So what do the IG players think about these 2 units and tactics?
IG as a CC force to be feared?
1.) Bane Wolf as an assault support vehicle? Chem Cannon is a defensive weapon and the hull flamer can be the 1 weapon fired after moving 12" to tank shock* a unit into a nice formation for a double template attack, maybe, hopefully move them closer to a squad (see Blob below...) with a bunch of flamer templates or plasma special weapon squad in the case of terminators/nobz, can you say rapid fire range
Not sure this should be used on the TEQ units though, hmmm? The Chem cannon/hv. flamer won't hurt those guys much but the shock will still move them into rapid range...?
*models will hopefully be in front of the tank and/or to the side so the hull flamer can be used, so this will require some nifty planning and setup, i.e. direction of approach and proper distance... if they fall back then even better depending on the shock direction they may fall back into your Blob!!
Also be sure to have a large infantry blob/special weapon squad (or two) or a few command squads from the combined Blob(power weapon/power fists can only help the CC!) - or two in case one has to shoot non-assault weapons at the TEQ units. Have these units nearby to engage or let the vehicle movement speed protect you in close combat depending on how many troops are close enough to assault next turn before you withdraw...?
Poor man's demolisher?
2.) Medusa tanks w/ either weapon load-out: cheaper/longer range (+12-24", depending which ammo you take), but less front/side armor, no lumbering behemoth... compared to the demolisher, as an alternative or in addition to the demolisher... used in support of the Leman Russ tank squadrons?
GO!
IG as a CC force to be feared?
1.) Bane Wolf as an assault support vehicle? Chem Cannon is a defensive weapon and the hull flamer can be the 1 weapon fired after moving 12" to tank shock* a unit into a nice formation for a double template attack, maybe, hopefully move them closer to a squad (see Blob below...) with a bunch of flamer templates or plasma special weapon squad in the case of terminators/nobz, can you say rapid fire range
Not sure this should be used on the TEQ units though, hmmm? The Chem cannon/hv. flamer won't hurt those guys much but the shock will still move them into rapid range...?
*models will hopefully be in front of the tank and/or to the side so the hull flamer can be used, so this will require some nifty planning and setup, i.e. direction of approach and proper distance... if they fall back then even better depending on the shock direction they may fall back into your Blob!!
Also be sure to have a large infantry blob/special weapon squad (or two) or a few command squads from the combined Blob(power weapon/power fists can only help the CC!) - or two in case one has to shoot non-assault weapons at the TEQ units. Have these units nearby to engage or let the vehicle movement speed protect you in close combat depending on how many troops are close enough to assault next turn before you withdraw...?
Poor man's demolisher?
2.) Medusa tanks w/ either weapon load-out: cheaper/longer range (+12-24", depending which ammo you take), but less front/side armor, no lumbering behemoth... compared to the demolisher, as an alternative or in addition to the demolisher... used in support of the Leman Russ tank squadrons?
GO!