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    Leaf Blower help

    Okay, i found out today that imperial armies have a type of army called leaf blower. I found it out because I went up against 3 different leaf blower armies, almost each was identical

    3 Leman Russ 7 Chimera, and Master of Ordnance in one.

    I managed to pop off 2 of the chimeras and terminate the squishy guys inside. But the amount of firepower that it throws out is killer. and something about I can't hit the Chimeras from the side because they are pressed up against each other (they really get a 3+ cover save against the front armor when pressed against another vehicle and you want to shoot their side armor?). he doesn't move them usually till the last turn to grab objectives.

    What does I have to do to beat this type or army. one player said space marines have no chance unless the imperial player just gets bad dice rolls. i don't want to believe that. i would like to think that good strategy can go a long way to overcoming bad dice rolls. Any thoughts, suggestions.


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    Senior Member greektlake's Avatar
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    as for the 3+ cover save that's not true unless he put camo netting on his tanks and he's in cover. as for beating that type of list, it can be very hard for a lot of marine lists due to the amount of armor it has and the firepower it can dish out. i don't have any great suggestions for you.
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    For a tank to get the 3+ cover save then you have to be able to see the tank, but not the facing that you are in. For example, if one tank is directly behind the other, and you are up in a building (so can see the top of the tank), then you can see the tanks, but not the front armour (as the other vehicle is in the way), so they get a 3+ cover.

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    Interrogator-Chaplain pilot00's Avatar
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    Gram as many missile launchers as you can in your list or alternatively 2 Anihilator predators,but to be honest id go with the launchers since they can kill the infantry once the transport is popped.
    Praise be to the Emperor!!

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    Drop podding armies work well against armies such as this... With good strategy and pod placement, you can severly limit your opponents ability to move and get LOS to your own units.

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    Leaf Blower is popular for a reason- it's a tough army to beat. IMO, there's not really a tricky SM list you can make that directly (read: mathematically) take it on, so you need to be smart about how you actually play your game.

    As DeathPoke mentioned, the main thing a leaf blower has going against it is in reality, all those tanks take up a lot of space. Read up on rules about how closely you can place your models to his and don't let him fudge the bit about not being able to move within 1" of your models without assaulting. A couple of drop pods or some sacrifical (empty) Rhinos can conceivably block off entire areas of the board if you play with much terrain at all, especially if he's doing some kind of cover save shenangians and has them all stuck together in a clump.

    Keep in mind your mission as well- if you can box his stuff in and you're playing objectives, you're in a lot better shape. Sure the Vets with 3x meltas (and possibly a demo charge) is still pretty effective, but much less so if they have to actually get out of their cars and walk a bit.

    Russes are hard in general and a battlecannon shot is well capable of removing an entire Tac Squad in a single salvo, so be sure to utilize cover. If an objective is out in the open, take a risk making a run roll late in the game rather than camp it and let him blast away.

    TL: DR version- read up on vehicle rules and make sure your opponent isn't bending them to his favor, play smart, don't be afraid to sacrifice some LOS blocking vehicles of yours to box him in, use cover.
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    2 dev sqauds 4 lascannons each put them on the flanks and take out the russes, chimeras come next

    Tac Squads to dish out the fire needed to kill the infantry, flamer, missile launcher combo if need be just for some added firepower

    Deepstrike some terminators in near things 2 squads should do of just standard termies to keep points down, and even a scout bike squad or 2 with locator beacons to make sure scatters not too much of a problem

    how many points are you usually playing?

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    okay so lots of heavy weapons, thanks for the advice.
    usually it is between 1850 to 2000

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    Senior Member Mad Cat's Avatar
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    If you roll up one flank you run the risk of the 3+ cover save coming into effect but this should only be a problem up close and he can not protect the extreme flank so better to start there.

    To deal with leafblower you need bikes and plenty of them. An all bike list with captain + combimleta to make bikes scoring then 4-6 bike units with 2 meltas and a MM attack bike. one unit armed with flamers and a MM bike can help deal with the veterans as the transports pop by just charging them with bike units should lock them in combat and protect your bikes form close range palsma fire while you finish the squad off. For fast attack take units of 1-3 MM attack bikes and for elites a sternguard unit with combimeltas and drop pods should be a nice suprize.

    Tactics will be to turbo boost all the bikes to 17" from the front of his chimeras. If he deploys forewards you may not have to turboboost to achieve this and could take a long range shot with the MMs. 17" is important as it puts you in charge range next turn and in melta 6" range too but it stops you getting melta or plasma gunned by the vets since the chimnera hatches will be over 18" from your bikes so if they move forewards 6" the meltas will be out of range and the plasmas cannot fire. Chimeras could stay put and fire single plasma but thats what the turboboost cover save is for. Meanwhile a drop pod MM dread or sternguard combimelta unit can kill off one tank and start a gap in his line. On turn 2 advance the bikes 12" and shoot meltas and MMs at all the chimeras in the front armour to avoid any 3+ cover. Then charge any survivours with krak grenades or assault passengers if there are any in range. You will then loose quite a few bikes on his turn but some of your units may be locked in combat and others will be reduced to just a melta gun who can still kill another transport for the larger squads to assault the passengers. Once you mix it up things should go well.

    Even without an all bike list a few turboboosting attack bikes and squads in rhinos popping smoke can advance quickly and mix it with the guardsmen especially with a drop pod or two providing a distraction and killing a transport themselves.
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