Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hey everyone. as the title suggests subject is AT. Heres the question what do you use for effect AT in your army? My dilemma is that i play a Mech list and all the options i keep trying don't seem to be working. I'll explain.
1. Fire Dragons
Ok, admittedly they are simply brilliant at taking out armor at 6" inches 6 of them can statistically destroy a Land Raider (AV14) in one round of shooting. 6 shots 4 hits, 2.3333 penetrate , 1.167 destroy. (forgive me if my maths is incorrect blame Maths . But this awesome strength seems to be their greatest weakness because everyone knows how brutal they are, they can bag a tank but everything else in the enemy army that can shoot at them seem to do it after they have. And if you get out the wave serpent and you are not shooting at a tank they still seem to get focus fired.
2. Fire Prisms
I used these bad boys back in 4th. Now with the new blast rules they seem to have lost some effectiveness against AT. Now 1 Strength 9 shot hits directly 33% instead of 66% and a a twin linked shot hits directly (or scattering 1") 81% instead of 88%. So individually though i have not spent the time to work out scattering but it just seems like their Shots is not something u should waste on a tank instead blowing holes in infantry units. Maybe i have just had some foul luck with them so i haven't lost faith yet.
3. Wave serpents BL, EML
I used these back in 4th. Now in 5th, I'm using my Wave serpents to boost around the board getting that 4+ cover and getting my DA into position, the one turn i cant boost is when the DA get out to shoot/blade storm. It seems like a real waste to spend 30-45pts on something that spend a large part of the game not shooting.
So thats what i did use, but now in 5th they don't seem to be working for me so I'm asking for some ideas on how everyone else deals with tanks?
Thanks in advance for any comments
Cheers, The Prince.
For 140 points you could take wraithlords with TL-EMLs or lances for more. Warwalker squads with EMLs or BLs is an option too. Keep them in cover or screened by another squad for the 4+ cover save though.
Last edited by PartNinja; September 19th, 2008 at 15:15.
Isn't it a 3+ cover save for a turbo boosting wave serpent?
I like to use war walker squadrons with EMLs. cheap, decent anti-tank, and of course not bad anti-infantry either. With the scout special rule you can hold them in reserve and attempt to out flank. Now your enemies vehicles have to watch their back. you'll get 6 (if you use a squad of 3) crack missles into the vunerable rear armor of the enemy tanks. Throw a Wraithlord or some'n with a bright lance on you side of the board as well and he'll have no safe place to hide his backside.
Of course against land raiders and monoliths this is less then ideal. I haven't tried it and it is hard to manage but a wraithlord with str10 and 2d6 armor penetration is brutal. getting him into CC against the tank is another matter. An autarch is also a good anti-tank. Mix him in with some warp spiders or guardian jetbikes and you're not so exposed as the fire dragons.
Ive started using Wraithguard for tank hunting and also my dual fire prism.
Maybe your unlucky with Fire Prism's maybe im lucky but gotta love shotting a mono with Str 10 blast from 60" away
Firepike is also pretty effective
Another tatic i used last game vs a mech SM army was Swooping Hawks.
First time they ever made double there points back for me. Land Raider and a Whirlwind both taken out by 7 SH. (though I recon that was lucky)
To deal with anti-tank in my army I usually go with a wraithlord (with brightlance and eml), and my waveserpents usually have twinlinked brightlances. I am now thinking of running eml instead of brightlances on the serpents.
I would go with multiple choices. I run a mech list, so a few of my Wave Serpents carry bright lances, and a couple units of Fire Dragons in Falcons can be emergency support.
Another unit that might be worth looking at are War Walkers with Missiles. Walk them in from a table edge and let enemy tanks have it on the sides and rears of their tanks with a barrage of kraks. The added bonus here is if your opponent doesn't take tanks, you can still plasma missile enemy infantry to death.
A small unit of Swooping Hawks might be effective every once in awhile with their Haywire Grenades, though if my opponent was fielding such a unit I'd probably keep one squad of something to block assault to my tanks
Last edited by SimulatedSnowman; September 19th, 2008 at 20:14.
I think you need to spend more time on your floor.
2500 Black Templars
For the army that i had for ard boys, i was runnning a few things to take out tanks, but mostly up close. My first line was 3 wave serpents with BL, then i had 3 WL with star cannons and wraithswords, so i can reroll the misses if the vehicle moved more then 6''. i also had a squad of 10 warlocks with eldrad, they reck vehicles in cc also with thier sheer number of attacks at str 9. Last and certainly not least would be my striking scorpians w/ exarch and biting blade. He usualy tears through tanks like no ones buisness.
Another option is shining spears, though less effective (imo) then dual fire prisms they hold a spot in my list.