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Whats the most reliable way of destroying an enemy tank at range, because outside of scarabs, and 2d6 pen on Ctan and spiders, and the walker that isn't released yet, we have literally no ranged anti-tank options. and scarabs with 5+ saves and susceptible to blasts don't seem all that likely to live when the enemy finds out how much we'll depend on them.
doomsday ark?? str 9 ap1 ? seems pretty reliable to me
5 Cryptek's with the Harbinger of destruction upgrade
Doom Scythe's Death ray
Tachyon Arrow (Overlord or Destroyer Lord)
3 ghost arks with 10 necron warriors in each, within 12"
All seem to be able to do the job
Originally Posted by LegendxSval FoundationOriginally Posted by wakopanda
Hide your scarabs behind a monolith.
triarch stalkers with twin-linked heavy gauss cannon perhaps. but thats 165p. so do people think thats worth the points?
I've been looking over our options for this quite a bit, because I've been a bit concerned as well. We don't have anything obvious like chimelta vets, fire dragons, or dark lance spam, but I think this is to offset our "everything can glance" thing we have going on. Which obviously is nothing new but we do have more potential than we used to. The Doomsday Ark and Death Ray were mentioned, I think on Stalker's I'd be tempted to keep the heat ray, for a 2 shot multi-melta. Also cheaper. We also can't forget Spyders, Wraiths, C'tan shards, and anything with a warscythe as far ass CC goes. CC vs tanks is obviously not as ideal as ranged anti-tank, but the option is there. Also, I plan on taking scarabs is every list. And marching them behind the monolith is an excellent idea, that I am officially stealing.
The enemy's gate is down
For AVs 10 through 12 the Annihilation Barge is actually a pretty cool option. It does more hits on average than the Rifleman dreadnought has same S7 and is a LOT cheaper. The possibility of chaining more hits to adjacent vehicles makes "parking lot" deployments rather dangerous when these babies are around.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
I posted this in another thread, but I own 10 destroyers. I plan to magnetize warrior flayers on the end to convert 6 into HEAVY destroyers. A buddy was reading his dex and told me it's squads up to 5 and you can upgrade up to 3 of the Destroyers to heavy destroyers! I plan to field 2 squads of 5 and upgrade 3 heavies each. That's 520 points for 6 S9, AP2, preferred enemy (makes it like twin linked, re-roll hits) 36" shots on 12" movement jump troops. Plus the 4 destroyers still get their new shots. That's terminator busting, tank busting, etc. My only concern is I could see someone focus firing on those guys non stop. Hence I would have a res orb to make their WBB 4+!!!
Haven't read this, but it looks like if they down the entire squad NO WBB is allowed. Which 5 guys could be easy to take out. I agree the ark looks reasonable, but trying to find resistant anti tank will be an issue.
"There is only do, or do not. There is no try." - Yoda
Like many others have said,
Necron Overlords (via warscythe on a command barge, and or tachyon arrow)
Harbingers of Destruction.
Wraiths (not a ranged option but still good anti-transport/lighter tank.)
"I am the architect of fate!"