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Okay, I am very angry with my demolisher. It's cannon is amazing, I know, but it NEVER gets a chance to shoot it, at least in my army. I was in a small tournament this weekend, won 50% of the games, but in EVERY game I played the demolisher got blown up before it could get into range. If I play meq's, lascannons' superior range gets it every time, and even when I play ORKS their stupid "zap" guns have the same range and are a LOT more resilient...
I'm about to throw it out of the window.
Anyways, does anyone else run into this problem? How do you prevent it?
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Put another demolisher in front of it!? or Sents? Either way it is top priority for your enemy, if it draws that much firepower use that to your advantage.
Remember that a Demolisher isn't worthwhile simply for its ridiculously powerful cannon. You've realized that it draws your opponent's attention and firepower, perhaps in excess of the damage the Demolisher can actually inflict. The Demolisher is great for spearheading armored or flanking assaults. Put a few Hellhounds right behind the Demolisher, and chances are your Hellhounds will arrive with nary a scratch on them, in time to set your enemy ablaze. There are essentially two ways to use the Demolisher. One, as stationary firepower, would make it best to give it long range weapons (lascannon and plasma cannons) and essentially forget about the cannon unless the opponent gets close. You don't want to move because the Demolisher can't fire much on the move, so use it to anchor a flank. The second approach would be to equip your Demolisher with a trio of heavy bolters. This allows it to fire effectively at a longer range than the D-cannon until you get into range. Its also the desirably configuration if you just drive the Demolisher down the table to freak your opponent out and distract them to excess.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
The only way to play competetive Guard armies I belive is to either use a ridicilous ammount of tanks, to use very few light tanks, or no vehicles at all.
For instance, in an all infantry list, every lascannon, railgun, zzap gun - you name it, in you opponents army becomes utterly useless, since they can at maximum only kill one guardsman. Same with an vehicle heavy list. When your entire army is facing armour value 12+ in his direction, evert boltgun and heavy bolter is completely useless. They're nothing those weapons can do to harm you.
The Demolisher is an exellent tank. It armour is great, it's standard gun is awesome and the weapon options available to it are excellent. But as you all know, it lacks range. However, consider it this way. Around a Demolisher is a 24" killzone that very few people would enter. Just having your Demolisher parked at the center of your deployment zone is enough so scare away any early deepstrikers and it will also force enemy assault units to go for your flanks instead. You can't do this with a regular Leman Russ, since it's impossible to avoid the 72" inch range of that cannon, nobody bothers avoiding that. So without firing a shot, a Demolisher effectivly helps your army out by alot. Nothing scares away people like a Demolisher cannon.
But as Sokhar said, there are two ways of using the Demolisher. As a heavy firebase that uses it's sponsoons and hull weapon to wreck havoc along the enemy lines that seems to terrify marine players, the second being armoured assaults which have been explained above.
I've noticed something about the Demolisher myself, it practically terrifies marine players even though the Demolisher Cannon is less effective at killing marines than a Battle Cannon is. Sure, bot kill marines on a roll of 2+, but because of it's range, it's more likely to get more shots. Especially since people target the Demolisher like madmen - which brings us to another advantage of the Demolisher. Every shot against the Demolisher is a shot not directed towards your Chimerae, or Hellhounds that are more likely to be destroyed. A regular Russ and a Demolisher will go down just as quick when people are shooting at it's front, so whatever damages your demolisher would have done the same to a regular Russ, so the question is, is that firemagnet worth the extra points?
I would say yes, because even though a firemagnet, it's also repells units from comming to close to you. It is also nice to have a large pack of AP2 weaponary incase of Terminators or similar units.
Besides. You haven't played Guard untill you've rolled an Ordnance Penetrating 6 on a Land Raider filled with tooled up close combat monsters. :>
the demolisher is more of a counter attack tank than anything else in my opinion. vs. heavy assault units like terminators and other high save assault units which more than often come to you its range is not so much of a down side. but with a good sponson array it could be an effective firebase (then again you could give a tank improved sponsons and get a similar effect)
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
[16:20] <@Kaiser-> I know he is.
[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^
the demolisher has very short range but if you can get it up to the frontline without it getting blown up then it can do a hellaofa lot of damage but he is right you need to have something infront of it......
I use my Demolisher two ways:
Offensive: With HHB, and Sponson HB, Smoke and EA. Move into range fireing the HB's, with usually a Hellhound or two. The Demolisher usually draws most of the fire and the Hellhound(s) get to do their work.
Defensive: Sit back waiting for DSers. I have Plasma Sponsons, and Lascannon. Shoot the Lascannon and Plasma cannon until something gets close enough to use the Demolisher Cannon.
Either way it will draw a lot of fire.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
As someone mentioned before, a shot taken at your demolisher is a shot not taken at something else. :tongue:
I go into battle counting on losing my demolisher, which enables me to use it as a very nasty distraction for my opponent. He even knows that I'm using it as a distraction, but he can't afford to ignore it.
Using it as bait is a great way to dictate how your enemy has to manuever. For example, if you want him to concentrate all of his anti-vehicular weaponry along your left flank while your chimeras race up the right, guess where you'll put your demolisher?
If you want an even bigger distraction, spare the extra 70+ points to have a pair of sentinels block the LOS to the tank... that'll make him even more jumpy while extending your armored diversion's life.