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I would like some opinions on my tactics for fighting mainly orks but sometimes other things
I play mostly in games between 750-1250 points
I use a scout sentinel with plasma cannon to outflank and attack unguarded elites (dethkoptas and nobz)
Its used mostly as a suicide unit but on the same turn I use a squad of flamer vets (chimera) to attack the hordes and use all my other supporting units to dish out autocannon/sniper fire before assaulting with rough riders (again suicide) to tie up any units that could harm my gunline. I'm considering getting a squad of storm troopers to deepstrike on the same turn as the sentinel outflanks. The idea is that so many high damage units hit from different angles forcing my foe to consider target priority thoroughly.
A scout sentinel can't take a plasma cannon. Do you mean a lascannon?
Either way I think you'd be better off with multilasers - you could find some spare points and take a 2nd sentinel - then you'd really have a much more effective outflanking force.
Outflanking is really damn nasty. The power of a couple of multilasers into AV10 side/rear armour is great. I've been neglecting outflanking in my recent lists and it's come back to bite me pretty hard.
Last edited by Korona; October 11th, 2011 at 15:18.
Copy, Improve, Innovate
I'm surprised that outflanking helps in that situation. Ork elites tend to be at the front of their army, not the back, excepting Flash Gitz or whatever they're called. You would probably get better use out of the Sentinel by fielding it as the armored variant (which would also make the plasma cannon legal, as Korona mentioned). Even 30-Ork mobs have only one powerklaw each so, with a bit of luck, the Sentinel can tarpit a mob for a good portion of the game. That plus the cannon makes for a versatile, useful unit.This is hardly a problem for the typical Ork player, who relies on close combat rather than shooting. If he gets the chance to triple-charge a Scout Sentinel, stormtrooper squad and Chimera then he'll gladly take it with even a half-strength squad...and he'll probably win, too. This is one reason most alpha-strike Guard lists are mechanized, to prevent those multi-charges from killing too many units, too quickly.Originally Posted by Devin Squob Davies
Also, don't hamstring yourself with excessive outflanking/deepstriking as you move on to bigger games. Firepower is most effective in the early game, when the enemy hasn't yet closed the distance or driven their transports across potential killing fields. Using outflanking for a couple advance elements is fine; just don't load up on one-shot wonders until your rank and file are left impotent. Even the best hammer still needs the anvil.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I've now purchased the codex so I have edited my sentinel model to be armoured. I have rewritten my army list but need help with the last 205 points
5 Ratlings 50
3x Infantry Squad 205
(one combined squad)
3x Lascannon 105
Leman Russ Eradicator 180
Heavy Bolter Sponsons
I'm left with a fair few points and I want this to be a 1000 point army
I need some anti tank so I'm considering a valk with melta vets or maybe a Devil dog
I could even get another Leman Russ in there if need be.
Please give me some advice
Here's my opinion
CCS is a good choice, no point in Regimental standard, it will only help with ld tests for orders really and the vox does that fine, give them 3 plasma guns if your static or 3 meltaguns, max out their BS4 potential, give them a chimera for extra survivability.
PCS - ditch the boltgun, add 4 flamers, acts great as an anti-horde unit, again a chimera for extra survivability and more strength on the board. vox in CCS can make up for the loss of one in PCS
Platoon blob, very good, 3 GL and 3 AC work well but if they're in one blob you only need 1 vox, add a commissar to stay put, keeping your 30 man squad from running, also increasing chance to pass orders. give him a powersword with extra points
vets are ok but don't need a vox imo and flamers waste the BS4, give them 3 meltas and a chimera, nothing more, makes them a 155pt anti-most things squad, pain in the neck for any AV14 units there and most MC.
Ratlings offer good enough support against most things, good BS and pinning/rending will slow down most MEQ, even TEQ.
HWS is a bit pricey, easily killed, give them AC or ML, cost less and just as effective, AC for more allround ability (transport popper) and ML for better strength (looking at Preds) and AP3 will hurt most MC, rarely MC have a 2+ save
Drop the eradicator and HB sponsons, they don't work well together, Russ's work well with a hull weapon and turret as then they can move and shoot everything (best part about them is they shoot ordnance, a hull weapon, any pintle and in assault are 4's to hit!) here are some set-ups i use;
LRBT - give HHB and is a good allrounder, a lascannon adds some anti-armour but don't rely on it
LRD - Great against TEQ, its 10-2 ord is one of the best, a HHF scares off any weak infantry and a lascannon works well with AP2 combo and shoots before Demo is in range, a great linebreaker
Eradicator - Give it a HHF and HF sponsons, cruise into some wall hugging anything (except MC), let it take a beating (which it will) and let loose the anti-cover templates of fun
Vanquisher - Add a LC and (when it hits) is the best anti-tank weapon, a range 72 8-2 2D6 AP gun? not much lives afterward, the BS3 is unreliable so possibly taking pask but he costs a bit
punisher - give it HB everywhere, a stubber and pask, you get a big fat expensive tank that can dish out 23 S5 shots when moving and 29 when sitting still, all at BS3, and it reroll wounds against MC when sitting still, just be careful, it will take up most of your force.
Executioner - a mostrous tank, i have one set-up for this which i call cupcake delight, give it plasma sponsons and a HLC for another AP2 attack, your dishing out 5, yes 5! plasma cannons and 1 LC, these cupcakes mess up marines and terminators, it just messes up most squads, won't take out a carnifex in a turn but it will in at least 3, it is VERY expensive though, be warned.
So heres a list for you
CCS, 3x meltas
Chimera w/ HHF
PCS, 4x flamers, Chimera w/ HHF
30 infantry blob, 3x GL, 3x AC, commissar (Power sword)
HWS w/ 3 AC
3x melta, chimera w/ HHF
Scout sentinel (HK)
Scout sentinel (HK)
Scout sentinel (HK)
Total = 1000pts
Keep your CCS and melta vets in reserve, the chimeras will be a priority at first, later in the game when their closer will be a better time to deploy them as they won't get killed from range. then use them to pop tanks and hurt MC.
PCS will babysit the blob and HWS, giving them orders like FRFSRF or incoming!
Blob will sit there and shoot at most squads of infantry or elites.
HWS will pop light tanks or wound MC, enough volume of fire will make them fail.
LRBT will block line of sight from any pie platers (nid warriors i'm looking at you!) staring at your blob, or at the least a cover save.
Scout sentinels will outflank and come from behind enemy, using HK and mass Mlaser shots to take out hiding tanks and other back units.
If you want more points, drop a sentinel first, then try to find some more elsewhere. possibly the HWS next, to add some elites, use storm troopers not ratlings, drop them in with 2x meltas and 5 guys, very effective anti-tank with their rerollable deep strike scatter.
others may give you better advice but this is my opinion