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In regards to using tanks, I am somewhat of a novice. I find that my typical loadout is a Leman Russ, and a Demolisher. I usually move them ahead of my army in the early turns to establish table dominance. I then march up the troops behind to beat back any resistance. I find this forces my opponents to react to the placement of my field of fire. However, I've noticed that because of this, they tend to come under a lot more fire in the mid-early game. Also, they tend to cover some of my own lines of fire for my heavy weapons, which can be exploited. Anyone got any tips for how to maneuver tanks for maximum effect?
You've got the right idea how ever you forgot the basilisk the comes with this group. If you wnat these heavy weapon to do anything place them where they can cover the flanks so theat your tanks can shell shock those foolish enough not to get out of the way. Then use your heavy weapons to blast them if they do.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
The only problem I have with running my tanks straight up the gut is that they invariably block LOS to units that I want my heavy weapons to fire upon. For this reason I tend to use my tanks as long range fire support....hence I don't use a Demolisher unless I'm playing my AC list. On the occasion that I do advance them, I will tend to use them on the flanks to minimize number of enemy units with range/LOS on them. My typical loadout is 2 russes and a basilisk. Once in a while I make one of the russes a Vanquisher or Exterminator if I'm not playing against my friend's Mechanized Tau.
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About tau and tank tactics, does anyone have a good tactic? Thought about one tactic just hasn't got the time to test it yet.
okay here it goes:
In my 1500 pts army so far I can include the following: 5 chimeras, 2 deepstriking squads of stormtroopers, 2 leman russes and a demolisher. I have tested and out-shoot his tau but miserably failed all the times. Since I now that my opponent doesn't like to target my heavy tanks the chimeras need to be protected someway. Presenting many targets will cause him to scatter his fire instead of concentrating it. If I can draw some fire away from my chimeras then the AV of 14 on my heavy tanks might allow them to survive as well.
The first turn every tank go 12" and pop smoke. Next turn the chimeras go 12" whilst my heavy tanks race 6" and give supporting fire (if I scatter the scatter will be terrible anyway).
And turn 2 my stormtroopers squads show up most likely stunning or destroying the hammerheads. When my chimeras reach the tau lines they will engage in CC and then my remaing tanks will weaken and destroy as much of the tau forces as possible.
what do you think?
Guardsman 173rd: What size table do you play on and what compostion does your opponent generally take? Does he play mech tau? If so your unlikely to get more than a glancing hit on his hammerheads before he wipes out your stormtroopers. With that much spent on tanks i think you might have a problem mustering enough guardsmen to beat tau in HtH(they do have pretty decent saves and i've seen guardsmen lose to them if we don't have the numbers), especially by the time you take attrition into account. You might want to consider taking a few small units of rough riders and hiding them behind the smoked chimeras. They'll do a lot of damage on the charge, pin his fire warriors or possibly give that broadside/crisis suit unit something to think about. Also a mortar squad might be useful for dealing with stealth suits and forcing pinning tests. If your opponent likes firewarriors moving and firing heavy bolters might be better than ordnance. As i say it depends a lot on what your opponent likes to field but judging from your list it can't have too many railguns.
Good luck, I've always hated playing tau, so let us know how you get on....
HALO 2 - Sure those first few games where you wipe out the opposition with the rocket launcher, overshield and camoflage are fun but after a while you start looking for something more. Next it has to be death by plasma sword or sticky bomb, till pretty soon only clobbering your opponent with the butt of your rifle will do. The more difficult something is to do, the more fun it is when you pull it off. For IG players the word for this is Mobility
in his normal list he includes the following: 2 hammerheads, 4 xv8 suits (are they called that?) 40 or more firewarriors, a shas'vre, deepstriking drones and sometimes an etheral. You could say that the list is semi mech, his suits, drones and hammerheads have great mobility it's just the firewarriors that are a bit slow.
Weapons for his suits are missilepods and plasma (decent against chimeras). His firewarriors have marker lights (he often miss that 3 + to hit roll with his hammerheads )
I think the table is 4x6 or something like that, can't remember anyway terrain isn't any problems since we fill the table with quite a lot of it. I know about troops and that is a major problem but with my tooled up commandsquad firewarriors die like flies (5 attacks first 3+ then 2+, meaning at least 3 dead each round) And he doesn't place his troops near each other meaning it will be easy to overwhelm him and then move on to the next target, and those targets will be weakened by chimera and ordance fire.
About those stormtroopers, the main thing is to making them unable to shoot at my tanks while I'm advancing. Rough riders and mortars aren't an option unfourtuantly since I haven't got them.
if i'm running w/ a heavy tank or balanced list (a good deal of tank) then these are the guidlines i tend to follow.
Demolisher: this is the 1st thing i set up *always*. and i set up this bad boy front and center (and hopefully obscured). this is because if you place one of your units in the most forword location in your DZ, then it forces your opponent to keep 18" away.
the good side armor of the Demolisher helps w/ this.
combine that w/ the fact that i tend to deploy the majority of my force in the rear area of my DZ, means that even if i'm up against Nids or DE, i'll usually get 2 turns of pure firepower. and if i'm up against non fast armies, then i get to tear them up
this also helps against Infiltrators
Russ: i tend to keep this big gun back. i'm willing to risk my Demolisher, but i don't want to risk my Russ as well. i usually keep him back and obscured, using his long range to punish. also his gun helps to neutrilize any deepstrikers that try to sneak up on my bassie.
however, there (of course) are times when the Russ has to make a mad dash (to get better LOS, use tripleHB if cannon destroyed).
Basalisk: out of LOS in a corner. now if there's no cover to hid your bassie behind, you can always hide it behind 2 chimera (support) or Russ.
but seriously, the *only* times this beast should be in LOS, is if a) every enemy unit is w/in 36". or b) if your opponent as no long range antitank.
chimera: imo, there are 2 general catagories of chimeras. Support Chimeras, and Transport Chimeras.
Support Chimeras, are chimeras whos cargo (usually infantry squad) does not setup in/with the chimera, the infantry squad basically is just another squad for an infantry platoon. the chimera simply acts as a LightTank and gives anti infantry fire support. i tend to keep these chimeras on my flanks and use them to threaten any flanking enemy.
Transport Chimeras, simply have to deliver their cargo somewhere. they usually have either a suicide command squad, or a true armored fist (gets objectives).
there doesn't have to be any difference in kit of these 2 different chimera roles, but their battlefield usage usually is different. that is the support chimera stays back, and the transport chimera has to move towords enemy.
HellHound, an interesting tank. not quit as whimpy as a light tank, but not as burely as a heavy tank. medium tank is probably the best term for this lean machine.
i really enjoy using this tank. i tend to group it w/ 2 Transport Chimeras (w/ suicide command squad). they get into postion, rush forword, pop smoke and next turn move 6" and unleash some serious hurt!
however, you can also keep them back and use them to attack any assaulting units that may be coming your way.
good post boxy
my tank strat is as follows
my stripped down russ (hull heavy bolter,xtra armour/smoke goes on the pin to force my opponant to cover in the corner.
my second (HHB HBS xtra armour smoke)goes usually as close as deployment will alllow to further anchour my opppont in to the chosen corner
i then set my army up as far away as deployment will allow and let my autocannons and heavybolters pound away at the enemy as they walk/drive/fly towrd me
in 1500 points the DEMO russ comes in
for 1000pts games are usually 4x4 and 1500 4x6
I like to set up a crossfire zone with two Russes in oposite corners of the deployment zone, with a Demolisher going up the middle with Hellounds, or I park a Basilisk behind cover if there is, or behind a russ if there is not.
My Chimeras with Grenadiers Flank up the sides for targets / objectives.
I agree with the previously mentioned tactic, about placing the Demolisher first, in the enemies face. It might die, but they can take a lot of abuse.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
personally from what i have seen from IG players instead of sheilding your troops with tanks (pretty much usleless tropps) sheild your tanks with troops youd be surprised at how this can work wonders for keeping your tanks firing to hopefully win the game!
There is no such thing as innocence only varrying levels of guilt...
Space Marine army (Black Phoenix)-1400 pts un upgraded
Tyranid army : postponed