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i broke down and started mechanizing my army, which was almost pure footslog until recently.
why was i footslog? my wave serpent has a life span of usually 2 turns before it bites the dust. armor of 12 is awful.
i broke down and bought 2 fire prisms and im really hoping they will be worth the money.
prisms have the obvious benefit of the holo fields (at high point cost) which make them tougher to kill, but that 12 armor... boy it has me worried.
so how good are our tanks, really? do they rock? suck? in the middle?
Hmmmm, with regards to the wave serpent, it should be surviving for a decent amount of time supposing you're keeping it going above cruising speed. That cover save coupled with opposing weapons having a 5+ at best chance of PENETRATING (not talking about glancing) from the front/sides and 6+ to hit in CC means all but the luckiest/massed hvy weapon weapon attacks will be able to hurt it. Even such, getting that 18" before hand means your cargo will still be in a (hopefully) better position. Don't forget when you disembark, should it get blown up, to use the tank wreckage as cover!
Dual fire prisms also mean that should you have outflankers or a flying tyrant or something equally unsettling behind your lines, you can move them further away from each other at combat speed and shoot with one/two blasts, depending if you need them to contribute. The relatively weak armor is decieving and is definitely offset by their fast movement speed...if it has troops, drive it fast and watch 1/2 the enemies hvy weapons follow it, and if it shoots, you can still move up to 12" and bring some pretty good firepower to bare (excepting the falcon, i suppose). That's why mech lists are so hard to take out, b/c it takes so many shots to fell just one of those lanky eldar craft, that your enemies can't kill too many per turn unless lady luck is on their team...in which case, good luck!
I feel our tanks are easy to shake not so easy to kill. If you field tanks always field multiples. 1 waveserpent will get targeted by all the enemy AT and killed but if you have alot of them ( my 1750 list runs 7 skimmers ) that AT now has to make choices on what to try to kill improving the overall survival of the tanks.
so far ive had a lot of luck with my falcon (only tank i have) hitting it in CC on 6. and with holofields..its really hard to kill. i had it win my last two battles with it being the last unit on the board for the last two turns.
just couldnt bring it down
I think our tanks are some of the best,
how many other armies get fast transports that aren't open topped armour 10 10 10? the answer is not many, and even after they've been used as a transport most of our tanks are bristling with some hardcore weaponry. and holo fields are one of the best upgrades in the game, making glancing hits nothing to worry about at all, sure our tanks are expensive, but they're worth every last point.
Death to the Alien!
who likes cockroaches anyway.
Ordos Xenos 4/0/3
true, but it does really suck not having an open topped transport....imagine that ownage lol
holofields aren't nearly as good as they were on balance. And falcons can't shoot as well.
But still our tanks are great. 2/3rds of the time you don't even really care about loses. With their high mobility I'm finding that while my mech force does a pretty good job of winning, it does an amazing job of ensuring that I don't lose.
I'm increasingly gearing for having a full mech force. Leaving their heavy bolters and such without any targets until I've dismounted my forces, at which point the hurt should already be on.
However with the ability to move 36" a turn, I think even small numbers of serpents/falcons could be very useful. Remember, unless you flub the pinning/fallback roll or the enemy blocks the hatch, having your transport blow up doesn't actually stop your troops from assaulting on the next turn.
Also they're actually reasonably resiliant.
Take SM lascannons. Common anti tank weaponry. 2/3rds chance to hit, 1/2 chance of bouncing off the armor, 1/2 chance (when boosting or in cover) to ignore the hit. And even if something gets through it's a little better than a 50/50 chance that it fails to down the serpent, just blowing the weapon or something. All in all it takes a lot of shooting to actually down a serpent.
Last edited by sunnyside; April 27th, 2009 at 03:35.
Yeah, star enigines usually accomplish nearly the same thing as open topped vehicles. They get the unit safely within assault range without providing the opponent anything to shoot at. Star engines + banshees = a lot of expensive inf death.