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  1. #1
    LO Zealot archonofdeath's Avatar
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    The Armoured Company Tactica Thread.

    This thread is to gather information on how to play AC, recommended tank setups, and other things involving playing with AC. When this thread is done all information will be collected together in a very large (if a lot of you actually come in and put in your tacticas) tactica guide for new AC players and for people who just want to learn some creative things they can do with their AC. All person's who contribute to the information that will be in the final tactica will be credited for their contributions and this is not a single person thing, but instead an Armoured Company comunity project.

    It's been a good year or so since I've looked into 40k but there are a few things I remember quite well.

    Using the Griffon and getting it where it needs to be:

    The best part about the Griffon is the fact that it can clear enemies from your tanks, and the chance of it ever actually damaging your tanks is slim to none. However it's good at getting rid of basic troupes. Never let your enemies guns see your Griffon, either hide it behind terrain or behind your tanks. In order to get it where it needs to be you have two options:
    1) Have it hop from behind terrain to behind more terrain, this can be slow and tedious not to mention you may not always have the kind of terrain needed for this.
    2) My favourite... Use the Spearhead or the Echelon position to hide your Griffon, or two, from your enemy's eyes. The best tanks to do this with are Lemon Russ (if you are not planning on using their Battle Cannons) and Exterminators. You travel up the feild sending out volley after volley of Heavy Bolter shots, and keep close to the edges of the table. Then when you're within range with your Griffons and start destroying their basic troupes, with the Heavy Bolters and the Mortar.
    That's based on if you are going to be fighting a normal game, however if you're playing City Fight it might be a good idea to set the Griffon behind a building and let it bombard any enemies who are on the other side of the building.

    A youth with his first cigar makes himself sick; a youth with his first girl makes other people sick. - Mary Wilson Little

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  3. #2
    Senior Member NTFH's Avatar
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    Haven't tried using my griffon to clear close in troops. Great tactic. I really like my griffon since it has a pretty short minimum distance and decent maximum range.

    Using the Leman Russ Exterminator:

    This guy makes mincemeat out of enemy on foot. not just basic troops! It kills anything with armour 11 or 10 very very easily.

    Recommended Configuration:
    Hull Heavy Bolter
    Sponson Heavy Bolters
    Pintle Mounted Heavy Stubber
    Any other upgrades or doctrines depends on the player. I recommend taking side skirts for this bad boy. Pointing all weapons at one targt may require exposing side armour to other enemies.

    The exterminator is just too good. It's the lowest point cost LR variant! If you use the configuration I recommend it's jsut great.
    Face the enemy squad you want to dissappear so all your weapons can engage 36inches away.
    3 heavy stubber shots
    9 heavy bolter shots!
    2 autocannon shots plus twin linked!
    Doing the math or not, with tank ace or hq tank for boosted BS, that's a lot of hits!
    Ace Gunners doctrine would make this beast an absolute terror.
    The AP won't get those MEQs, but the strength of the shots will make for a lot of armour saves.

    Leman Russ Exterminator
    Twin Linked AutoCannon
    3 Heavy Bolters
    Heavy Stubber
    TANK ACE
    ACE GUNNERS
    SIDE SKIRTS



    Second idea
    Exterminators as Troops Choices
    Twin Linked Autocannon
    3 Heavy Bolters

    This is a good way to free up points to increase your numbers or get those extra doctrine upgrades you want so badly but just don't have the points for.

    2 minimum (bare bone) Leman Russ = cheap (considering it's AC)
    2 Exterminators w/ 3 Heavy Bolters = 20pts cheaper with 9 H Bolter SHots and 2 AutoCannon Shots twin linked!

    There's the arguement that basic LR should be in troops since you don't need BS to fire ordnance. I agree. I almost always take an Exterminator as TANK ACE. Although firing on the move with the exterminator will be better since there will be no penalty. The exterminator will hit, or miss, shot by shot. It's aim won't go straying off course.

    I like to think of the Exterminator as an improved hellhound. For an extra 20 points, I can get Av14 and range 36" and 48." When I get my Second Exterminator painted, I may never take more than one hellhound ever again.

    An AC list with two exterminators definitely frees up more points to be dedicated to ordnance, anti-tank, and indirect fire if you choose.

    Unless you roll direct hit on the scatter dice 70% of the time, consider the Exterminator.

    I have a list in an ongoing store tournament this month. IF ONLY I HAD MY SECOND EXTERMINATOR ASSEMBLED AND PAINTED!! My HQ is taken up by a leman russ with anti-tank rounds doctrine and my first tank ace is an exterminator with the heavy bolters and pintle heavy stubber. The way it has performed so far is amazing. It's the reason I've won and held on.
    Imperial Guard Variants 69/20/9
    Space Wolves 17/16/2
    I.G. Armoured Company 7/3/2
    Deamonhunters 1/2/1
    I.G. BFG 0/1/2

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    Here's a few ideas of mine for an Armoured company.

    1. If you are going AC don't bother with anything that doesn't have an AV of 14. If you want sentinels, hellhounds, chimeras etc go for a Mechanised army instead.

    2. Keep upgrades to an absolute minimum. An extra tank is better than a fancy widget.

    3. In 1500 points 8 tanks in the standard. Get these before allocating points to fancy gear.

    4. 1 commander and 1 ace is enough. Any more is a waste of points. Then 3 troop and 3 heavy support will get the 8 tanks you need.

    5. Use tanks that fire on BS for commander and aces. eg exterminator

    6. Sponsons are a must for all tanks.
    There are 2 types of tanks
    Sit and Shoot: go for heavy bolter sponsons
    Assault tanks: go for heavy flamers

    7. Try to maintain mobility so use defensive weapons on sponsons.

    8. The standard Leman Russ is an awesome machine. You only need a few of the specialist tanks.

    9. In terms of modelling challenge I'd one day like to do a WW1 style army. It would take 16 Russ kits but it would look awesome

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  5. #4
    The Fallen Cheredanine's Avatar
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    OK when I finish my Elysians AC is the next thing I am considering (actually fancy armoured rece but ends up being mechanised with a few IA1 goodies in it).

    First Q you must answer is IA1 full armoured battle group rules or GW AC rules?

    Intents/stratergies so far:

    1. in deference to fun for you opponent, and also arguably to give you some tactical flexibility, do take stormies or AF squads

    2. you are forced to pay a premium for 1 point of BS on command tanks, dont waste this - use it, ensure that your command tanks use BS when firing main weapons (Exterminator or excutioners leap to mind, also some of the other variants (demolisher and some using special ammo) are the only viable choices there.

    3. dont be afraid of movement, the most consistant themes in AC I have seen used is the use of defensive weaponry on the tanks which allows you to move

    4. Buy an airbrush, these things drastically reduce the effort in painting Vehicles
    Everything you have been told is a lie!


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    Senior Member Thunderer's Avatar
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    Yeah a logical next step from my Mech Guard is into AC. I would definetly show up with 3 Armored Fist with Plasma+Lascannons. Why? Because then all my tanks could move doing their HB + H. Stubber death dance as they stay 14-20" away as much as possible to avoid rapid fire and assault.

    I am also looking at going exterminator heavy, expensive yes but with only 1-2 tanks dropping ordinance everything else can move continuously to fight only one portion of the enemy at a time.

    But that is in 3-4 more months... still finishing my guys up (3 chimera's purchased, 2 russ's, 47 guys so far so almost there).

  7. #6
    Senior Member NTFH's Avatar
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    Cheredanine,
    Imperial Armour or GW rules?? Easy answer. GW Chapter Approved Codex and GW Chapter Approved Vehicle list. Unless you can dig up the older AC rules.

    I looked through my IA Volume 1 book and there are no armoured company rules. IA 1 just gives you access to more vehicles for regular guard armies for fast attack, transport and heavy support as far as I can tell... w ith exception of salamander command (HQ) variant. Also flyers, platforms and super-heavies but that's a whole other ball game.
    Imperial Guard Variants 69/20/9
    Space Wolves 17/16/2
    I.G. Armoured Company 7/3/2
    Deamonhunters 1/2/1
    I.G. BFG 0/1/2

  8. #7
    LO Zealot archonofdeath's Avatar
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    I'm removing the tactica I've started writing as it seems everyone is faaaar to intimidated by it. Sorry, but I'd much rather have you guys put some imput into this as I would rather have it be a community thing than just one guy writing up a tactica which people might have problems with parts of.
    Last edited by archonofdeath; March 22nd, 2006 at 01:42.
    A youth with his first cigar makes himself sick; a youth with his first girl makes other people sick. - Mary Wilson Little

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    A big problem with the vanquisher is that if it misses the shell disappears. At least with a regular Russ or Demolisher, the shot can miss, then scatter and hit something else.

    I agree on the fear factor peoduced by pie plates. Even if the the secondary weapons are more dangerous the concept of a potential hit with a russ will scare most people.

    A good combo on a demolisher would be heavy flamers and ace sponson gunners. That way if you get assaulted....WHOOOSHKA no more assault squad

  10. #9
    The Fallen Cheredanine's Avatar
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    Quote Originally Posted by NTFH
    Cheredanine,
    Imperial Armour or GW rules?? Easy answer. GW Chapter Approved Codex and GW Chapter Approved Vehicle list. Unless you can dig up the older AC rules.

    I looked through my IA Volume 1 book and there are no armoured company rules. IA 1 just gives you access to more vehicles for regular guard armies for fast attack, transport and heavy support as far as I can tell... w ith exception of salamander command (HQ) variant. Also flyers, platforms and super-heavies but that's a whole other ball game.
    NTFH, IA1 has the full armoured batttle group army list, it is what the AC rules are based on with a few tweaks, it is in an appendix, after the fliers rules, it allows commisar tanks (woo woo) and the standard use of vehicles like Salamander command vehicles, it also gives access to all the tanks in IA1 including tanks like the Leman Russ Executioner - nice plasma death - which makes an excellent choice for command tanks and Aces
    Everything you have been told is a lie!


  11. #10
    LO Zealot archonofdeath's Avatar
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    Quote Originally Posted by The Spaceman
    A big problem with the vanquisher is that if it misses the shell disappears. At least with a regular Russ or Demolisher, the shot can miss, then scatter and hit something else.
    Oh, no, I'm talking about anti-tank rounds. In both cases the anti-tank rounds will disappear, and both tanks would be able to choose between normal ordnance and anti-tank. The 'Russ with Anti-Tank rounds can't move and when it shoots if it misses the shot is also gone. The Vanquisher can move and can fire both a souped up Battle Cannon shot and the Anti-Tank round.
    A youth with his first cigar makes himself sick; a youth with his first girl makes other people sick. - Mary Wilson Little

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