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The question is... attack or ignore vehicles with AV14 all around?
I faced my first Land Raider this last weekend and I know that AV14 has caused problems for Orks. I chose to attack the Land Raider but it took me 4-5 turns to destroy it with a Dreadnought in CC. Unlucky dice rolling? Maybe... I haven't done the math. I got lucky and managed to shake it right away so it couldn't keep going. If I didn't do that, I can imagine catching it and rolling the 5 or 6 just to hit the thing would have been a nightmare.
What I'm afraid of is if I leave the Land Raider, I will not be able to kill it in later turns, plus all the damage it can do on any army other than a footslogging force.
What are your strategies/thoughts on this?
I don't waste my time with them. If I get a chance to kill it, fine. But I'm busy wrecking other stuff.
Laidraiders are a PITA, that's a fact. Just accept it and move on to killing other stuff.
Cossack pretty much hit the nail on the head: don't go out of your way to kill one unless you absolutely have to. Orks do such tremendous damage to everything else that you can make up your kill points etc elsewhere. If the opportunity presents itself you can throw some power klaws at it (especially of the killa kan variety), but never waste shooting at it, or really even regular mobs of boyz.
All those require Hand to Hand which, if the opposing player isn't stupid, you will need 6's to hit. With that fact you are better off just ignoring them. There are two problems with that mindset though...
1. What is being carried inside generally NEEDS stopping at range
2. If you don't dedicate something to destroy it, and if it is a Crusader variety, then you are going to be bleeding manpower the whole game without the ability to cause reliable damage back ending in a very large snowball effect that cannot end well for you.
Add all that together with the tendency for LR's to be placed on the table in 5th AND armies that spam them (Black Templars) forces you to make a choice. Problem is, you don't really have a choice. There are just two options: Attack or Ignore. Either you pick is going to end in massive death for you. While they seem like options they only masquerade as such.
To move past the complaints, the above suggestions are all you have to deal with them so you get to pick. Just don't feel depressed when they fail exponentially more than they succeed.
Well on the bright side you won't be hitting on 6's and have all of your troops getting killed off. Sure, you can move 7-12" & fire off a single weapon but...meh. As long as you can get near it raiders will be sacrificing firepower for durability.
Sometimes you just can't ignore them, because they're the only things on the tables. I play Grey Knights, and in competitive games, I bring 2 or maybe even 3 LR's. In KP games, I have very few KP's and in objectives games, you basically need to wreck my LR to prevent it from claiming/contesting objectives.
The LR is not like the monolith. You may ignore it initially, but eventually you're going to have to deal with it. Better to do so while you're still at full strength than when you're whittled down to just a few PK's left.
Grey Knights are a threat for Orks?? Wowzers
Yeah, I'm shakin'.
Don't underestimate them. They're still somewhat competitive if played right. Put a 10-man GK squad w/2x incinerators in a LR and you can wipe out a whole squad of 30-ork boyz in 1 turn with tank shock, shooting and assault. And the GK Land Raider Crusaders can always fire their Hurricane Bolters. That means move 12" (you hit on 6's), unload 6 or 12 bolter shots w/re-rolls, then use Power of the Machine Spirit to fire the assault cannon, disembark, flame away and assault. The only save nobs get against the incinerators are their FNP...no armor, cover or invuln saves. I once wiped out a 6-man nob biker unit this way (though I only had a regular GKLR, not the crusader, which they did manage to wreck).