy vehicles with the side or back armour. I have two Baals that pick off lighter transports - Rhinos, trukks, so on. One of those is very likely to get knocked out, so I back them up with meltas and power fists in the assault squad and DC.
If I had a few extra points I'd give a combi-melta to the priests or the assault squad sergeant. It's actually a little sparse on anti-tank now that I think of it...a lot of it is centered in the Stormraven.
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