4820
Post by: Ailaros
So, I was sitting down and looking at the russ part of my codex, and I noticed something. I was thinking about the regular russ, and what it does well.
Or, rather, what it doesn't. Against MCs and vehicles, a battlecannon is basically a super-expensive missile launcher. A single-shot BS3 weapon leaves a lot to be desired, especially when a battlecannon isn't even that good against vehicles (Even with ordnance, only being S8 isn't great, and with the new Ap rules for vehicles, they just got half as likely to blow something up outright), and MCs (where the worst have a 2+ save, or lots and lots of wounds (or both)). And then they're not good against terminators, and they're not really good against anything that's getting a cover save.
In fact, really, all that a russ is good for nowadays is nailing non-displaced MEq out in the open. That's not nothing, but that's not, you know, a lot either.
So then I started thinking about a regular russ in comparison to a eradicator. Both tanks wound T4 on 2's, and neither will break open terminator armor saves. Meanwhile, the difference between a 3+ armor save and a 4+ (or possibly better) cover save against MEq isn't very big. And both are crummy against vehicles. Except then you add that the eradicator will actually kill stuff off of objectives that's Sv4+ or worse (of which there is still a fair amount), and eradicators also aren't ordnance, so they work with the new heavy rule, rather than against it. It seems like a bolter boat eradicator would actually be good now, in a 6th ed, post FAQ world, and a las/melta eradicator would be able to handle basically any target in the game.
Even opening it up to all russes, it somehow strikes me as more favorable, what with not needing to spend a few turns driving into suicide range before it gets to fire (demolisher, punisher), or being stuck with only autocannons (exterminator), or blast autocannons (executioner), or being a complete and horrible waste of time (vanquisher). It feels like it has a more strategic impact (vis a vis objectives) than the others, and jives really well with the other things that are going on with current rules.
Not to say it's not worth it to have the other russes for their other reasons, but I'm seriously starting to consider adding an eradicator to a list that already has other russes in it. Am I seeing something new, or just delusions of armored flamer stormies?
53403
Post by: TheCaptain
Put simply; its a meta thing. Loads of cover, and not a lot of PA? Sure, it could be pretty good.
It's just really specific. Wipes non-PA/TA guys out of cover, and nothing else really. Sure, it can put wounds on MEQ, but not too well, nor will it cause ID.
Also doesn't have any (or any reliable) anti-armor capability worthy of note.
So yeah; it fits a very specific meta. Fits it well, mind you, but not much else.
Sadly, seems like Leman Russes in general leave quite a bit to be desired these days.
63000
Post by: Peregrine
There are three problems with the LR Eradicator:
1) It's just too expensive. A Griffon or Colossus can clear objectives just as well, but for fewer points (half as much for the Griffon!), and with AP 3 in the case of the Colossus. You're spending a lot of points on getting AV 14 for a unit that really wants to just sit back and throw pie plates at objectives.
2) It's too narrow in purpose but isn't dominating at it. The basic LRBT might not always be awesome, but it's decent at doing a lot of things, and it has high damage potential (disembarked troops, forcing your opponent to spread out to negate the blast and get focus fired by the plasma vets next to it, etc). The Eradicator, on the other hand, has a single role and is borderline worthless at anything else, while still not being very impressive even at its one role of killing 4+ save infantry in cover.
3) If you want cover-ignoring shells you can get an armored battlegroup company command LRBT with infernus shells. Same STR 6 AP 4, but with longer range, and you still keep the ability to fire standard battlecannon shots. The only drawback is that it's ordnance, but who really cares about the missing sponson guns? At least the LR Eradicator isn't alone in this problem, pretty much every Leman Russ variant just got killed off in favor of allied armored battlegroup units.
3933
Post by: Kingsley
I agree with Peregrine-- I think there's not a hugely compelling reason to take an Eradicator when Barrage weapons can do similar (and in the case of the Colossus, strictly better) things for much cheaper. Taking Leman Russes for sponsons is also worthless.
Is the Eradicator underrated? Sure. Is the Eradicator good? I'm not so sure.
Also, Peregrine-- I'd like it if you'd stop wasting time with FW remarks in threads not about FW, especially when you know the poster doesn't play with FW units. Besides, even when FW rules are allowed, FW army lists often aren't.
And don't bother talking about how FW units are official and legal, just start acting like a normal person.
63000
Post by: Peregrine
Kingsley wrote:Also, Peregrine-- I'd like it if you'd stop wasting time with FW remarks in threads not about FW, especially when you know the poster doesn't play with FW units. Besides, even when FW rules are allowed, FW army lists often aren't.
Well, you aren't going to get what you want. I will continue to discuss strategy involving ALL relevant options, not merely those available under a particular set of house rules. The OP may not like FW units, but other people reading and/or participating in the discussion may not share that policy and would find the discussion entirely relevant.
53403
Post by: TheCaptain
Kingsley wrote:
Also, Peregrine-- I'd like it if you'd stop wasting time with FW remarks in threads not about FW, especially when you know the poster doesn't play with FW units. Besides, even when FW rules are allowed, FW army lists often aren't.
And don't bother talking about how FW units are official and legal, just start acting like a normal person.
I'm not sure why you think you can tell another poster what to and what not to post, but I can assure you that you have no such power.
As is stated, sure Ailaros doesn't play with FW, but Dakkadakka isn't Ailaros' talk show. It's a forum where thousands of players congregate to give and receive advice. So even if Ailaros doesn't use FW, someone will happen across this thread who does. Providing the insight that Armoured Battlegroup tanks are better is assuredly helping someone more than lecturing someone on their posting habits.
I see nothing abnormal about understanding this.
3933
Post by: Kingsley
TheCaptain wrote: As is stated, sure Ailaros doesn't play with FW, but Dakkadakka isn't Ailaros' talk show. It's a forum where thousands of players congregate to give and receive advice. So even if Ailaros doesn't use FW, someone will happen across this thread who does. Providing the insight that Armoured Battlegroup tanks are better is assuredly helping someone more than lecturing someone on their posting habits.
Well, it's simple. Most people don't allow those units, so discussing them is not time efficiently spent for most users. I advocate keeping FW discussion to FW threads (or at worst to asides in non- FW threads) to avoid diluting the forum for others.
And don't bother saying "but those units are totally legal," that's another completely dull topic. We all know what the story is on that.
53403
Post by: TheCaptain
Kingsley wrote:
Most people don't allow those units, so discussing them is not time efficiently spent for most users.
First; that's not true. 100% of the people at my LGS allow or use FW units. Yes, this is anecdotal evidence, but more than you have provided. Saying "Most people X" is a sweeping generalization, and is fallacious unless you have proof. Furthermore, catering to a minority group, if it were true, is no less useful. Most people don't use SoB; better close all the SoB threads, right?
No.
If one person benefits from advice given, that advice has been useful. Relegating your advice to the majority is less useful, because there will be more people available to give advice on it. Most people don't play Armoured Battlegroup. Peregrine does. Therefore, he is qualified to give advice on it. I for one learned from his post that ABG makes a better choice to get guard tanks as allies than regular guard. +1 Benefit
Fallacious generalizations are no way to justify something. Nor is burying the minority opinion. I believe that is how the Civil War started.
And don't bother saying "but those units are totally legal," that's another completely dull topic. We all know what the story is on that.
The story is there is disagreement in the community; some will agree and some won't.
3309
Post by: Flinty
Ailaros wrote:
Or, rather, what it doesn't. Against MCs and vehicles, a battlecannon is basically a super-expensive missile launcher. A single-shot BS3 weapon leaves a lot to be desired, especially when a battlecannon isn't even that good against vehicles (Even with ordnance, only being S8 isn't great, and with the new Ap rules for vehicles, they just got half as likely to blow something up outright), and MCs (where the worst have a 2+ save, or lots and lots of wounds (or both)). And then they're not good against terminators, and they're not really good against anything that's getting a cover save.
You might be right about Eradicators, but I don't think you're right about this part, especially against vehicles. Having the large blast marker makes it much more reliable than missile launchers in terms of hits, especially now you don't need to get the hole over the target to get full strength hits. Against vehicles you have to roll pretty poorly to miss entirely, compared to a 50-50 chance with a normal Guard AT weapon. Its only really against AV14 that the battlecannon has difficulty and the blast size makes it really dangerous to densely packed vehicles, especially light vehicle squadrons.
3933
Post by: Kingsley
Flinty wrote: You might be right about Eradicators, but I don't think you're right about this part, especially against vehicles. Having the large blast marker makes it much more reliable than missile launchers in terms of hits, especially now you don't need to get the hole over the target to get full strength hits. Against vehicles you have to roll pretty poorly to miss entirely, compared to a 50-50 chance with a normal Guard AT weapon. Its only really against AV14 that the battlecannon has difficulty and the blast size makes it really dangerous to densely packed vehicles, especially light vehicle squadrons.
Good points, Flinty-- I myself have noticed Ordnance rarely misses the mark completely these days. That said, I think the battlecannon does suffer from the whole "one shot, AP 3" issue. A single ap3 hit, even if it penetrates armor, is somewhat underwhelming in 6th edition, as evidenced by the widespread drop in the number of missile launchers fielded these days.
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Post by: zephoid
Drop the FW arguments. Mentioning FW alternatives is a valid contribution to the thread. Arguing if it is legal is not. Also telling another posted what they can or cannot post is not.
The Eradicator simply lacks versatility. LRB deals with multi wound IC or squads, PA or PA equivalent, tanks, and T5+. Eradicator deals with 4+ armor saves which are generally less common are often in transports that the eradicator cant deal with. Guard is about alpha strike before your opponent can assault you. Relying on another unit to pop the transport prior to your vendettas arriving means HWS with las cannons, which really isnt a good use of points. Better to have the option to deal with everything on the board than to have a perfect counter to less common units.
Eradicator makes marines save on a 3+
LRB makes marines save on a 5+.
Thats pretty huge. LRB is twice as effective vs the most common save in the game. Throw in the rest of the stuff and LRB is almost always better. An argument for colossus can be made for much the same reasons you stated, but thats another argument
63373
Post by: kestril
I honestly can't put together how it's comparable to the standard russ with cover being nerfed to 5+ and all. Unless ruins are absolutely everywhere, or you you don't play against MEQ, then I guess you could take it.
Plus, marines will take that 3+ armor save over their 4+ or 5+ cover every day of the week. While the russ may not get rid of saves entirely, it will force your MEQ player to take a lower save. That's HUGE! MEQ players pay out the nose for that power armor.
Lets look at the targets:
MEQ (Both in and out of cover): Leman Russ Battle Tank
Vehicles: Leman Russ Battle Tank (although you don't want to be shooting at AV 13- 14 with either)
GEQ in cover: Leman Russ Eradicator Tank
GEQ out of cover: Both are equally effective.
Monstrous creatures: Leman Russ Battle Tank
T4, multi-wound stuff: Leman Russ Battle Tank
I think you may be missing part of the point of the battle tank. It's meant to survive more than to throw out massive amounts of firepower. Although, the battlecannon is decent, and can engage a wide variety of targets. In fact, I find the LRBT actually has more impact on the game as the game goes on, due to that long-range versatile shell. Everything is still in range, and it can deal a respectable amount of damage to whatever targets are left in turns 3-4-5.
If you want stuff that ignores cover, I'd recommend artillery, or a vendetta with hellfury missiles.
20243
Post by: Grey Templar
Another thing to consider is the Battle Cannon has a really long range. It will be able to contribute to the battle on turn one. An Eradicator may not.
Plus the Battle Cannon can pop transports fairly reliably, unlike the Eradicator.
62226
Post by: Glocknall
My issue with Leman Russes with the Heavy rule is that I want more than a single shot per turn from my Russes. I'm playing 150 points base for my tank and for it to be at the mercy of a single BS3 shot really runs against what Guard are all about.
If you want ordnance now, go with the artillery versions of your Russ ord tanks. Cheaper, you either get barrage or increased range or both.
55178
Post by: Gibblets
You have gone crazy. It's not so much that eradicators aren't bad now, it's that the bar has been lowered to the point where they seem a viable option. I'd say that they'd be good if they retained the AP3 of the Colossus. Otherwise I'd rather take a LRBT, an Executioner or an Exterminator w/LC and MMs
63000
Post by: Peregrine
Kingsley wrote:Well, it's simple. Most people don't allow those units, so discussing them is not time efficiently spent for most users. I advocate keeping FW discussion to FW threads (or at worst to asides in non- FW threads) to avoid diluting the forum for others.
Which is just a self-fulfilling prophecy. By keeping FW locked away in special FW threads you reinforce the idea that FW is something separate from the game that shouldn't be used normally. "Most people" might not allow it, but they're certainly not going to start allowing it if nobody ever tries to correct that impression of "something separate".
kestril wrote:I honestly can't put together how it's comparable to the standard russ with cover being nerfed to 5+ and all. Unless ruins are absolutely everywhere, or you you don't play against MEQ, then I guess you could take it.
Well, the problem that the OP is trying to fix is a legitimate problem. Standard cover might be 5+, but there are various units that get a much better save than that. Eldar pathfinders, Harker squads with camo cloaks, anything that goes to ground in area terrain or behind an aegis line (usually a weak-firepower scoring unit that you don't care about snap firing), etc, are all scoring units that can get 2+/3+ saves while sitting on top of an objective. Since the units that can get 2+ cover saves tend to have nonexistent armor saves a cover-ignoring blast weapon goes from 2+ save to no save at all and starts to get up to squad-wiping firepower.
Of course the Eradicator approach is still bad, but at least it's trying to address a real problem.
1406
Post by: Janthkin
zephoid wrote:Drop the FW arguments. Mentioning FW alternatives is a valid contribution to the thread. Arguing if it is legal is not. Also telling another posted what they can or cannot post is not. This.
63373
Post by: kestril
Peregrine wrote:
Well, the problem that the OP is trying to fix is a legitimate problem. Standard cover might be 5+, but there are various units that get a much better save than that. Eldar pathfinders, Harker squads with camo cloaks, anything that goes to ground in area terrain or behind an aegis line (usually a weak-firepower scoring unit that you don't care about snap firing), etc, are all scoring units that can get 2+/3+ saves while sitting on top of an objective. Since the units that can get 2+ cover saves tend to have nonexistent armor saves a cover-ignoring blast weapon goes from 2+ save to no save at all and starts to get up to squad-wiping firepower.
Of course the Eradicator approach is still bad, but at least it's trying to address a real problem.
Ah, alright. I gotcha.
I've been using the Vendetta with hellfury missiles to deal with those sorts of squads, but since Ailaros doesn't care for vendettas, the options I see are the colossus, deep-striking stormie flamers, hellhouds, or the eradicator, and out of all of these, I think the eradicator would put out the most damage to its intended targets over the course of the game. The problem is that it won't damage much else. I don't think the tank is particularly good compared to the others, but it may fit in his list, because Ailaros packs more meltaguns and lascannons than your mama.
I prefer the helldetta for those sort of tasks, because usually my opponents only have one or two 2+ cover save squads, and the helldetta can go and damage some other stuff and/or drop off troops on the objective it just nuked after it's done, and it brightens my opponent's day when I say the thing doesn't have three twin-linked lascannons. Maybe just try the thing once? On the tabletop the helldetta feels more like calling in a strategic air-strike then queuing up flight of the Valkyries on the stereo.
4820
Post by: Ailaros
So, I suppose what I'm trying to refute is the idea that "LRBTs are good all-rounder tanks, and eradicators are just some niche weapon"
To the first, that LRBTs are good generalists, this seems to me to be tragically false. In order for something to be a generalist in my book, it needs to actually be GOOD at a bunch of things. What are battlecannons good for?
Not vehicles, for starters. Single-shot BS3 weapons don't have the volume of fire to handle lighter vehicles, and S8 Ap3 doesn't have the punch to knock out heavier vehicles. They don't even do AV12 well, what with only having about a 1 in 3 chance of causing a penetrating hit WHEN YOU HIT. Throw cover in there, and a russ may take all game before they break a vehicle open. Basically, it's the same reason why people take autocannons and lascannons to handle vehicles, but not missile launchers.
So, if not vehicles, then what? Not monstrous creatures, as it doesn't have the AP to handle 2+, and it doesn't have the shots to handle W6. Not terminators (of course). Marines in cover are either going to be getting a 3+ or a 4+ cover save, depending on where they are and if they're going to ground or not. Meanwhile, using the battlecannon to dig 5 point models out of cover isn't going to make it great against hordes (who will disperse once they leave cover).
As such, the battle cannon is actually a terrible weapon. Pretty much the only thing it does well is to hammer expensive infantry that don't have either a 2+ or a ++, and aren't in cover. It's the LRBT that's actually the niche weapon, not because it can't target stuff, but because it doesn't target them WELL.
Coming from here, we look at the eradicator. Yeah, there isn't a lot that the eradicator does well, but we're comparing it against the russ, which also doesn't do very much all that well.
The question, then, is which has a wider niche, hitting space marines out of cover or digging Sv4+ units out of it? It seems the latter is going to be more useful (especially since things tend to bunch up more when they're in cover), and it's going to be more strategic (objectives tend to be in or near cover).
Furthermore, the eradicator has the potential for higher damage output, thanks to the new heavy rules. Let's compare a bolter boat russ against a bolter boat eradicator against marines chilling behind an aegis or some devs in some ruins (or whatever). Let's say that the splat cannon on both of them hits 5. The russ then adds 1.5 heavy bolter hits, while the eradicator adds 4.5. Assuming that the squad doesn't go to ground, the LRBT is killing 2.4 marines, while the eradicator is doing 2.3. That's right, basically the same damage. Against marines - the one thing the battlecannon is supposed to be good for.
But the sponson thing doesn't stop there. You can give the eradicator multimeltas and a lascannon and make it deadly to basically any target and at decent range as well, and against infantry and light vehicles, they get to shoot all their guns, rather than one or the other.
All this is really making me think the eradicator better than the regular russ here.
The comparison then turns to other non-ordnance weapons. In my mind, the other three have weapons that are primarily useful against AV10 and infantry, but struggle once they get up to AV12. As such, the question is which is going to be better against infantry, something like a punisher, or something like a eradicator? In this case, you can make a decent argument for the punisher, but the eradicator does have better range, and costs less (both by a fair bit). Meanwhile, neither the exterminator or the executioner are going to be good against infantry in cover.
As such, if you've already got a fair amount of stuff to handle light vehicles, then the eradicator really does become the better choice. Except, perhaps, for demolishers, but the two tanks really do rather different things.
As for comparing the eradicator to artillery, it's the classic chassis question. Both a pair of griffons and the colossus have the potential to do more damage, depending on the target, but they also are much flimsier. Also, artillery can't take sponsons, which does a lot to fix the firepower gap.
53403
Post by: TheCaptain
Ailaros wrote:Single-shot BS3 weapons don't have the volume of fire to handle lighter vehicles, and S8 Ap3 doesn't have the punch to knock out heavier vehicles. They don't even do AV12 well, what with only having about a 1 in 3 chance of causing a penetrating hit WHEN YOU HIT.
2/3; LRBT is Ordinance.
2/3 Chance to pen isn't that bad.
1406
Post by: Janthkin
And given the removal of the "hole must be over the hull requirement," most vehicles will be hit on any deviation of 7" or less, if you're aiming for center-mass.
4820
Post by: Ailaros
TheCaptain wrote:2/3; LRBT is Ordinance.
2/3 Chance to pen isn't that bad.
Oops.
Still, though.
Yes, you don't need to have the hole over the vehicle anymore, but it's not like that makes the russ an auto-hitter. It makes it more like BS4. Against a chimera with no cover, you're looking at having to fire SEVEN SHOTS to kill the thing by stripping hull points (and by then it's very likely too late). With Ap3, the russ is only wrecking a chimera outright about one in ever 14 or 15 shots it makes. That's still pretty terrible.
And that's not including cover. The battlecannon is already crappy against AV12 enough without adding the fact that it could be doing less.
And moreover, you might as well just take an exterminator by this point.
63000
Post by: Peregrine
Ailaros wrote:They don't even do AV12 well, what with only having about a 1 in 3 chance of causing a penetrating hit WHEN YOU HIT.
Don't forget the ordnance rule, which makes it 1/2 for a penetrating hit, and 3/4 to at least take off a hull point.
Marines in cover are either going to be getting a 3+ or a 4+ cover save, depending on where they are and if they're going to ground or not.
No they aren't. 4+ is only for ruins, most cover is only 5+. And if a unit goes to ground for a 4+ (normal) or 3+ (area terrain) cover save then the unit has effectively killed itself.
The question, then, is which has a wider niche, hitting space marines out of cover or digging Sv4+ units out of it? It seems the latter is going to be more useful (especially since things tend to bunch up more when they're in cover), and it's going to be more strategic (objectives tend to be in or near cover).
No, the question is whether the Eradicator is useful. If the LRBT is bad and the Eradicator is slightly less bad, the answer is to take none of the above. Instead, take artillery, allied ABG LRBTs with infernus shells, hellfury Vendettas/Vultures, etc.
Furthermore, the eradicator has the potential for higher damage output, thanks to the new heavy rules. Let's compare a bolter boat russ against a bolter boat eradicator against marines chilling behind an aegis or some devs in some ruins (or whatever). Let's say that the splat cannon on both of them hits 5. The russ then adds 1.5 heavy bolter hits, while the eradicator adds 4.5. Assuming that the squad doesn't go to ground, the LRBT is killing 2.4 marines, while the eradicator is doing 2.3. That's right, basically the same damage. Against marines - the one thing the battlecannon is supposed to be good for.
Of course there's three problems with this:
1) Most importantly, your math is wrong. With 5+ cover the battlecannon alone is causing 2.77 unsaved wounds, for a total of 2.88 once you include the HB. The Eradicator gets a total of 2.38 with all of its weapons. IOW, the battlecannon alone does more damage than the Eradicator's entire total.
2) The cost difference is very relevant. If we drop the worthless sponson bolters from the LRTB it will cost 150 points to kill 2.88 marines, while the Eradicator costs 180 points to kill 2.38. That's a 45% increase in cost per kill.
3) This is based on the assumption that GW doesn't realize their mistake with the new heavy change and bring lumbering behemoth back.
But the sponson thing doesn't stop there. You can give the eradicator multimeltas and a lascannon and make it deadly to basically any target and at decent range as well, and against infantry and light vehicles, they get to shoot all their guns, rather than one or the other.
And you can give a LRBT the same. The ability to fire all four guns is worthless because the main gun isn't going to do anything against the targets multimeltas and lascannons are good against. So both tanks will be firing MMx2/ LC at full BS and not firing the turret weapon. The only difference is that the LRBT has the ability to fire the main gun in other situations.
kestril wrote:I prefer the helldetta for those sort of tasks, because usually my opponents only have one or two 2+ cover save squads, and the helldetta can go and damage some other stuff and/or drop off troops on the objective it just nuked after it's done, and it brightens my opponent's day when I say the thing doesn't have three twin-linked lascannons. Maybe just try the thing once? On the tabletop the helldetta feels more like calling in a strategic air-strike then queuing up flight of the Valkyries on the stereo.
The problem with that approach is that you turn the Vendetta into a bad Vulture. With 6th edition really hurting the usefulness of Vendettas as transports the Vulture can bring the same TL LC and 2x hellfuries, has the option to trade the TL LC for a second anti-infantry weapon, and has the amazingly useful vector dancer USR. The Vendetta is only really worth it if you keep the three TL LCs, since that's the only case where it's vastly superior to everything else you could take in the same role.
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Post by: AnomanderRake
...Waitwaitwait. When did Battle Cannons become ineffective against vehicles? They're the single most effective way of getting penetrating hits on high-AV vehicles that isn't either crippled by limited range or crippled by limited ammo/inaccuracy; even if you only blow the vehicle up on a 6 now, penetrating hits still cause damage results and knock off hull points...
And as for lacking AP2 for dealing with Monstrous Creatures, how many Monstrous Creatures have a 2+ save? Let me think...Definitely not Wraithlords, almost nothing in the Tyranid Codex...none of the Greater Daemons...I get that the Battle Cannon isn't your best weapon against W6 Monstrous Creatures, but that's because of low rate of fire; the Tyrannofex and Dreadknights are the only Monstrous Creatures that still get an armor save against it...
...You've ignored the fact that the Eradicator has half the range of the Battle Cannon...
Have you ever heard the phrase "Jack of all trades, master of none"? The regular Leman Russ may not be your single best weapon at hitting anything, but it's decent against single heavy vehicles, light vehicle squadrons, and any infantry short of Terminators at all ranges. The Eradicator is very good at killing lighter enemies in cover, but it isn't very effective against Monstrous Creatures or heavy vehicles, and has a fairly short range for an artillery vehicle. If you're in a smaller game, or if you're on a budget, the regular Russ is an infinitely better choice because it can actually act outside of it's specialization area, instead of requiring you to buy one vehicle to deal with light infantry in cover, another to deal with heavy infantry, and a third to deal with vehicles, or whatever else you're suggesting.
63000
Post by: Peregrine
Ailaros wrote:Yes, you don't need to have the hole over the vehicle anymore, but it's not like that makes the russ an auto-hitter. It makes it more like BS4. Against a chimera with no cover, you're looking at having to fire SEVEN SHOTS to kill the thing by stripping hull points (and by then it's very likely too late). With Ap3, the russ is only wrecking a chimera outright about one in ever 14 or 15 shots it makes. That's still pretty terrible.
But you don't take a LRBT as a primary anti-tank weapon. You take it as a unit that can supplement your main anti-tank weapons and strip a final hullpoint, throw a shaken result on a gun tank, etc, while waiting for infantry targets to appear. The point is that the LRBT can contribute a bit early in the game, while the Eradicator just sits there being worthless until low-save cover-dependent infantry show up.
53403
Post by: TheCaptain
AnomanderRake wrote:...Waitwaitwait. When did Battle Cannons become ineffective against vehicles? They're the single most effective way of getting penetrating hits on high- AV vehicles that isn't either crippled by limited range or crippled by limited ammo/inaccuracy; even if you only blow the vehicle up on a 6 now, penetrating hits still cause damage results and knock off hull points...
What.
No, seriously. What. High- AV being AV13-14, they Pen AV13 1/3 of the time, and can't pen AV14.
The Leman Russ Annihilator is better at killing High- AV, and the Leman Russ Annihilator is garbage.
The Vanquisher is slightly less accurate than the Leman Russ Battle Tank, and doubly effective at penning armor, and doubly effective at causing Explosions.
A LRBT isn't for High- AV vehicles. It's not even for vehicles. Sure, it can damage some of them, but that's not what its for. It is for killing vehicles as much as Lascannons are for killing Space Marines
63373
Post by: kestril
Peregrine wrote:
The problem with that approach is that you turn the Vendetta into a bad Vulture. With 6th edition really hurting the usefulness of Vendettas as transports the Vulture can bring the same TL LC and 2x hellfuries, has the option to trade the TL LC for a second anti-infantry weapon, and has the amazingly useful vector dancer USR. The Vendetta is only really worth it if you keep the three TL LCs, since that's the only case where it's vastly superior to everything else you could take in the same role.
Can the vulture transport troops? Then I'd take one, but I need some method of troop-delivery to objectives as well.
But you don't take a LRBT as a primary anti-tank weapon. You take it as a unit that can supplement your main anti-tank weapons and strip a final hullpoint, throw a shaken result on a gun tank, etc, while waiting for infantry targets to appear. The point is that the LRBT can contribute a bit early in the game, while the Eradicator just sits there being worthless until low-save cover-dependent infantry show up.
This. The russ can contribute something every turn of the game, especially with the brilliant 72-inch range. Moreover, with the lack of glancing hits causing stunnage, those battlecannons will be firing every round, and when it's priority targets DO appear, some marines get evaporated.
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Post by: TheCaptain
kestril wrote: Peregrine wrote:
The problem with that approach is that you turn the Vendetta into a bad Vulture. With 6th edition really hurting the usefulness of Vendettas as transports the Vulture can bring the same TL LC and 2x hellfuries, has the option to trade the TL LC for a second anti-infantry weapon, and has the amazingly useful vector dancer USR. The Vendetta is only really worth it if you keep the three TL LCs, since that's the only case where it's vastly superior to everything else you could take in the same role.
Can the vulture transport troops? Then I'd take one, but I need some method of troop-delivery to objectives as well.
It trades transport capacity for Vector Dancer, Strafing run, and 4-5 guns instead of 3.
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Post by: Trickstick
LRBTs are good because they have a decent amount of power for their price, and are the cheapest av14 (i think) in the game. All of the others are better at different things, but they are all worse armour efficiency. They sit and block things, in a very price efficient way and with a decent gun. If you want to move up chimeras, the battle tanks offer a great piece of cover to hide behind. Then the enemy has to shoot at the cheap, rubbish tank or the expensive, killy one.
Works ok with the squadron rules too, with the expensive tanks in the rear for protection. I don't use mixed squadrons myself but can see the merit of this idea.
A pair of them in front of a pair of various artillery pieces gives you a long range fire base. You can also have them give cover to some advancing medusa, although demolishers are a better cheap advancing tanks.
edit: I think that I have started to see the lrbt as a "tank", in the mmo sense of the word. Great at absorbing damage and protecting other things.
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Post by: Ailaros
Peregrine wrote:4+ is only for ruins, most cover is only 5+.
Ruins and ADLs, both of which I see at my local store. Plus, anyone who is playing power armor from the vanilla 'dex nowadays is bringing a TFC, and the attending techmarine/master of forge gets to reinforce any 5+ cover to a 4+ cover. Worse, they do it on ruins or ADLs, and those devs/scoring units get a 3+ cover save just because.
And going to ground is not the same as a unit committing suicide. Not on purge missions, certainly, and not on any game where the going to ground unit is scoring and near an objective.
Peregrine wrote: The point is that the LRBT can contribute a bit early in the game, while the Eradicator just sits there being worthless until low-save cover-dependent infantry show up.
Unless you take sponsons. Sponsons don't add much to a regular russ, while they do to an eradicator. A las- MM eradicator is capable of doing plenty.
Plus, as mentioned, there are more things than cover-dependent infantry that an eradicator cannon handles just as well or roughly the same as a battlecannon.
AnomanderRake wrote:...Waitwaitwait. When did Battle Cannons become ineffective against vehicles? They're the single most effective way of getting penetrating hits on high-AV vehicles
You saw the math. Good luck peeling paint.
Furthermore, an LRBT isn't the best way of causing penetrating hits, and isn't even the best russ for this job.
AnomanderRake wrote:...You've ignored the fact that the Eradicator has half the range of the Battle Cannon...
Sure, but a 42" threat range isn't exactly short, either.
AnomanderRake wrote:Have you ever heard the phrase "Jack of all trades, master of none"?
Yes, but I only believe in versatility or generality when something is GOOD at what it does. What the LRBT is starting to look like here is the grenade launcher of the russ world. Yes, it can, in theory, target lots of stuff, but it's rarely ever particularly effective, in general, for its points, or compared to other options.
Trickstick wrote:LRBTs are good because they have a decent amount of power for their price, and are the cheapest av14 (i think) in the game.
Well, firstly, an exterminator costs the same, and it's not like those extra 10 or 15 points for a demolisher or eradicator are exactly breaking the bank.
Secondly, that's sort of the problem, they DON'T have a decent amount of killing power, including for their price. Go back to a 4th ed world where they could fire all their guns and perhaps it would be a different story, but not now in a world of 6th ed rules and heavy replacing lumbering behemoth.
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Post by: Peregrine
Ailaros wrote: Plus, anyone who is playing power armor from the vanilla 'dex nowadays is bringing a TFC, and the attending techmarine/master of forge gets to reinforce any 5+ cover to a 4+ cover. Worse, they do it on ruins or ADLs, and those devs/scoring units get a 3+ cover save just because.
Then they are cheating. MotF can only boost ruins, and aegis lines are not ruins.
And going to ground is not the same as a unit committing suicide. Not on purge missions, certainly, and not on any game where the going to ground unit is scoring and near an objective.
But you're talking about stuff like devastators that actually wants to contribute to the fight. Going to ground and dropping BS 4 to BS 1 might not be literally killing the unit, but it's certainly crippling it. Sure, you'll want to go to ground if the alternative is losing the unit, but if a LRBT shot causes a vital unit to go to ground in a desperate attempt to stay alive I'll call that a success.
Yes, but I only believe in versatility or generality when something is GOOD at what it does. What the LRBT is starting to look like here is the grenade launcher of the russ world. Yes, it can, in theory, target lots of stuff, but it's rarely ever particularly effective, in general, for its points, or compared to other options.
Except that the LRBT is good at things. It's good at killing marines (especially when killing their transports or deep striking puts them into ideal battlecannon formation), it's good at killing hordes, and it's good as a secondary anti-vehicle unit. Grenade launchers, on the other hand, are just bad at everything.
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Post by: Ailaros
Fine, if your opponents are dumb enough to deepstrike big wads of power armor right in front of an LRBT, then take LRBTs.
Meanwhile, back in the real world, they're going to struggle, especially when you start talking about displacement and cover saves (and let's not forget, you still need to hit and wound, which isn't automatic). In the real world, spending 150 points just to kill a space marine or two per every other turn it hits while the russ survives really isn't that good. Throw in some pretty mediocre anti-vehicle, and the grenade launcher really is an apt comparison.
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Post by: Peregrine
Ailaros wrote:Fine, if your opponents are dumb enough to deepstrike big wads of power armor right in front of an LRBT, then take LRBTs.
Aren't you the one who advocates using units like melta stormtroopers as anti-tank?
Also, when your unit has 72" range and a 360* turret "right in front" really means "anywhere on the table". And I don't know about you, but in my opinion 150 points is a pretty reasonable price to pay to force all of the units my opponent would like to deep strike to start on the table and be useless.
displacement
You keep repeating that and ignoring the fact that in 6th edition displacement often has a very high price. I'll be quite happy if my opponent displaces every single unit, takes a bunch of models out of cover, and loses them with no saves at all against my plasma guns. They're going to lose more models to plasma fire than they save from the LRBT, so it's a win-win situation for me. All because of a 150 point unit.
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Post by: kestril
They don't have to deepstrike in front of the LRBT, they just have to deepstrike, because the battle tank's range reaches across the board.
I'm not seeing the grenade launcher comparison. Grenade launchers don't insta-kill stuff, and grenade launchers don't have AP3. You'd be hard pressed to make an eradicator kill as many space marines as a russ.
Edit: Got Ninja'd by Peregrine.
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Post by: HawaiiMatt
It's decent as a bolter boat.
9 S5 shots, 3 S4 shots and a S6 ignore cover blast.
And don't tell me you can replace that ignore cover with a barrage. They're enough cover saves that barrage doesn't solve. For example, models on the middle floor of a ruin, in/around a BA librarian, Ork Big Mek, eldar Warlock, Harliquin... ect.
It's a solid choice as a 3rd Heavy slot. If you've got enough anti-tank and anti-MEQ/TEQ.
I was running 2x1 Medusa and a pair of Russ (battle cannon). I've been happy with the switch to a pair of bolter boats.
-Matt
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Post by: Peregrine
HawaiiMatt wrote:And don't tell me you can replace that ignore cover with a barrage. They're enough cover saves that barrage doesn't solve. For example, models on the middle floor of a ruin, in/around a BA librarian, Ork Big Mek, eldar Warlock, Harliquin... ect.
The problem is that you pay for that ignoring cover ability. For example, is a 5+ cover save from a mek really that important that you need a specialized unit to deal with it?
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Post by: Ailaros
Peregrine wrote:I'll be quite happy if my opponent displaces every single unit
Then you've never played against it. If you're discontent with the theory behind how dispersal guts the firepower of blast weapons, then I'm sure experience will show you directly. Play a few more games against people who understand its power, and I'll sure you'll catch on quickly.
kestril wrote:They don't have to deepstrike in front of the LRBT, they just have to deepstrike, because the battle tank's range reaches across the board.
Well, if they're deepstriking, odds are pretty good that they're terminators, in a drop pod (and can thus disperse out of their transport), or are capable of killing the russ in their own right. I'd also implore you to remember that russes are slower now, which means that it's possible to create blind spots where russes can't shoot at them.
Even in the worst possible case scenario, your opponent has to be pretty dumb to just deepstrike in its reach anyways.
And, to be fair, you still have to hit. A russ is only good against deepstrikers half the time.
kestril wrote:I'm not seeing the grenade launcher comparison. Grenade launchers don't insta-kill stuff, and grenade launchers don't have AP3.
It's not that the weapons are literally the same, it's that they're analogous. They're a weapon that comes in promising being decent against everything, and then winds up being crappy against everything with a few narrow exceptions.
kestril wrote:You'd be hard pressed to make an eradicator kill as many space marines as a russ.
I gave the example already pitting the two against space marines in 4+ cover.
The exterminator gets even better when your opponent spreads out (unless you're in peregrine's FLGS where you only have tiny pieces of terrain), or when those marines go to ground.
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Post by: Peregrine
Ailaros wrote:Then you've never played against it. If you're discontent with the theory behind how dispersal guts the firepower of blast weapons, then I'm sure experience will show you directly. Play a few more games against people who understand its power, and I'll sure you'll catch on quickly.
Please read again. I'll make it very simple:
Displacing hurts the firepower of unit X.
Displacing helps the firepower of unit Y.
In many situations, the gain in firepower from unit Y is greater than the loss in firepower from unit X, therefore displacing is a bad idea.
Well, if they're deepstriking, odds are pretty good that they're terminators, in a drop pod (and can thus disperse out of their transport), or are capable of killing the russ in their own right. I'd also implore you to remember that russes are slower now, which means that it's possible to create blind spots where russes can't shoot at them.
The entire BA codex disagrees with you that deep striking means spreading out. And sure, they might use their melta shot on the Leman Russ and maybe even kill it, but then the plasma vets next to it throw a demo charge out the hatch and wipe the squad out.
Even in the worst possible case scenario, your opponent has to be pretty dumb to just deepstrike in its reach anyways.
Remember the part where "in its reach" means "on the table"? You might be able to find a blind spot or two behind LOS blocking terrain, but dropping far off behind terrain negates the whole point of deep striking.
I gave the example already pitting the two against space marines in 4+ cover.
And your example was ridiculous because you inflated the cost of the LRBT by including worthless sponson guns. As I pointed out, the Eradicator pays 45% more for each dead marine, which is terrible performance.
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Post by: TheCaptain
Peregrine wrote:
The entire BA codex disagrees with you that deep striking means spreading out. And sure, they might use their melta shot on the Leman Russ and maybe even kill it, but then the plasma vets next to it throw a demo charge out the hatch and wipe the squad out.
.
You give your Plasvets democharges?
What?
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Post by: Ailaros
Peregrine wrote:Displacing hurts the firepower of unit X.
Displacing helps the firepower of unit Y.
In many situations, the gain in firepower from unit Y is greater than the loss in firepower from unit X, therefore displacing is a bad idea.
If only this were actually true. At some point logical deduction needs to reflect reality or else it completely lacks utility.
Just like the above.
Peregrine wrote:The entire BA codex disagrees with you that deep striking means spreading out
You're right, I've never seen a predetor or a razorback or a stormraven or a drop pod in any blood angels list. I'm pretty sure the codex doesn't even have entries for them.
Good thing no BA units can assault out of deepstrike, or have lower-scatter deepstriking allowing them to kill off vehicles more easily when they land either.
Peregrine wrote:And your example was ridiculous because you inflated the cost of the LRBT by including worthless sponson guns.
Sponsons are the reason to take russes now. Welcome to russes being heavy.
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Post by: Janthkin
Ailaros wrote:Peregrine wrote:And your example was ridiculous because you inflated the cost of the LRBT by including worthless sponson guns.
Sponsons are the reason to take russes now. Welcome to russes being heavy.
Ordnance + sponsons = Bad Idea. Heavy or not, you can only snap-fire everything else when you fire Ordnance.
And drop the snark level back towards minimum, folks. If you can't have a discussion without sniping at each other, you're not going to have a discussion for long.
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Post by: Peregrine
Ailaros wrote:If only this were actually true. At some point logical deduction needs to reflect reality or else it completely lacks utility.
Except it IS true. If you have so much terrain that every single one of your opponent's units can get a cover save for every model AND stay at maximum coherency at all times AND still complete their mission then you're playing with too much terrain. You're supposed to have to work to get cover and make difficult choices between maximizing cover use and getting where you need to be, not just have a cities of death table where everything has a 4+ cover save at all times.
Good thing no BA units can assault out of deepstrike, or have lower-scatter deepstriking allowing them to kill off vehicles more easily when they land either.
And when they deep strike they still land in base contact, which is the whole point. If you're using deep striking melta as your anti-tank in a BA list you're dropping in perfect battlecannon/executioner formation and you'd better kill everything with a pie plate as soon as you arrive.
Sponsons are the reason to take russes now. Welcome to russes being heavy.
That's true of the ones with non-ordnance guns, but not true of the LRBT. That's why I didn't object to you counting sponson guns in the Eradicator's firepower. But it's ridiculous to inflate the cost of the LRBT by tacking on inefficient sponson weapons and cover up the fact that without them it kills far more efficiently point-wise.
Yep. I got into the habit of doing it when I played all-Hades-drill lists since the drill lets you start the squad in demo charge range, and the melta bombs make the unit a legitimate anti-tank threat even when you give them plasma guns (if you're in 6" melta range you're also in charge range with melta bombs). It turns a unit that can really hurt marines into a unit that wipes entire squads off the table, and even once I decided to be nice and take fewer drills I still frequently take demolitions on my vets.
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Post by: TheCaptain
Peregrine wrote:
Yep. I got into the habit of doing it when I played all-Hades-drill lists since the drill lets you start the squad in demo charge range, and the melta bombs make the unit a legitimate anti-tank threat even when you give them plasma guns (if you're in 6" melta range you're also in charge range with melta bombs). It turns a unit that can really hurt marines into a unit that wipes entire squads off the table, and even once I decided to be nice and take fewer drills I still frequently take demolitions on my vets.
All of em?
I'm not sure I see the justification pointswise. Its nice in theory, but sans-hades, seems like they wouldn't get enough use.
Additionally, which IA are Hades drills in, in their most-updated form?
*rolls a natural 20 and dodges incoming forgeworld argument*
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Post by: Peregrine
TheCaptain wrote:All of em?
I'm not sure I see the justification pointswise. Its nice in theory, but sans-hades, seems like they wouldn't get enough use.
With Hades squads, all of them. They were very consistently useful, and the massive firepower (or when I melta bombed a tank) more than justified the point cost.
With Chimera squads, depends on my mood and whether I can fit in an entire useful unit by taking off the demo charges. Sometimes they are present, sometimes they aren't, but they're still a relevant threat that deep striking units have to be aware of.
Additionally, which IA are Hades drills in, in their most-updated form?
IA1, second edition. Which was just released and killed the unit entirely, to the point that "the molds broke and we can't recover them, let's kill the rules so nobody misses it when we sell out of them" is the only plausible explanation. Everything I've said about them is about the original rules (which were awesome), which are in IA:Apocalypse 2 if you can convince your opponent to let you use the real rules instead of this abomination.
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Post by: HawaiiMatt
Peregrine wrote:HawaiiMatt wrote:And don't tell me you can replace that ignore cover with a barrage. They're enough cover saves that barrage doesn't solve. For example, models on the middle floor of a ruin, in/around a BA librarian, Ork Big Mek, eldar Warlock, Harliquin... ect.
The problem is that you pay for that ignoring cover ability. For example, is a 5+ cover save from a mek really that important that you need a specialized unit to deal with it?
But you aren't paying that many points to ignore cover, and Ignoring cover can win you games.
It's tough to compare the two, because it depends on how many models you catch in the blast.
If you catch 4, and they are in power armor, and they are in cover (5+), the Eradicator slightly edges out the Standard Russ (but costs 40 points more and had half the range).
If they aren't in power armor, the Eradicator dominates.
If the opponent is in the open, and in power armor, the Battle Tank dominates.
So what do you face most often? Clumped up power armor in the open, or medium ranged opponents?
You can make a good stance for Exterminator. 4 shots with re-rolls to hit, the exterminator is where you'd need either a good cluster or 4+ armor in cover for the Eradicator to out-perform.
Anyhow, I've been happy with the Eradicators. Since I load the rest of my army with AP2, I don't really miss the AP3 pie plate. Think of it as a Russ with a 36" range heavy flamer.
The best reason to try them is the bits are dirt cheap.
-Matt
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Post by: Peregrine
HawaiiMatt wrote:But you aren't paying that many points to ignore cover, and Ignoring cover can win you games.
It's not just the point cost, it's that you give up the LRBT's gun to get that cover-ignoring shot. It's worth considering things like that if you're talking about important units with a 2+ cover save, but the value of ignoring cover drops considerably when you're talking about only 5+ cover. So:
Infernus shells (essentially an alternate shell that duplicates an Eradicator shot) on an armored battlegroup command tank are an auto-buy since they give you the powerful cover-ignoring ability for a reasonable point cost, but allow you to keep the battlecannon shot for when you don't need to ignore cover. That's powerful versatility.
Taking an Eradicator over a LRBT is questionable at best since you lose more than just the 10 points difference between the two and turn a decent generalist into an extremely specialized unit that is only viable in a specific situation. It might be worth it sometimes, but you'd better be very sure that you need to make that trade.
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Post by: kestril
HawaiiMatt wrote:
If you catch 4, and they are in power armor, and they are in cover (5+), the Eradicator slightly edges out the Standard Russ (but costs 40 points more and had half the range).
How? The marines would take the save on a 3+. With the Russ, it forces them to save on a 5+.
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Post by: Corollax
TheCaptain wrote:*rolls a natural 20 and dodges incoming forgeworld argument*
It's like he's a ninja!
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Post by: Peregrine
kestril wrote:How? The marines would take the save on a 3+. With the Russ, it forces them to save on a 5+.
Probably the sponson guns, since if you assume a poor shot from both pie plates you're left with the sponson and hull guns doing most of the work, in which case the Eradicator firing at full BS beats the LRBT firing at BS 1 and makes up the gap.
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Post by: kestril
But then we get into the whole "how many points to you want to spend on a tank?" game.
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Post by: HawaiiMatt
kestril wrote:HawaiiMatt wrote:
If you catch 4, and they are in power armor, and they are in cover (5+), the Eradicator slightly edges out the Standard Russ (but costs 40 points more and had half the range).
How? The marines would take the save on a 3+. With the Russ, it forces them to save on a 5+.
I compared the 190 point Eradicator (3 heavy bolters and heavy stubber) vs Russ Battle Tank (hull heavy bolter).
You aren't giving up the battle cannon for the ability to ignore cover.
You're giving up the battle cannon to fire the sponsons at full effect and ignore cover.
I run the numbers at 3 and 4 hits for the 5" blast.
The problem I've seen with battle cannons is the all or nothing effect on deep striking units. If I deep strike 7 or less models, I've got smaller than a 3" circle, that you drop a 5" template on. IF you don't roll a hit, it's really easy to scatter off them and score ZERO hits.
If you are Averaging more than 4 hits per shot with your battle cannons, I sure hope you are running 6+ russes.
-Matt
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Post by: Kingsley
I would not take sponsons in 6th edition (exception: Leman Russ Punisher). If you really want to be cool you can take a hull lascannon and multi-melta sponsons on pretty much any Russ to make it good against tanks within a certain distance... except that that costs 45 points, the opportunity cost is high, and you don't want your Russes going after tanks anyway.
If you want to kill heavy tanks, take five-man Stormtrooper squads with meltaguns or something. Don't take Leman Russes and then pile on the upgrades to try to make them into something they're not. The Leman Russ Battle Tank is good at shooting Marines outside of cover and is OK at finishing off vehicles via hull point damage thanks to its fairly reliable accuracy. Sponsons don't help with either of these goals and can't even shoot effectively thanks to the new rules regarding Ordnance weapons forcing other weapons to Snap Fire.
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Post by: Ailaros
You only have the opportunity cost if you're bringing an ordnance russ.
An eradicator isn't ordnance, and only 45 points is a steal for a lascannon and two multimeltas on such a durable platform.
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Post by: tankboy145
I personally believe its your meta that you play in. I play against mainly chaos marines or daemons and I cant find myself to take a 190pt eradicator to fight against that as I spend the 150 for the russ and with the extra 40pts you can use those pts to add special/heavy weapons to your force, let alone 10 more points and you have another infantry squad. Ive read through this thread but I honestly cant see how the eradicator would be good unless your playing against an army that has a majority of 4+ or worse saves. The fact that the russ can also damage vehicles is actually great, I dont see how it isnt. If you drop a hull point that helps your army kill whatever vehicle your shooting at and if you damage it then youve already gained a plus as you could make it snap fire, stop it from moving, immobilize it, tear a weapon of it,or if your lucky blow it up.
Effectivily thinking you pay 150 for the LRBT and with that extra 40 or 30pts you would use you could get a lascannon and melta gun added to an infantry squad to pop transports and then your LRBT just found its new target.
Honestly like I mentioned in the beginning its just the meta you play in. Most of the terrain used when I play is 5+ some 4+ but most of the armies I play against usually have Power armor. I have great success with the LRBT and its easily one of my favored units so I typically run a minimum of 3, usually 4.
I have thought of running an eradicator because there is a guard player that runs a line with a bunch of infantry behind it and it would be awesome to see the expression on his face when i pulled that tank out. To be honest though he doesnt show up much due to another game so I truly have no reason to run an eradicator.
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Post by: Kingsley
Ailaros wrote:You only have the opportunity cost if you're bringing an ordnance russ.
An eradicator isn't ordnance, and only 45 points is a steal for a lascannon and two multimeltas on such a durable platform.
It's also the slowest melta platform in the game and costs over 200 points. For 5 points more you could have two squads of 5 Stormtroopers with dual meltaguns. I know who wins that fight...
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Post by: Peregrine
Ailaros wrote:You only have the opportunity cost if you're bringing an ordnance russ.
Of course you do. A LC/ MM setup is worthless against the things the main gun is good against, while the main gun is worthless against the things the LC/ MM are good against. No matter what you fire at there's an opportunity cost of not getting to use the other.
Taking advantage of the heavy rule with a non-ordnance turret only works if you ensure that all of the weapons have the same target type (for example, a LC/ MM Vanquisher or PC Executioner).
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Post by: schadenfreude
Nova cannon + 2 plasma cannons sounds pretty versatile to me. Sure a more expensive executioner will do better against teq, but it's a more specialized tool and cannot threaten units with a 2+/3+ cover save.
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Post by: TheCustomLime
The thing about the whole "I can outfit an Eradicator with MM Sponsons with a hull Lascannon" is that you can do the same for the LRBT, save some points and gain a better gun. Denial of cover save still doesn't deny those Marines their 3+ save while the LRBT will do you fine. If it's durable Lascannons you want, just stick it on the vanilla Russ. After all, it's not the main gun you want so why pay for it?
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Post by: Peregrine
schadenfreude wrote:Nova cannon + 2 plasma cannons sounds pretty versatile to me. Sure a more expensive executioner will do better against teq, but it's a more specialized tool and cannot threaten units with a 2+/3+ cover save.
The problem is now you're mixing your target types. No matter what you shoot at some of your expensive guns will be shooting inefficiently. Either the plasma will fail against cover saves, or the main gun will fail against armor saves. If you're going to be able to shoot both at once ( IOW, no ordnance) you always pick a main gun and sponsons that share the same ideal target type.
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Post by: Kingsley
schadenfreude wrote:Nova cannon + 2 plasma cannons sounds pretty versatile to me. Sure a more expensive executioner will do better against teq, but it's a more specialized tool and cannot threaten units with a 2+/3+ cover save.
Plasma cannons are unserious weapons. Don't bother with them.
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Post by: Ailaros
If you don't get sponsons, you don't get russes. There's no way around it now.
Still don't get why people are fawning over the battlecannon, though. Must be tradition. Old habits die hard, I guess.
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Post by: Peregrine
Ailaros wrote:If you don't get sponsons, you don't get russes. There's no way around it now.
Sure there is. If you have an ordnance main gun sponsons are worthless until GW fixes their FAQ. Taking them is just throwing away points.
Still don't get why people are fawning over the battlecannon, though. Must be tradition. Old habits die hard, I guess.
Because it works.
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Post by: TheCustomLime
Peregrine wrote: Ailaros wrote:If you don't get sponsons, you don't get russes. There's no way around it now.
Sure there is. If you have an ordnance main gun sponsons are worthless until GW fixes their FAQ. Taking them is just throwing away points.
Still don't get why people are fawning over the battlecannon, though. Must be tradition. Old habits die hard, I guess.
Because it works.
And big man Battle cannon looks better than tiny baby Nova cannon.
You know, the Exterminator has the same AP as the Nova cannon, better strength, and 4 shots that are re rollable. Cheaper too! A good alternative if one really must not take the Battle cannon.
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Post by: tankboy145
Ailaros wrote:If you don't get sponsons, you don't get russes. There's no way around it now.
Still don't get why people are fawning over the battlecannon, though. Must be tradition. Old habits die hard, I guess.
I would say thats a completely false statement, you run barebones LRBT and demolishers so you have more points for anti vehicle armament in your list or whatever your lacking. If I recall many guard players will agree that for guard you take multiples of the same unit and you never want to put many upgrades into a unit as the guard was is when 1 dies replace it with the next. Whats the point of taking 1 eradicator when your opponent will put all his anti tank weapons into it because from your style of play you dont use squadrons and you go more towards massed infantry.
And I would say because maybe some people know how to use a battle cannon effectively. Ive tried the different russes with various different sponsons but I cannot get myself to take an eradicator unless its against some terrible save army, and with that I would still prefer my Battle tanks. Even though those heavy bolters or whatever sponsons you have fire at normal bs your opponent will still get a cover save if hes firing at units in cover and as you've mentioned a lot of 4+ cover is used in your games. So most of your sponson fire will have little effect on the units its targeting in the first place.
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Post by: Ailaros
tankboy145 wrote:you run barebones LRBT and demolishers so you have more points for anti vehicle armament in your list or whatever your lacking.
And where's the cheapest place to put anti-vehicle stuff in your list? Why, a pair of multimelta sponsons and a lascannon is only 45 points, and it comes on an AV14 frame, which is pretty durable.
I'm not seeing how you're beating this with other things in your list.
tankboy145 wrote:And I would say because maybe some people know how to use a battle cannon effectively.
It's not a matter of experience or fieldcraft, it's a matter of math.
People are either getting really lucky, have really dumb opponents, are selectively remembering, or are feeling nostalgic. At least, that's the best I can guess from all of this argument by assertion in favor of the battlecannon. Times change, people.
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Post by: Peregrine
Ailaros wrote:I'm not seeing how you're beating this with other things in your list.
Melta CCS, melta stormtroopers into rear armor, Vendettas outflanking into side/rear armor, BBS Medusas, etc. It's not hard to beat three BS 3 shots, especially when two of them are only effective inside 12" and the unit carrying them can only move 6" a turn. Also don't forget about firing arcs, there are many cases where only one sponson can fire, and even common cases where neither can fire.
That's not to say that it's always a terrible idea to take those upgrades, but they're a secondary weapon set that is for separate targets, not an addition to the main gun's firepower. On a LRBT it's because they can only snap fire if you use the main gun, on an Eradicator it's because they're worthless against the targets the main gun can be used effectively against. So the MM/ LC sponson choice is entirely independent of whether you take a LRBT or Eradicator.
People are either getting really lucky, have really dumb opponents, are selectively remembering, or are feeling nostalgic. At least, that's the best I can guess from all of this argument by assertion in favor of the battlecannon. Times change, people.
All of the luck factors apply equally well to the Eradicator. If you selectively remember the times when the battlecannon hit perfectly every turn for an entire game, you also selectively remember the time that the Eradicator did the same. Both are dependent on the same 5" blast at BS 3, so you can't just single out the LRBT for that criticism.
As for dumb opponents, I've already pointed out the reasons why even smart players can be hurt by a battlecannon shot. You just refuse to accept that they exist.
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Post by: Kingsley
Ailaros wrote:If you don't get sponsons, you don't get russes. There's no way around it now.
Much the reverse. Sponsons were dubious in 5th edition and ever since 6th came out they've been outright bad, at least on LRs with Ordnance turrets.
On those without Ordnance turrets, sponsons may still be a poor choice. For instance, the proposed Eradicator + MM sponsons + hull las tank has serious focus issues. The main gun will nearly always want to fire at different targets than the sponsons, and thus one or the other will be inefficient.
Sponsons only work well if they synergize with the main gun, they can fire normally at the same time as the main gun, and taking them isn't overkill. Meeting all those points is rare.
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Post by: Peregrine
IMO, the valid ones:
MM/ LC Vanquisher, Exterminator, or Annihilator (if you'd ever take one): more anti-vehicle firepower.
HB/ HB or HB/ LC Exterminator or HB/ HB Punisher: better volume of mid-strength firepower, optionally with a hull LC on the Exterminator to help the ACs against vehicles without giving up many HB shots.
PC/ LC Executioner: more shots for the main gun.
HF/ HF Eradicator: if you're going to go anti-cover, at least do it right.
The LRBT and Demolisher never get sponsons because of the ordnance main gun, and the Conqueror has the hilarious combination of being so terrible that you'd never even think of using one, and not even being a heavy vehicle (yes, this makes the coax gun rather pathetic).
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Post by: MajorStoffer
I remember when I built my army, I looked at the eradicator, "Cool, it ignores cover saves...but it's only St6 and ap...4? So it ignores cover, when half the bloody armies in the game have 3+ armour anyways."
As was said earlier in the thread, it's highly dependent on the meta of your area. My region is not Marine heavy at all; Chaos Marines make up most of the actual power armour, but there's just as many of them as there are necrons or Guard, so there's no shortage of 4+ for the Eradicator to work on in my group, yet I still don't see the merit in it.
I admit the standard Russ isn't exactly awe inspiring, but it's long range, decent strength large blast firepower is a useful area denial weapon and can contribute to just about every scenario, though it doesn't really excel in any. It is also a pretty cheap way to keep just about anything short of a monstrous creature inside buildings, making difficult terrain tests and all bunched up for my barrage and template weapons (I actually use a banewolf, quite shocking I know, but quite handy against a full tac squad bunched up in a building).
But then the standard Russ is not, nor has it ever been the key unit in my army; it's a ground holder, sitting back popping off templates across the table while more specialist units engage targets they're well suited for, but the eradicator simply isn't powerful enough for it to warrant a spot, and it's got no synergy with any of its possible weapon upgrades. The things it excels at killing are not things I worry overly much about; firewarriors in a building, or necron warriors in a building die as readily to lasgun fire as they do out in the open, I don't need a lacklustre 150 point unit to serve that purpose.
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Post by: Ailaros
But russes aren't like other guard units. Other guard units can go crazy on specialization because they're cheap and flimsy. Russes are neither. In this case, spending what still amounts to bargain prices for versatility is a good idea.
Plus, if what you're talking about were true, then taking PISs with lascannons and meltaguns would be sheer lunacy, yet I've had this be my most effective gun loadout of my years of playing. Versatile effectiveness, force concentration, and time all factor in favor of this, for both infantry and for russes. It's generally a good idea to specialize with guard units, but that's a rule of thumb, not a universal truth that requires cult-like obedience.
So, another way to think about it is to make an analogy to power weapons. On the one hand, you have a power maul - a weapon that wounds infantry on 2's, and has Ap4. On the other hand, you have a proposed new type of power weapon that also wounds infantry on 2's, and has Ap3, but your opponents still get to make cover saves, even in close combat.
You can see a small range of things where the proposed new type would be better, but I'd still definitely take the power maul in this case.
MajorStoffer wrote:As was said earlier in the thread, it's highly dependent on the meta of your area.
And one of my points is that it isn't. Battle cannons have crummy firepower regardless of how many power armored units you have in your area.
The only meta that matters is if your opponent brings tons of power armor units and runs them around in close order drill outside of cover. Very few metas are going to be blessed with this kind of behavior.
Meanwhile, the eradicator is doing equal or more damage to MEq most of the time, and is better against a bunch of other stuff as well.
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Post by: Peregrine
Ailaros wrote:And one of my points is that it isn't. Battle cannons have crummy firepower regardless of how many power armored units you have in your area.
The only meta that matters is if your opponent brings tons of power armor units and runs them around in close order drill outside of cover. Very few metas are going to be blessed with this kind of behavior.
And again, this is not true. Please stop ignoring the reasons I've given for how the LRBT can do reasonable damage even against smart players.
Also, it's not even relevant. Both the LRBT and Eradicator are dependent on 5" templates at BS 3, so if the meta is against the LRBT it's also against the Eradicator.
Meanwhile, the eradicator is doing equal or more damage to MEq most of the time, and is better against a bunch of other stuff as well.
Except the Eradicator that matches the LRBT in marine kills in some situations also costs a lot more. Even your own math has it paying 40% more per dead marine once you remove the point-wasting sponsons from the LRBT.
And it's hardly better against a "bunch" of other stuff. It's only better against units with a 4+ save or worse that also have cover bonuses. Yes, some of those units are important, but it's a very short list.
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Post by: MajorStoffer
Well this is, again, my own personal experience; most of the players I go up against are very aggressive; lots of rhino rushes and their ilk, walls of infantry and fast skimmer lists; generally speaking, when facing lots of light armour, and quite a large number of high toughness infantry, the standard Russ has more utility for me. I very rarely, if ever have to dig out an armour 4 unit out of cover that can't be handled in some other, cheaper capacity. When clearing a ruin, I find my flamer platoon command squad in a chimera with flamers will inflict a godawful number of wounds, superior to just about everything else I field, enough that armour really doesn't matter much.
Since clearing buildings isn't really an issue for me, why bother with the eradicator? It's no more accurate or damaging to general troops, it's less effective at popping transports or offing things like Plague Marines. I just fail to see how it has greater utility with lower range, lower strength, lower AP and the same erratic accuracy. Granted, Russ rules regarding weaponry have given it somewhat of an advantage, but so too has it benefited my Exterminator and Punisher, moreso, I'd say, than the Eradicator.
I'd still say the standard Russ is the most lacklustre unit I field, but I still find them more effective in most circumstances than an Eradicator.
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Post by: Ailaros
MajorStoffer wrote:When clearing a ruin, I find my flamer platoon command squad in a chimera with flamers will inflict a godawful number of wounds
Your opponents just let you drive up and flamer their Sv5+ units in cover?
Weird.
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Post by: Eldercaveman
[quote=Ailaros 494219 5069197 fe521ef049cf08dfe48f5a43cc4f107d.jpg and MCs (where the worst have a 2+ save, or lots and lots of wounds)
Nids MC's only rock out a 3+
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Post by: Ailaros
And W6.
It's going to take a LONG time to kill a tervigon with a battlecannon.
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Post by: HawaiiMatt
What I find odd about the Russ Battle Tank Love is how much worse it is against anything that isn't giving you 5 hits per template with 3+ armor in 5+ or worse cover. I think 5 hits every time you shoot is very wishful thinking, but this would be the breakdown.
TEQ: Eradicator by 1.31 wounds to .75 wounds
4+ or worse armor: Eradicator 7.91 wounds to russ 4.5
MEQ: 4+ cover: Eradicator 2.63 vs Russ 2.19
MEQ: open ground: Russ 4.27 vs Eradicator 2.63
Russ is great at popping that last hull point...
AV10: Eradicator 2.25 hull points to Russ 1.02
AV11: Eradicator 1.08 hull points to Russ .91
AV12: Russ .75 hulls points to Eradicator 0.
AV13: Russ .55
AV14: Russ .30
Yes, the bolt boat Eradicator is more expensive than the russ. But I don't drop special weapons from the whole army to upgrade, I drop a single PiS.
The mix of the Eradicators ignore cover blast with it's dakka hasn't been a problem for me. Against hordes I just focus fire. Against non-hordes I get a kill or two with the dakka and then drop the pie plate.
Bolterboats work decent without the ignore cover effect. When the ignore cover does kick in, it's really worth it.
Armored company allies is a better option, IF you are playing somewhere where forge world and allies are being used.
-Matt
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Post by: Ailaros
And when you factor in that the russ still needs to hit, and cover saves, those stats against vehicles can start to take a pretty steep plunge in a hurry.
Plus, russes are durable, but they're not invincible. Even if the game weren't limited to 5-7 turns, you still have a time limit for how many shots you get sometimes.
Combined with the cost of even a vanilla LRBT, and you're talking about something that's a really inefficient vehicle-killer to boot.
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Post by: Gibblets
This seems to have degenerated into a debate about Specialists vs Generalists. I've got news for everyone then. They BOTH work. Depending on your mindset, personality, and strategy 3 Specialsts, each good at either Target A, B, or C VS 3 Generalists that can do 1/3 of the job to A, B, and C that the specialist can will still get the job done.
Genralists have strength in numbers, whereas Specialists are predators. (no Alien refference intended)
About sponsons; HFs should be a good choice. Unlike the other options HFs are not in competition with the main weapon of any tank. They fill the defensive needs of most armour, and provide anti-cover options. Interesting to note, BS doesn't matter, so enjoy Ordinance enthusiasts.
*edit
What do people think about the benefits of having all HF equipped LRs (turret whatever is your fave) doing a 6" per turn gunline with major flames to push back or severely punish those who get caught or too close? It's like adding a Flame Tanks weapon to an Avatar in C&C3
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Post by: Trickstick
Gibblets wrote:Interesting to note, BS doesn't matter, so enjoy Ordinance enthusiasts.
BS doesn't matter with flamers because you can't snap fire them at all, so you have to choose which gun to use. I still have LRBTs with hull flamers though, they are cheap and sometimes better than a battlecannon shot for close up work.
Ailaros wrote:And W6.
It's going to take a LONG time to kill a tervigon with a battlecannon.
Vanquishers with beast-hunter shells are one of the best MC killers in the entire game, as long as it doesn't have EW. You are right though, you may as well not bother firing a regular bc at a tervigon.
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Post by: ender502
Why would some one use a BC to go after a Tervignon? There are better weapons in standard guard army for that job.
Basing an argument on an absurdity is kinda ridiculous. Why not say a HB is better than a Las Cannon because it is better at killing hordes?
Assuming that opponents will always be in cover is kind of absurd..as is assuming they will always be in the open. Comparing a BC to a missile launcher is also absurd.
Further...saying the BC is terrible because it doesn't have as many shots as some weapons and is not as strong as others is kinda dumb. The BC is both stronger than some weapons and better at killing vehicles than others.
ender502
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Post by: MajorStoffer
Ailaros wrote:MajorStoffer wrote:When clearing a ruin, I find my flamer platoon command squad in a chimera with flamers will inflict a godawful number of wounds
Your opponents just let you drive up and flamer their Sv5+ units in cover?
Weird.
Clearly I just march my chimera right across the table and they ignore me.
Moving said unit at max speed, utilizing cover (which is dirt easy to get now for vehicles) and providing other, more important targets for the enemy to fire on usually means my "Mr. Fwoosh," has no issues getting a chance to roast something. Also, due to overlapping flame templates, it doesn't matter the armour value; they've knocked out MEQs reliably, as bunched up units in cover getting 6+ hits per flame template means there's just too many saves for them to make, and the enemy dies. Not usually squad wipes, unless they're getting no saves, or if they roll poorly, but still well.
This is my point, as a part of a larger army, the Eradicator is too expensive for what it does; I have other, more deficient options. For instance, when fighting units out in the open well spread out, I've got Exterminators and Punishers with as many HBs as possible, plasma vet squads, a bane wolf, and regular guard gun lines, depending on the list. If the enemy chooses cover which allows them to spread out well, like forests or the like, their cover save is not going to be very good, so I have no qualms using a battle cannon shell or other armour negating weapons, as their cover save isn't going to save many of their troops.
Unless it's an Ironbark, those things annoy the ever-living gak out of me.
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Post by: tankboy145
Ailaros wrote:MajorStoffer wrote:When clearing a ruin, I find my flamer platoon command squad in a chimera with flamers will inflict a godawful number of wounds
Your opponents just let you drive up and flamer their Sv5+ units in cover?
Weird.
And your opponent is going to let your 1 eradicator live long enough to have great effect? or are you going to take 2 or 3 tanks costing about 200pts a piece where if you save the points from each of your eradicators you get melta stormes to drop in, pop a transport or tank and if theres troops alive your LRBT has a target. Not to mention if your running expensive tanks like that then you have to have them well protected.
And against W6 creatures that battle cannon is just another wound to add to that creature because I would love to see a single guard unit put out 6 solid wound to drop that creature...possible but it will sometimes require multiple targets and thats where the 1 battle cannon helps as that tank can start firing at that MC turn 1 without night fight and can wound it 2 turns mostlikely doing 2 wounds (or atleast scattering and wounding some little guys because tyranids like to sheild there bigger one) before you get additional lascannon or plasma gun fire to effectively drop it quickly.
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Post by: Ailaros
Well here's what I'm not getting. If your fireball PCS is really such a good thing, then you must have something that's REALLY good that will be a higher priority. Since we're talking about you killing scoring units off of an objective, the only thing that's going to have a higher priority is things that kill off scoring units better or faster than a fireball PCS.
The only two things I can think of that fit this are a colossus, or an eradicator.
Either your opponents have target priority problems or fireball PCSs aren't as good as you say. Or you're already taking eradicators.
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Post by: Kingsley
Ailaros wrote:Well here's what I'm not getting. If your fireball PCS is really such a good thing, then you must have something that's REALLY good that will be a higher priority. Since we're talking about you killing scoring units off of an objective, the only thing that's going to have a higher priority is things that kill off scoring units better or faster than a fireball PCS.
The only two things I can think of that fit this are a colossus, or an eradicator.
Either your opponents have target priority problems or fireball PCSs aren't as good as you say. Or you're already taking eradicators.
Fireball PCS are very effective, but I usually see them in Vendettas rather than Chimeras. I do know someone who takes two fireball PCS squads in a mostly-mech army and puts those Chimeras in front to deter some assaulters, as they can Overwatch with 4d3 flamer hits.
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Post by: DarknessEternal
This is 2 pages late, but Techmarines don't improve the area terrain aspect of area terrain Ruins from 5+ to 4+. They only improve the 4+ part to 3+. If they are area terrain ruins, that leaves them at 5+ for area, and 3+ from ruins parts in the way.
The Space Marine FAQ is explicit.
As far as on-topic: Eradicator's are a fine way to get an actual versatile unit onto the field for guard.
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Post by: MajorStoffer
Ailaros wrote:Well here's what I'm not getting. If your fireball PCS is really such a good thing, then you must have something that's REALLY good that will be a higher priority. Since we're talking about you killing scoring units off of an objective, the only thing that's going to have a higher priority is things that kill off scoring units better or faster than a fireball PCS.
The only two things I can think of that fit this are a colossus, or an eradicator.
Either your opponents have target priority problems or fireball PCSs aren't as good as you say. Or you're already taking eradicators.
In point of fact, I usually use the PCS to kill flanking units, devestators and their equivalent and so on. Provided the game last, it joins up with whatever outflankers my team has and support an assault up the table edge.
Generally speaking, people tend to target my battle cannon russes, my demolisher and my executioner; save for the executioner, they're instant death to most things, and will reduce the saves of everything they target. In fact, since we're a pretty vehicle heavy group, my Commissar Tank Vanquisher tends to get an awful lot of the attention.
Since I run an Armoured Company, the russes are the principle targets. My PCS is likely more dangerous strategically due to its ability to do horrible things to scoring units more reliably than pie plates, but a wall of Russes can't be ignore either. Only infantry horde armies tend to target the PCS first; daemons and orks and bugs, otherwise my proper tanks receive the most attention. There's also the reality that I use a banewolf; i've got two dedicated anti-cover units, effective against everything which doesn't have 2+ in abundence, and a bunch of dangerous russes.
I learned this from a Grey Knights player; always have dangerous targets for the enemy to choose between, force them into a dilemma where they can't easily eliminate your force, and it isn't clear which one is truly more powerful. You can mathhammer it out and find unit x is y percentage better at inflicting wounds based on normal probability off the table, but for most people, that has little bearing on an average game.
People see a Battle Cannon russ and go, "that thing will either give me no save if I'm in the open, or drop my save down to a 4+ at best in cover," while the PCS gets scoffed at, at first, because most units will still get an armour save...against between 25-40 wounds, depending on how well I place my templates, and how poorly they place their men.
The PCS has utility, and because it isn't very expensive, losing it is not very important, but using cover saves well, it's not hard to keep alive unless the enemy focuses on it. An eradicator is alright at its job, but it's cost vs reward ratio isn't great. There are cheaper, more effective options in that nice. Hell, consider hellhounds, being fast with their funky inferno cannon, it gives them good range, good mobility, and a low profile means lots of cover saves, and isn't penalized by BS3.
I admit, I'm not a player which spends a lot of time or effort optimizing my lists, but even I'd be reluctant to take an eradicator; it just doesn't strike me as a niche unit worth using. Its niche can be filled by other Guard units. If it's what you like, all the power to you, but I'm not seeing anything that'll convince me to build one, and I even have a spare turret I haven't decided on yet.
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Post by: Ailaros
MajorStoffer wrote: I usually use the PCS to kill flanking units, devestators
Wait, your fireball PCSs are killing DEVASTATORS? What kind of world are you living in?
MajorStoffer wrote:Generally speaking, people tend to target my battle cannon russes... My PCS is likely more dangerous strategically due to its ability to do horrible things to scoring units
Once again, I've got to seriously question your opponents. Your PCSs are the most dangerous things, but your opponents are ignoring them to attack russes, which, by your own admission, are lower-quality targets. I feel like I have to repeat my previous question.
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Post by: Peregrine
Ailaros wrote:Wait, your fireball PCSs are killing DEVASTATORS? What kind of world are you living in?
It's not completely unreasonable. To kill a 5-man MEQ unit with flamers you need an average of six hits per model, and you have five flamers (four + the Chimera). Obviously that means a complete kill requires better than average luck, but not by so much that it would be shocking if your opponent's luck with 3+ armor saves sucked and the whole squad died, and you don't always need a complete kill to consider it a success (who cares about the sergeant, and even taking out 3/4 heavy weapons is a win).
In short: it's not realistic to expect to consistently kill devastator squads, but it is realistic to expect to hurt them.
Once again, I've got to seriously question your opponents. Your PCSs are the most dangerous things, but your opponents are ignoring them to attack russes, which, by your own admission, are lower-quality targets. I feel like I have to repeat my previous question.
It's not always that simple. For example, do you kill the flamer PCS headed for your scoring units, or do you kill the Medusas that are about to reduce your terminators to a bloody mess and remove your only surviving assault element and therefore your only real hope of wiping your opponent's troops off their objectives? And then it gets even more complicated if the PCS is going after something other than a scoring unit. Do you shoot the PCS headed for your devastators, or the melta vets headed for your Vindicator? And then consider all the random other variables, do you shoot at the PCS Chimera out in the open, or the Colossus hiding behind an aegis line with camo netting? The Chimera is an easier target, but the Colossus is probably going to do more damage.
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Post by: MajorStoffer
Ailaros wrote:
Wait, your fireball PCSs are killing DEVASTATORS? What kind of world are you living in?
Not consistently, but they do enough damage to neutralize the threat. The larger the unit, the more effective the flamers become as well; tightly packed bloodletters or any such unit really doesn't appreciate just how many wounds flamers can deal to them; I force the enemy to roll buckets of dice, and probability says some are going to die, especially since flamers are one of the few weapons which, when there's 5 of them, can inflict significantly more wounds than there are models. I know one guard player who only uses flamers as special weapons; no plasma or melta, and he just roasts everything alive, and anything short of a terminator wing army tends to actually suffer quite badly at the hands of it.
Ailaros wrote:
Once again, I've got to seriously question your opponents. Your PCSs are the most dangerous things, but your opponents are ignoring them to attack russes, which, by your own admission, are lower-quality targets. I feel like I have to repeat my previous question.
As said in the post above me, there's more variables to consider. To take my last game as an example, a SW player launched a large assault through light cover to reach my line (normal guard list, so lighter armour, only 4 russes). He had several large units of regular marines of the wolfie variety (I'm not familiar enough with SW units to tell which), lead by a terminator armoured model with a stormshield. He advanced at my Russ squadron (Dem and Punisher), but I had deployed with a banewolf on one flank, a PCS fwooshmera on another flank, and an executioner in the rear. I also had a plasma special weapon squad in a nearby ruin, and both an autocannon and missile luauncher heavy weapon team. H
is 2 rifle dreads and two long fangs with missiles had to choose targets carefully; they didn't have enough shots to kill everything about to open up on them next turn, so they had to prioritize. I've built an army reasonably effective at engaging most things that get thrown at me, I present enough targets that only a Tau or Guard list will ever have enough shooting to really neutralize my counter-attack. In the end, his rifledreads immobilized and stunned my Banewolf, it made its cover saves for everything else, and the missiles managed to knock out a standard russ further off by hitting side armour, and glance my squadron once. He didn't make awful choices, but it's impossible to eliminate everything, and when faced with lots of nasty, dangerous and expensive specialist units, the PCS tends to get ignored, which is one of its strengths.
People who've fought it before and taken nasty losses start taking it higher up the priority list, but then that means my russes aren't getting shot at, so they can demolish, punish, exterminate, execute and so on with less interference. It is only the standard russes I consider somewhat lacklustre, but provide a useful backbone which can contribute something to most combat scenarios. They've only ever been "useless" when fighting Imhotek, as they're range doesn't mean anything, and everyone and they're brother has a 2+ cover, and I'm being hit by lightning, but that's a different beast entirely.
Imhotek, now there's a match for the eradicator; take your night fighting cover save and shove it.
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Post by: Praxiss
TheCaptain wrote: Kingsley wrote:
Most people don't allow those units, so discussing them is not time efficiently spent for most users.
First; that's not true. 100% of the people at my LGS allow or use FW units. Yes, this is anecdotal evidence, but more than you have provided. Saying "Most people X" is a sweeping generalization, and is fallacious unless you have proof. Furthermore, catering to a minority group, if it were true, is no less useful. Most people don't use SoB; better close all the SoB threads, right?
No.
If one person benefits from advice given, that advice has been useful. Relegating your advice to the majority is less useful, because there will be more people available to give advice on it. Most people don't play Armoured Battlegroup. Peregrine does. Therefore, he is qualified to give advice on it. I for one learned from his post that ABG makes a better choice to get guard tanks as allies than regular guard. +1 Benefit
Fallacious generalizations are no way to justify something. Nor is burying the minority opinion. I believe that is how the Civil War started.
And don't bother saying "but those units are totally legal," that's another completely dull topic. We all know what the story is on that.
The story is there is disagreement in the community; some will agree and some won't.
I have yet to play against anyone who has disallowed FW units. Maybe i'm just lucky.
Although i am thinking of calling foul on my friends project of a Death Company Contemptor Dread....but purely coz it scares the feth out of me.
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Post by: ender502
Gonna agree with Peregrine and Stoffer...there are more variables than you are allowing for in your argument. 40K, as much as it is mathhammer, is not just a game of numbers.
But if we were to actually mathhammer this...even a queen can be sacrificed so a pawn can win the game.
ender502
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Post by: Ailaros
"The game is complex" and "My opponent has to make choices" aren't panaceas. Furthermore, saying these things isn't even saying anything. You could say them for ANYTHING to shut down a conversation ("you don't use grenade launchers to handle terminators? Well, the game is complex"), but it's also meaningless in its own right. What does the fact that your opponent needs to make decisions actually support?
Furthermore, they're always true. My opponents will always have to make decisions, and, as such, it's rather a controlled variable here. I always assume that I'm playing against the most competent opponents who will always make the right decision, and then be happy when they don't. I don't PLAN on my opponents not being able to figure out what the most threatening things are in my army at any given point.
Yes, sometimes you need to sacrifice a queen for a pawn to win, but it's risible to extend that into advising chess players to make an army only of pawns.
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Post by: ender502
Ailaros wrote:"The game is complex" and "My opponent has to make choices" aren't panaceas. Furthermore, saying these things isn't even saying anything. You could say them for ANYTHING to shut down a conversation ("you don't use grenade launchers to handle terminators? Well, the game is complex"), but it's also meaningless in its own right. What does the fact that your opponent needs to make decisions actually support?
Furthermore, they're always true. My opponents will always have to make decisions, and, as such, it's rather a controlled variable here. I always assume that I'm playing against the most competent opponents who will always make the right decision, and then be happy when they don't. I don't PLAN on my opponents not being able to figure out what the most threatening things are in my army at any given point.
Yes, sometimes you need to sacrifice a queen for a pawn to win, but it's risible to extend that into advising chess players to make an army only of pawns.
Exactly...just as silly as to suggest because one weapon is better at taking out things in cover (and nothing else) it is better. Ignoring the higher strength and vehicle kiling power of the BC is just as silly as saying "my opponents make choices." It ignores every other factor.
The difference here is that you are the one ignoring every factor so as to arrive at your desired end: that eradicators are better than battle cannons. Which, in a vacuum, and under specific circumstances..they are. Sadly, the game, as has been noted by many, is not played in a vacuum that only favors the superiority of the eradicator.
But just for giggles...lets consider a marine in 4+ cover versus an eradicator or a battle cannon.... eradicator has a ( 5/6 x 1/3) 28% chance of an unsaved wound. A battle cannon has a (5/6 x 1/2) 42% chance of an unsaved wound.
I'll take the weapon that has a better wound ratio versus opponents in cover, vehicles, and high T opponents.
ender502
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Post by: Compel
I usually just go to great pains to point out that my platoon command squad is 'only XX points and are you *really* going to shoot at them?"
But then again, I don't usually send mine out into the enemy lines. My PCS is usually anchoring a flank or sitting next to a tempting deep strike location.
Maybe it's cause my games don't tend to leave wreckage about for EXPLODES results, but usual battle cannon tactics amount to.
Bring it down order on transport > Hope transport explodes > Drop battle cannon on marine squads head.
Although, I am interested in fielding an eradicator at some point due to a combination of the massive increase of necron players, defence lines and night fighting.
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Post by: Griddlelol
Compel wrote:
Although, I am interested in fielding an eradicator at some point due to a combination of the massive increase of necron players, defence lines and night fighting.
I find the Manticore works better. It denies cover a lot of the time (damn area terrain) and IDs the Lords too. In my FLGS my opponent throws his Lord at the front of the squad with a rez orb so he can tank all the shots that aren't AP2. The Manticore gets around this and throws out some casualties around the Lord.
I've seen the Lord at the front tactic a lot, and I have to wait until turn 2 usually for my Vendettas to pick him off since those warriors make short work of my plasma vets in chimerae.
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Post by: DarknessEternal
Compel wrote:I usually just go to great pains to point out that my platoon command squad is 'only XX points and are you *really* going to shoot at them?
Often times since you only need to devote one unit firing one time at them, and frequently with a unit that is only useful for hurting this type of target, yes.
Several million years ago, you'll find me asking Ailaros why he was using heavy weapons squads? He said no one shoots at them. I guess that has changed in his area.
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Post by: Ailaros
ender502 wrote:Which, in a vacuum, and under specific circumstances..they are. Sadly, the game, as has been noted by many, is not played in a vacuum that only favors the superiority of the eradicator.
Read the entire rest of this thread. My whole point is that battle cannons aren't good generally, not just in fringe circumstances. Go back and look at some of the math. They're just crummy.
DarknessEternal wrote:Several million years ago, you'll find me asking Ailaros why he was using heavy weapons squads? He said no one shoots at them. I guess that has changed in his area.
Yeah, the shift of 6th ed to being more shooty, and especially the addition of first blood. Most relic games come down to secondaries, and those games that don't end in a hideously one-sided slaughter also tend to have secondaries matter.
People didn't really ever shoot at my HWSs when they were just a few crummy autocannons, but now that you get VP for sweeping them off the table right away...
Compel wrote:Although, I am interested in fielding an eradicator at some point due to a combination of the massive increase of necron players, defence lines and night fighting.
Right, and that's some of the reasons I even bothered taking a second look at the eradicator at all. Half the missions are ones where you have a bunch of objectives scattered around the field. Often, people don't waste expensive units holding said objectives (especially in their deployment zones). Therefore digging crummy units out of cover is now a real thing you have to make sure you include in your list. Before, I was doing this with 10-man flamer stormtrooper squads, but now I'm making a shift towards vehicles.
I mean, every GK player at my store nowadays is bringing coteaz so that they can deposit MSU henchmen squads on stuff, while SM players are starting to all include camo cloak scouts, and I've already seen a harkerstar from one of our guard players. As peregrine mentioned earlier, there's a pretty short list of stuff that can handle this well (and doesn't require something silly like your opponent not shooting at it for a couple of turns), which basically boils down to flamer stormies, hellhounds, vendettas with hellstrike missiles, colossuses, and eradicators.
The difference between the eradicator and those other options are few, but important. They have AV14, which means actual durability, for example, and you can take a real hull weapon and sponsons. Armed with an eradicator cannon, lascannon, and multimelta sponsons, you have a tough platform that can seriously threaten most things in the game. Seriously threaten being the pertinent thing here. As I mentioned in the OP, I only consider versatility when something is actually GOOD at various roles. MCs and TEq have to fear the hull weapons (in a local tournament recently I destroyed a draigowing because I had a pair of tanks with this setup. 6 shots per turn that ignore armor saves, FNP, and caused instant death on paladins basically won the game for me in addition to the rest of the lascannon spam in my list), while it's also got good anti-vehicle with the hull weapons, and it also has hordes pretty well mangled with the main gun.
Ironically enough, the only thing it DOESN'T handle is MEq out in the open. Presuming that one of them doesn't turn into a demon prince halfway through the game, I generally haven't found this to be that big of a problem.
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Post by: Hedkrakka
I'll freely admit that I've never used an Eradicator. However, I think the main problem with the Eradicator is that it's situational, which is definitely not a problem for the good old LRBT (even if it's worse at killing armor now due to the shifted damage table). If you're facing Ork Warbikers, Eldar Pathfinders or expensive fortifications or anything else with a ridiculous cover save, sure, the Eradicator's a great tank. But alternatives also need consideration, namely the Demolisher and the Colossus Siege Mortar.
The Demolisher costs marginally more than the Eradicator, has a much higher strength, better AP, insta-kills up to T5, at the price of a shorter range. It can kill vehicles and Termies, which the Eradicator can't do. And don't underestimate the ID rule-taking the FnP away from those pesky BA, for example. The Colossus can at least punch through power armor, at the cost of much weaker armor.
All in all, I wouldn't really bring the Eradicator unless I knew for sure that my opponent would be bringing Orks, Tyranids or Eldar/DE. That said, I'll model one after reading this thread; it's worth a try.
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Post by: Ailaros
I do agree that the demolisher is pretty good. When my next league comes up, I'm going to try both demolishers and eradicators and see how they do. I like the eradicators because they get the hull and sponson weapons making them hella killy, but the demolisher may show them up. Perhaps...
As to the eradicator being situational and the russ being able to be good against most stuff, I'd go back and actually read what has been posted in this thread.
If there's anything I'd like people to see (other than eradicators not being so bad), it's that the idea of a battlecannon russ being a good generalist is no longer an accurate thing to say.
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Post by: Hedkrakka
Small correction: I never said that the LRBT is effective against everything-I just stated that it can handle everything equally well, which says nothing about how effective that handling is. I completely agree that the glory days of the LRBT are over with the changes to Ordnance and Lumbering Behemoth.
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Post by: kestril
Ailaros wrote:
If there's anything I'd like people to see (other than eradicators not being so bad), it's that the idea of a battlecannon russ being a good generalist is no longer an accurate thing to say.
And what exactly changed? The russes have to snap-fire three bolter shots now, and that's about it.
I've gone back and read the thread, but for the life of me I'm still not seeing it.
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Post by: ansacs
I actually think I agree with you Ailros. I am starting to think more and more that the LRBT is a poor choice and the more specific LR setups are actually pretty good now that nobody is stun locking the things. You can afford to take 3 really good tanks that can do their damage in 1-2 turns rather than taking 6 tanks so you would hopefully get a shot or two off between shaken/stunned.
I personally haven't tried the eradicator but I think I might give it a try in the next game and see how it performs. It actually seems decent at a task that the normal autotakes of the IG codex doesn't really cover. Also this vehicle would be great against night fighting, I really have started hating shrouded.
The battle cannon threatens everything but its best advantage is actually the range. So the only place I really see them being the best choice is in the back field behind an aegis line where with camo nets they become nearly invulnerable. Everywhere else a demolisher just seems to work better.
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Post by: TheCaptain
Ailaros wrote:I do agree that the demolisher is pretty good. When my next league comes up, I'm going to try both demolishers and eradicators and see how they do. I like the eradicators because they get the hull and sponson weapons making them hella killy, but the demolisher may show them up. Perhaps...
Demolisher has disappointed me time and time again. I wish you the best of luck with it, and think it requires a very specific build to function well and avoid getting ripped apart before it is in range.
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Post by: Ailaros
kestril wrote:And what exactly changed?
A bunch of little things.
For example, in 6th ed, half of the games you play now have a bunch of objectives, rather than 1/3rd like in 6th ed, or the zero of 4th ed. This means that people are bringing more infantry units. Infantry units that are cheaper, generally. Infantry units that take advantage of cover better, generally.
Add to this, units getting a 2+ cover save for going to ground behind an ADL that's guarding an objective.
Also, its capabilities against vehicles have been eroding. In 4th edition, you could kill things with a glance, and any penetrating hit came with "+ crew stunned" which stopped the vehicle shooting altogether. Now, glancing doesn't do anything to stop an enemy vehicle from moving or shooting at full power, and the change to the AV rules means that a russ isn't terribly likely to wreck a vehicle outright anymore.
Furthermore, the addition of hull points has made people in my local area start up-armoring. Razorbacks are becoming predetors, artillery is becoming russes, and the like. These are the kinds of targets that battlecannons seriously struggle against.
We've also had codices flesh out more over time. Nowadays, necron has plenty of 4HP AV13 vehicles around. No longer can you use a battlecannon to target the warriors and hope for a phase out. Grey knights didn't used to have paladins or dreadknights or storm ravens, all commonplace now, but didn't even exist a few years ago. In general, codices have been giving out more options that are less LRBT-friendly than before.
Battlecannons also can't target an entire new class of units, fliers. Not that eradicators can, but still, this is a ding against the battlecannon.
Then we have heavy replacing lumbering, as you mention. It's basically not worth it to have sponsons on an LRBT. That means that you're paying a lot of points for what basically amounts to a single blast missile launcher. Sponsons are a way to greatly increase the killing power of a vehicle, for super cheap. Where else in the codex do you get a pair of plasma cannons for only 40 points? Where outside of servitors can you even GET multimeltas, much less TWO of them, for only 30 points, on an AV14 frame? Sponsons are great now, and LRBTs aren't the best way to take them.
There wasn't one big thing that came in and made LRBTs bad. It's been a slow, choking death over time for a unit that, let's not lie to ourselves, that never was THAT great to begin with. Traditional ideas are hard to let go of, but I think, for now at least, the battlecannon russ may actually be near the bottom of the heap nowadays.
TheCaptain wrote:Demolisher has disappointed me time and time again.
Really? This basically describes 4th edition for me. Dozens of games of underpreformance eventually caused me to ragequit demolishers out of my lists.
I've got to feel like they've gotten relatively better, though. The off-center scatter buff against vehicles actually helps a unit with S10 ordnance and Ap2, and I've been seeing an uptick in the number of terminators being fielded as of late (most notably paladins), as well as the heavy vehicles as said above. I feel like of all the things that hurt the LRBT, only like a third of them apply to the demolisher, and they did get better at like that one thing they always did well.
Or perhaps I'm wrong. What exactly was your problem with them?
Also, what is your specific loadout?
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Post by: Peregrine
Ailaros wrote:"The game is complex" and "My opponent has to make choices" aren't panaceas. Furthermore, saying these things isn't even saying anything. You could say them for ANYTHING to shut down a conversation ("you don't use grenade launchers to handle terminators? Well, the game is complex"), but it's also meaningless in its own right. What does the fact that your opponent needs to make decisions actually support?
That's entirely missing the point. The point is not that "it's complex" is an automatic justification for any strategy, it's just that your assumption that your opponent will always kill the flamer PCS because it's the biggest threat on the table unless you brought Eradicators is nonsense. Things aren't that simple, and there are lots of cases where the PCS isn't at the top of the target priority list and/or your opponent has to focus on a lesser threat. So you can't just arbitrarily declare that the PCS will always die first and never get to do anything.
Ailaros wrote:Then we have heavy replacing lumbering, as you mention. It's basically not worth it to have sponsons on an LRBT. That means that you're paying a lot of points for what basically amounts to a single blast missile launcher. Sponsons are a way to greatly increase the killing power of a vehicle, for super cheap. Where else in the codex do you get a pair of plasma cannons for only 40 points? Where outside of servitors can you even GET multimeltas, much less TWO of them, for only 30 points, on an AV14 frame? Sponsons are great now, and LRBTs aren't the best way to take them.
You're focusing way too much on the value of sponsons.
First of all, to make them useful you need weapons that share the same target type as the main gun. So, multimelta Vanquishers and plasma cannon Executioners are good, but just throwing multimeltas on an Eradicator is only wasting points. You either waste the main gun or the sponsons no matter what target you shoot at. And if you're conceding that you're going to lose the main gun to shoot the sponson multimeltas on your Erradicator at a vehicle target, well, the LRBT can take those same multimeltas and get the same result. So in that case it doesn't matter which variant you put your sponsons on.
Second, they're not even that great. Sure, they're cheap multimeltas. But they also have severe firing arc problems (you can only use both if you're perfectly lined up against a vehicle at close range), and they're mounted low enough that it's easy for your own vehicles to block their shots. Sometimes they're nice to have, but it's ridiculous to look at a 150+ point tank as nothing more than a platform for some heavy bolters.
I've got to feel like they've gotten relatively better, though. The off-center scatter buff against vehicles actually helps a unit with S10 ordnance and Ap2, and I've been seeing an uptick in the number of terminators being fielded as of late (most notably paladins), as well as the heavy vehicles as said above. I feel like of all the things that hurt the LRBT, only like a third of them apply to the demolisher, and they did get better at like that one thing they always did well.
The problem with the Demolisher is the 24" range, which gives you poor options on turn 1 (especially if you go first and your opponent deployed to avoid it) and can often cause problems later in the game. The Medusa's extra 12" of range is incredibly useful, to the point that I've stopped taking Demolishers entirely in favor of them.
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Post by: TheCaptain
Ailaros wrote:
TheCaptain wrote:Demolisher has disappointed me time and time again.
Really? This basically describes 4th edition for me. Dozens of games of underpreformance eventually caused me to ragequit demolishers out of my lists.
I've got to feel like they've gotten relatively better, though. The off-center scatter buff against vehicles actually helps a unit with S10 ordnance and Ap2, and I've been seeing an uptick in the number of terminators being fielded as of late (most notably paladins), as well as the heavy vehicles as said above. I feel like of all the things that hurt the LRBT, only like a third of them apply to the demolisher, and they did get better at like that one thing they always did well.
Well they've definitely gotten better; there's no doubt about that. I suppose just not better at the things I need.
Also, what is your specific loadout?
Well, when it comes to me fielding tanks, it's been my weird Gunline+Vendettas and Vultures cheesy abomination of a list. Which leads me to why the Demolisher hasn't been a pleasing addition.
Or perhaps I'm wrong. What exactly was your problem with them?
My Meta is very Termie/Calvalry/Bike(nobs) so I figured "Huh, why not Demolisher?" Mind you, I'm the only Guard player at my store; (lots of powergamers, Codex-of-the-month, and tourney players, meaning Nob Bikers, Necrons, GK, Chaos (daemons and marines), and Space Wolves is pretty much every game I play) and one of the better players there, so it's kindof a "thing" to find out what TheCaptain is running, and try to beat it. Sound fun? Yeah.
Anyways, Demolisher did a good job as a 24" deathbubble around my Aegis, helping me fight off deathstars trying to crash into my blob/tanks.
Unfortunately, pretty much as soon as it started instant deathing people's stuff, everyone and their mother was bringing Meltabikes, Meltaspeeders, Sternmelta, and the other dex equivalents. Basically fast-delivery Anti-AV14. That or dumping every lascannon, missile launcher, Lance, and so forth into it.
Basically became a big bullseye and ended up not doing much.
I should digress, and say that this only shows that Gunline is not the list for the Demolisher; not at all am I saying that the Demolisher is a bad/disappointing tank. If I recall, your list is far more mobile and "take the fight to 'em". Granted, I'd bring two to scoot around HP's a bit, but overall, I can see it doing pretty well for you.
Especially if your meta is Multiwound or just Termie-heavy.
I've found my S10AP2 love in the Artillery Medusas from FW. We're a match made in...the warp? Yeah. I'll go with that.
-TheCaptain
Automatically Appended Next Post: Peregrine wrote:
The problem with the Demolisher is the 24" range, which gives you poor options on turn 1 (especially if you go first and your opponent deployed to avoid it) and can often cause problems later in the game. The Medusa's extra 12" of range is incredibly useful, to the point that I've stopped taking Demolishers entirely in favor of them.
I gotta say, it's been a huge blessing, and sold me on the Medusa (or rather, my preferred version of it.)
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Post by: Hedkrakka
About the sponsons & the Eradicator, I think it's not easy to find a weapon that's worth fitting on them. If you consider the really specialized role of the main gun (screwing cover saves), the heavy flamers are pure crap, heavy bolters have the same range and AP but don't really add to the functionality since all they add is 6 BS3 S5 shots that won't do much to anything that's worth bombarding with the Eradicator Nova cannon, and multi-meltas prefer very different targets than the main gun, as do plasma cannons. What sponsons would you add to an Eradicator anyway?
If you'll use MM as you implied, I would like to point out that a 12" effective range will probably be pretty dismal on a tank that can't ever move more than 6" per turn. The more I think about it, the better the PC sponsons look- more range, blast, good against light vehicles and all kinds of infantry including termies for just a few more points. But still not optimal IMO, as mentioned above.
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Post by: Tomten
LRBTs are good
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Post by: kestril
Ailaros wrote:
For example, in 6th ed, half of the games you play now have a bunch of objectives, rather than 1/3rd like in 6th ed, or the zero of 4th ed. This means that people are bringing more infantry units. Infantry units that are cheaper, generally. Infantry units that take advantage of cover better, generally.
Sure, but I find that marines will like taking their armor save over a 4+ or 5+ cover, and t3 units in cover with a low armor save can be dealt with easily by the normal stuff I bring in my list. (can anyone say first rank fire?)
Add to this, units getting a 2+ cover save for going to ground behind an ADL that's guarding an objective.
Unless they have shrouded, they won't be getting a 2+ cover save, and the ADL provides a 4+(which cannot be bolstered to a 3+ by master of the forge), which is more easily dealt with by normal guns.
But as to the 2+ cover units, yes, I have seen them more often, but I find my opponent only has one or two 2+ cover save units, and I think that's hardly a reason to dump 180 points into a bolter-sponsoned eradicator that can only contribute one thing, and not well, at that.
But yes, you're right, an eradicator is better than the LRBT at shooting units with a 2+ cover save, but so are flamer-stormtroopers, hellhounds, and helldettas which are roughly the same price as the eradicator. The thing is, the stormtroopers and helldettas can also contribute to the game outside of the eradicator's narrow role. Stormies can kill marines, deepstrike, and contest objectives, while helldettas can transport troops, fly, and strike anywhere on the map. As you like to say, since something is better than another thing, it doesn't make it good.
Also, its capabilities against vehicles have been eroding. In 4th edition, you could kill things with a glance, and any penetrating hit came with "+ crew stunned" which stopped the vehicle shooting altogether. Now, glancing doesn't do anything to stop an enemy vehicle from moving or shooting at full power, and the change to the AV rules means that a russ isn't terribly likely to wreck a vehicle outright anymore.
It still has a 2/3 chance to pen AV 12. That's actually not so bad. Immobilizing or stunning some multimelta-boat or a troop transport is helpful. Although, usually, you want to pop the transport with melta, and the battlecannon the marine squad inside, not the other way around.
Furthermore, the addition of hull points has made people in my local area start up-armoring. Razorbacks are becoming predetors, artillery is becoming russes, and the like. These are the kinds of targets that battlecannons seriously struggle against.
Yep. But to be fair, you don't want to use a battlecannon against those types of targets. If you really want to, just put multi-melta sponsons on the LRBT and you have a better tank than the sponsoned eradicator for 10 points less!
We've also had codices flesh out more over time. Nowadays, necron has plenty of 4HP AV13 vehicles around. No longer can you use a battlecannon to target the warriors and hope for a phase out. Grey knights didn't used to have paladins or dreadknights or storm ravens, all commonplace now, but didn't even exist a few years ago. In general, codices have been giving out more options that are less LRBT-friendly than before.
In your meta, sure. In mine, the focus has started to shift to tough infantry which can hold objectives. Many have revoked vehicles entirely and focused on putting as many 3+ / 2+ save, multi-wound models on the field. Which is a pain to deal with with low-strength weapons.
Battlecannons also can't target an entire new class of units, fliers. Not that eradicators can, but still, this is a ding against the battlecannon.
Still a ding against the eradicator, and I don't entierly see how this point is relevant to the leman russ/eradicator debate.
Then we have heavy replacing lumbering, as you mention. It's basically not worth it to have sponsons on an LRBT. That means that you're paying a lot of points for what basically amounts to a single blast missile launcher. Sponsons are a way to greatly increase the killing power of a vehicle, for super cheap. Where else in the codex do you get a pair of plasma cannons for only 40 points? Where outside of servitors can you even GET multimeltas, much less TWO of them, for only 30 points, on an AV14 frame? Sponsons are great now, and LRBTs aren't the best way to take them.
As peregrine said, firing arcs on sponsons are extremely limited, and the 12 inch range on a slow vehicle doesnt help. Cheap is always good, but I still don't see the eradicator or russ putting them to full use. Putting good sponsons on a situational tank doesn't suddenly make it good. The sponsons make the tank have a few more situations where it can perform decently. On the other hand, the LRBT can perform decently in any situation against a broad variety of targets, and really does damage well when it's optimum targets (space marines!) come in range (72 inches!)
There wasn't one big thing that came in and made LRBTs bad. It's been a slow, choking death over time for a unit that, let's not lie to ourselves, that never was THAT great to begin with. Traditional ideas are hard to let go of, but I think, for now at least, the battlecannon russ may actually be near the bottom of the heap nowadays.
I guess it's one of those "you get what you pay for" type dealies. I find it to be better in 6th due to the new hull point rules. But yeah, I find the more Tanks I have on the board in the late game, the more powerful they are compared to everything else that's left. With the eradicator's narrow set of targets, I'm concerned that it will fail to contribute as much over the course of the game because its primary targets have either been deployed out of it's range, or its primary targets have already been dealt with. In either case, you have 180 points of AV14 uselessness sitting on the board.
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Post by: MajorStoffer
My Demolisher has actually been my biggest disappointment as of late.
The main gun remains solid, but the change to lumbering behemoth means the multimelta sponsons I gave it are now worthless.
And they're plastic cemented on there; they ain't coming off.
I may yet try the Eradicator on one of my old Russ chassis, use it when fighting non-MEQs, as I won't argue its utility in those cases, and build the spare Russ I have into a barebones battlecannon, no sponsons and such since they now have no purpose.
The nerf to ordinance russes really is inconvenient, as now what was originally the most common types of Russes are now overgunned, laden with points they can't really use anymore. Save for the executioner, which is still laughing maniacally as it murders power and terminator armour.
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Post by: TheCaptain
MajorStoffer wrote:My Demolisher has actually been my biggest disappointment as of late.
The main gun remains solid, but the change to lumbering behemoth means the multimelta sponsons I gave it are now worthless.
And they're plastic cemented on there; they ain't coming off.
Saw them off flush to the mount.
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Post by: WhiteWolf01
Haven't really ever used the eradicatir yet. Used it once back in 5th and disappointed me a bit but then again it was against a seer council on jetbikes. I'd like to try it but I'm hesitant about the whole large blast thing. Sure it looks nice but when it starts to scatter it's basically wasted shooting. I guess you'd have your sponsons but still. Loosing that large blast to scatter is why I'm not so sure about its effectiveness.
I prefer the hellhound to it. Sure it has a weaker chasis and shorter range but it has far better mobility and you can place the template. I like to keep the whole deny cover slot reserved for the hellhound so I can put other russes in my heavy slots like punishers, demolishers, or a manticore. I want to like the eradicator so maybe I'll give it a second chance. When you do try it out, i'm looking forward to see how it performed for you.
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Post by: TheCaptain
WhiteWolf01 wrote: I'd like to try it but I'm hesitant about the whole large blast thing. Sure it looks nice but when it starts to scatter it's basically wasted shooting.
Isn't everything wasted shooting if it misses?
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Post by: AnomanderRake
TheCaptain wrote: AnomanderRake wrote:...Waitwaitwait. When did Battle Cannons become ineffective against vehicles? They're the single most effective way of getting penetrating hits on high- AV vehicles that isn't either crippled by limited range or crippled by limited ammo/inaccuracy; even if you only blow the vehicle up on a 6 now, penetrating hits still cause damage results and knock off hull points...
What.
No, seriously. What. High- AV being AV13-14, they Pen AV13 1/3 of the time, and can't pen AV14.
The Leman Russ Annihilator is better at killing High- AV, and the Leman Russ Annihilator is garbage.
The Vanquisher is slightly less accurate than the Leman Russ Battle Tank, and doubly effective at penning armor, and doubly effective at causing Explosions.
A LRBT isn't for High- AV vehicles. It's not even for vehicles. Sure, it can damage some of them, but that's not what its for. It is for killing vehicles as much as Lascannons are for killing Space Marines
...Sorry; I seem to have missed the gigantic nerf thrown at anti-vehicle ordnance by 6e; that comment was based on a mistaken assumption that it was still 2d6 for armor penetration.
The remarks on the LRBT being a jack-of-all-trades tank that's generally a good choice in limited-resources (cash or points) games still stand, though.
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Post by: Peregrine
AnomanderRake wrote:Sorry; I seem to have missed the gigantic nerf thrown at anti-vehicle ordnance by 6e; that comment was based on a mistaken assumption that it was still 2d6 for armor penetration.
Err, what? Ordnance wasn't 2D6 penetration in 5th either (and probably wasn't before 5th), it was the exact same 2D6 pick the highest, which is exactly what has been said before: 50% to pen AV 12, 30% to pen AV 13, no chance to pen AV 14. The only thing 6th changed was that now there is no half strength for missing with the hole.
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Post by: alarmingrick
Peregrine wrote: The problem with the Demolisher is the 24" range, which gives you poor options on turn 1 (especially if you go first and your opponent deployed to avoid it) and can often cause problems later in the game. The Medusa's extra 12" of range is incredibly useful, to the point that I've stopped taking Demolishers entirely in favor of them.
Which is why I like the Plasma sponsons on mine. Well, pre 6th ed. anyway. Now that I can hurt myself, I just go with the HHB.
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Post by: WhiteWolf01
TheCaptain wrote: WhiteWolf01 wrote: I'd like to try it but I'm hesitant about the whole large blast thing. Sure it looks nice but when it starts to scatter it's basically wasted shooting.
Isn't everything wasted shooting if it misses?
Let me clarify. Basically what I was getting at is that there are better things that increases you chances to hit and do damage. Such as the hellhound or the manticore which has the potential to cover a larger amount of ground that scatter shouldn't technically hurt you as much. In the case of ordanance blasts your usual target is generally armor and with the new blast rules, once again scatter shouldn't hurt you. With the colossus you can take squads for fewer points than squads of eradicators and pull off what the manticore does to a better extent against troops in cover. The way I'm looking at it is not about durability so much as increasing your chances to do damage.
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Post by: TheCaptain
WhiteWolf01 wrote:
Let me clarify. Basically what I was getting at is that there are better things that increases you chances to hit and do damage. Such as the hellhound or the manticore which has the potential to cover a larger amount of ground that scatter shouldn't technically hurt you as much. In the case of ordanance blasts your usual target is generally armor and with the new blast rules, once again scatter shouldn't hurt you.
Hellhound is a Chimera-Chassis flamer with a 20 inch range. Good luck getting it close.
Manticore is affected by scatter as much as anything else. Except if the initial shot scatters off, you're incredibly likely to miss with the extra blasts as well. The difference being Manticore allows armor saves for MEQ, and scatters full distance sometimes.
And Ordinance blasts should not be targeting armor at STR8, AP3. We've already discussed how poor of a choice that is. Give a look at the math on the pages previous.
Especially in guard, where we can mass lascannons like no army short of Horus Heresy books.
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Post by: Peregrine
Well, that depends on the situation. Early-game where you don't have many good infantry targets and stopping incoming vehicle threats is the most important thing? Yeah, I'll take a shot and knock off a HP instead of shooting a random tactical squad that isn't an immediate threat. Basilisk sitting out of lascannon range? A battlecannon shot has the range, and all you need is a 'shaken' result. You don't take it as a primary anti-tank weapon, but at least it has the ability to attempt the shot when you need every anti-tank shot you can get, unlike the Eradicator.
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Post by: TheCaptain
Peregrine wrote:
Well, that depends on the situation. Early-game where you don't have many good infantry targets and stopping incoming vehicle threats is the most important thing? Yeah, I'll take a shot and knock off a HP instead of shooting a random tactical squad that isn't an immediate threat. Basilisk sitting out of lascannon range? A battlecannon shot has the range, and all you need is a 'shaken' result. You don't take it as a primary anti-tank weapon, but at least it has the ability to attempt the shot when you need every anti-tank shot you can get, unlike the Eradicator.
I mean; the argument "well, if nothing else is a good target" always stands, yeah. But the same goes for just about everything. I'll shoot termies with Bolt pistols if they're the only thing in range; not really something to consider when taking said pistols though.
I can see what you mean, but my statement was moreso in counter to "[with] Ordinance blasts your usual target is armor", which struck me as ill-advised.
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Post by: WhiteWolf01
TheCaptain wrote: WhiteWolf01 wrote:
Let me clarify. Basically what I was getting at is that there are better things that increases you chances to hit and do damage. Such as the hellhound or the manticore which has the potential to cover a larger amount of ground that scatter shouldn't technically hurt you as much. In the case of ordanance blasts your usual target is generally armor and with the new blast rules, once again scatter shouldn't hurt you.
Hellhound is a Chimera-Chassis flamer with a 20 inch range. Good luck getting it close.
Manticore is affected by scatter as much as anything else. Except if the initial shot scatters off, you're incredibly likely to miss with the extra blasts as well. The difference being Manticore allows armor saves for MEQ, and scatters full distance sometimes.
And Ordinance blasts should not be targeting armor at STR8, AP3. We've already discussed how poor of a choice that is. Give a look at the math on the pages previous.
Especially in guard, where we can mass lascannons like no army short of Horus Heresy books.
Actually, I've had a pretty easy time getting the hellhound in range. Usually driving it up the table edge to flank the enemy. It might not win its points back but it causes some helpful disruption and with the other threats on the table doesn't always take so much heat. As for the manticore sure it might scatter but you've at least got a better chance of doing more damage on the second or third blasts. A chance at something greater for less points than the eradicator is better than nothing at all. In addition to that it's str 10 and doubles most things out unlike the eradicator and since its barrage its going to ignore cover anyway. Concerning ordinance, I wasn't just talking about the LRBT, rather ordinance in general. Long story short the eradicator fills a nitch role that isn't all that impressive when you have other options at your disposal albeit on a weaker chasis. Most of which you can hide behind cover and you have the range to lob shells down field. In a world filled with gauss, doomscythes, screamers, flammers, etc all that extra armor isn't gonna help you all that much. At that point you're better off going for the glass cannons..
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Post by: Peregrine
TheCaptain wrote:I mean; the argument "well, if nothing else is a good target" always stands, yeah. But the same goes for just about everything. I'll shoot termies with Bolt pistols if they're the only thing in range; not really something to consider when taking said pistols though.
I think it is worth considering, since you aren't always going to be in the ideal situation. The LRBT can do a decent job against other targets when its primary target type isn't available (or isn't a high priority threat), an Eradicator/Punisher/etc without its primary target pretty much just sits there uselessly. Or, to put it in more general terms, when I say "if nothing else is a better target" I mean settling for second best, not just throwing away shots.
The bolt pistol, on the other hand, never does anything effectively, especially not shooting at terminators.
I can see what you mean, but my statement was moreso in counter to "[with] Ordinance blasts your usual target is armor", which struck me as ill-advised.
Yeah, I don't get that either. I'll shoot at vehicles with a LRBT if it makes sense, but I'm certainly not taking the LRBT with the hope that I get to take shots at vehicles every turn.
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Post by: WhiteWolf01
I can see what you mean, but my statement was moreso in counter to "[with] Ordinance blasts your usual target is armor", which struck me as ill-advised.
Yeah, I don't get that either. I'll shoot at vehicles with a LRBT if it makes sense, but I'm certainly not taking the LRBT with the hope that I get to take shots at vehicles every turn.
And I get what you're saying and I agree. Perhaps I should have been more clear, but what I was getting at is that with the ordinance russes that are available to us, they at least serve a dual role. Sure the LRBT isn't going to be wrecking vehicles left and right but it has that opportunity to knock off a hull point due to the fact it IS ordinance. A demolisher, basilisk, or manticore would be far better at getting pens and doing some more lasting damage, but at least with the LRBT it can play into multiple roles even if it isn't that great at the anti-armor role. The eradicator on the other hand can't deal with armor whatsoever so we are left with its initial purpose to kill things in cover. The effectiveness of the eradicator is completely dependent on your local meta. If your meta is SM heavy, why bother? Take a russ and knock their save down to a +4 at worst. If your meta is GEQ or whatever then your decision to bring the eradicator will probably be worth it if you can weather the hail of long range anti-armor most of those armies have at their disposal.
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Post by: DarknessEternal
Peregrine wrote: an Eradicator/Punisher/etc without its primary target pretty much just sits there uselessly
Huh? You can't just say things and mind-boggingly wrong as this and expect to get away with it.
An Eradicator has four guns that can hurt almost everything in the game. If you're choosing to do nothing with it, that's your problem, not its.
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Post by: Peregrine
Fixed that for you. Sponsons are irrelevant to this discussion because you can put the same sponsons on ANY tank, and there is no target type where both the main gun and secondary weapons on an Eradicator are both firing effectively.
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Post by: HawaiiMatt
Peregrine wrote:
Fixed that for you. Sponsons are irrelevant to this discussion because you can put the same sponsons on ANY tank, and there is no target type where both the main gun and secondary weapons on an Eradicator are both firing effectively.
Unless you focus fire.
-Matt
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Post by: Peregrine
HawaiiMatt wrote: Peregrine wrote:
Fixed that for you. Sponsons are irrelevant to this discussion because you can put the same sponsons on ANY tank, and there is no target type where both the main gun and secondary weapons on an Eradicator are both firing effectively.
Unless you focus fire.
-Matt
How does focus fire help?
If you're shooting the main gun at a squishy unit in cover the sponsons and hull gun aren't doing anything useful because they're just wasted against cover saves and/or hordes of bodies.
If you're shooting the sponson and hull guns at a vehicle the main gun isn't doing anything useful because a single STR 6 shot is pretty much worthless.
If you're shooting the sponson and hull guns at a MEQ unit then the main gun isn't doing anything useful because it's only AP 4.
Focus fire just doesn't help you.
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Post by: Tomten
Eradicators are good vs medium to light infantry and the standard LMBT has more uses,. you can shoot everything with it
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Post by: washout77
Peregrine wrote:HawaiiMatt wrote: Peregrine wrote:
Fixed that for you. Sponsons are irrelevant to this discussion because you can put the same sponsons on ANY tank, and there is no target type where both the main gun and secondary weapons on an Eradicator are both firing effectively.
Unless you focus fire.
-Matt
How does focus fire help?
If you're shooting the main gun at a squishy unit in cover the sponsons and hull gun aren't doing anything useful because they're just wasted against cover saves and/or hordes of bodies.
If you're shooting the sponson and hull guns at a vehicle the main gun isn't doing anything useful because a single STR 6 shot is pretty much worthless.
If you're shooting the sponson and hull guns at a MEQ unit then the main gun isn't doing anything useful because it's only AP 4.
Focus fire just doesn't help you.
I think what he meant was shoot the main gun at the units in Cover, then Focus Fire the other weapons at units without cover saves. Unfortunately, if I understand the rule, you can't do that
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Post by: Tomten
Why is that?
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Post by: HawaiiMatt
Peregrine wrote:
How does focus fire help?
If you're shooting the main gun at a squishy unit in cover the sponsons and hull gun aren't doing anything useful because they're just wasted against cover saves and/or hordes of bodies.
If you're shooting the sponson and hull guns at a vehicle the main gun isn't doing anything useful because a single STR 6 shot is pretty much worthless.
If you're shooting the sponson and hull guns at a MEQ unit then the main gun isn't doing anything useful because it's only AP 4.
Focus fire just doesn't help you.
If you're shooting at a horde, odds are some are in cover, some are not. Heavy bolters plink off guys in the open, pie plate goes for maximum hits.
If you're shooting at a vehicle, the Eradicator does better vs AV10 or AV11 than a Russ.
If you're shooting at MEQ in 4+ cover, the advantage of firing at full BS does more damage than a battle cannon.
If you're shooting at MEQ in the open, then Russ is best.
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Post by: Tomten
how about a demolisher
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Post by: TheCaptain
Already been discussed pretty in depth.
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Post by: Tomten
I didnt know
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Post by: TheCaptain
Gotta read the thread bud. Otherwise you'll find yourself asking questions that have already been answered.
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Post by: Tomten
but were can i find it?
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Post by: TheCaptain
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Post by: Ailaros
Peregrine wrote:Sponsons are irrelevant to this discussion because you can put the same sponsons on ANY tank
That doesn't make sponsons equally good on them, though.
A melta-las eradicator can handle pretty much anything, thanks to its peculiar versatility. So could a melta-las punisher.
A melta-las LRBT, though, is always going to struggle against infantry in cover. That's a pretty important gap in its killing power compared to the other two. Plus, as we've been over, a LRBT can't fire its main gun and sponsons at the same time (at least, not well). You get more firepower when you can use all of your weapons than when you can use only one of them. An eradicator shooting its main cannon and its sponsons are going to do equal or more damage than an LRBT firing either its main cannon OR sponsons against most infantry targets.
It's something I'm finding really bizzare about this all. If you can't figure out how to use a russ with sponsons, you lack creativity. Making arguments like "they'll never be in range", or "the tank will be useless when it's not firing its main gun" don't make a lot of sense to me.
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Post by: tankboy145
HawaiiMatt wrote: Peregrine wrote:
How does focus fire help?
If you're shooting the main gun at a squishy unit in cover the sponsons and hull gun aren't doing anything useful because they're just wasted against cover saves and/or hordes of bodies.
If you're shooting the sponson and hull guns at a vehicle the main gun isn't doing anything useful because a single STR 6 shot is pretty much worthless.
If you're shooting the sponson and hull guns at a MEQ unit then the main gun isn't doing anything useful because it's only AP 4.
Focus fire just doesn't help you.
If you're shooting at a horde, odds are some are in cover, some are not. Heavy bolters plink off guys in the open, pie plate goes for maximum hits.
If you're shooting at a vehicle, the Eradicator does better vs AV10 or AV11 than a Russ.
If you're shooting at MEQ in 4+ cover, the advantage of firing at full BS does more damage than a battle cannon.
If you're shooting at MEQ in the open, then Russ is best.
How is eradicator better at av 10 or 11 than a standard russ when eradicator is s6 with 1d6 to glance or pen and the LRBT is s8 with 2d6 pick the highest to pen...wouldnt the normal russ be better as its better strength and it gets 2 d6? And if your shooting at MEQ in cover isnt MEQ's save a 3+ assuming its a marine then wouldnt the Battle tank be better as the marine has to take a 4+ cover save than where as the nova cannon allows the Marine to then take the save with his 3+ armor, think the battle tank is better as well.
Also people keep mentioning MM sponsons. Eradicator has 6inch move and the effective melta rule for the MM to kill a High AV tank(predators, land raiders and other Leman russ) then dont you have to be within 12inches??? if your that close to enemy tanks then your also mostlikely that close to other troops, In which those troops could assault the tank and kill it or the enemy tank gets to shoot at it. But what Im getting at is if you hate being close with the demolisher then why are you getting closer for MM???
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Post by: ender502
Ailaros wrote:
A melta-las LRBT, though, is always going to struggle against infantry in cover.
Not exactly true. The LRBT is better than the eradicator versus MEQs in cover. The eradicator is better at the 5+ and 4+ saves models in cover.
Ailaros wrote: That's a pretty important gap in its killing power compared to the other two. Plus, as we've been over, a LRBT can't fire its main gun and sponsons at the same time (at least, not well). You get more firepower when you can use all of your weapons than when you can use only one of them. An eradicator shooting its main cannon and its sponsons are going to do equal or more damage than an LRBT firing either its main cannon OR sponsons against most infantry targets.
It's something I'm finding really bizzare about this all. If you can't figure out how to use a russ with sponsons, you lack creativity. Making arguments like "they'll never be in range", or "the tank will be useless when it's not firing its main gun" don't make a lot of sense to me.
I usually don't put sponsons on my LRBT. It's always seemed a bit of a waste. But no matter what LR type you take you do need to try to create a synergy of effect. The LRBT is a generalist vehicle. It does quite a bit pretty decently. Not great..but not bad..as we've seen itis even better than the eradicator at killing some infantry types in cover. IMO the LR chassis do not make good mobile fire platforms for the price. I think guard have better options. The LR chassis work best when they are stationary or move very little. Does this make sponsons useless? No. But they do lack the mobility that makes shorter ranged weaponry more effective...a MM on a speeder is way better, in general, than on a LR chassis. So if you are going with sponsone i'd say go cheap and go with heavy bolters. They are inexpensive and will force arnor saves on MEQs and help thin out hordes if necessary.
The eradicator does have some nice advantages over the LRBT (better versus some armor saves in cover and better synergy with sponsons) but I think the advantages are narrow and not worth the loss of the battle cannon. Also, the areas where the eradicator do have advantages are usually such that guard armies have better ways to do the same things already. And is the battle cannon as terrible as some would have us believe? Long range, decent chance to hit, ID and better at killing MEQs in cover.
I'll take the LRBT in non- COD games.
ender502
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Post by: Ailaros
ender502 wrote:Ailaros wrote:A melta-las LRBT, though, is always going to struggle against infantry in cover.
Not exactly true. The LRBT is better than the eradicator versus MEQs in cover. The eradicator is better at the 5+ and 4+ saves models in cover.
But it still struggles. Just because something is better doesn't make it good.
And, as has already been mentioned, a bolter boat eradicator will kill MEq better than a bolter boat LRBT. The more heavy bolter hits make up for the -1 cover save (depending on the situation. It may not even be less, in which case the eradicator is better).
ender502 wrote:IMO the LR chassis do not make good mobile fire platforms for the price. I think guard have better options.
This is actually a pattern that I've been noticing. People who are disliking the eradicator also tend not to like russes at all. Don't let the dislike for a chassis or unit type skew the choice of weapons.
I'll admit that russes are certainly enigmatic, but they do have a bunch of subtle advantages. If you don't see the advantages of the russ (like sponson weapons), then you're not going to like russes in general, much less any specific pattern.
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Post by: Peregrine
Ailaros wrote:And, as has already been mentioned, a bolter boat eradicator will kill MEq better than a bolter boat LRBT. The more heavy bolter hits make up for the -1 cover save (depending on the situation. It may not even be less, in which case the eradicator is better).
And that's a stupid comparison because you don't take a bolter boat LRBT. If you remove the overpriced sponsons from the LRBT you find that the LRBT kills marines in cover about 40% more efficiently (points per kill). And this is based on your own math.
This is actually a pattern that I've been noticing. People who are disliking the eradicator also tend not to like russes at all. Don't let the dislike for a chassis or unit type skew the choice of weapons.
Actually I like them in general. The LRBT is useful, the Demolisher is very good, and the Executioner is awesome as long as you can get your anti-tank from somewhere else in the FOC. The Eradicator is garbage.
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Post by: Red Corsair
The eradicator needs to be ap3 ignores cover s6 for it to be useful. It is not. A colossus does a better job for less.
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Post by: Corollax
Red Corsair wrote:The eradicator needs to be ap3 ignores cover s6 for it to be useful. It is not. A colossus does a better job for less.
Nevermind that the colossus can fire without line of sight and the barrage rule lets you manipulate wound allocation.
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Post by: Ailaros
Exactly, which gets to my previous point.
If all you're doing is looking at up-front splat cannon killing power, then russes are terrible. They were in the past, and still are now. Why take a terrible battlecannon when you can take a much better earthshaker cannon? Why take a demolisher when a medusa is killier, and can take BB shells? Why bother with exterminators when you can take a pair of hydras for the same price (even in 6th ed)?
The plain fact is, point-for-point, russes have never been straight-up killier than their points in other HS slots. As mentioned, though, russes are still worth taking, but the reasons are a lot more subtle and difficult to see. A first-run pass of killing power efficiency will always miss them.
But the point of russes isn't to compare them to how artillery does the same killing for better or cheaper (or both), because it always does. The point of russes is exactly those other things. It's the AV14, it's the hull and sponson options, and it's the better on-the-move firepower, and the myriad of little things these general principles represent.
The point of this all is that russes don't HAVE to be as killy per point as artillery. That's not their job. Their job is to be russes.
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Post by: Red Corsair
I used the colossus as an example for comparison of why the nova canon falls flat for me, whether you take a colossus or not.
I take demolishers because they have multiple impacts on the game.
1. They terrify death stars
2. The are a Russ so they block LOS well
3. They soke up AT
By comparison yhe eradicator really only accomplishes roll 2. because a smart opponent will know better then to waste shots dealing with it. Its a dreadfully slow chassis with a short ranged non threatening canon. At least a LRBT will keep them out of my DZ and hugging cover.
Stating that they there job is to just be a Russ if foolish to me. Your investing not only a lot of points but a HS slot. That is an important slot, it needs to be killy or else it's not a threat, which doesn't sound Russ like to me. I like the exterminator more then the Eradicator for Pete's sake!
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Post by: Hedkrakka
Ailaros wrote:Exactly, which gets to my previous point.
If all you're doing is looking at up-front splat cannon killing power, then russes are terrible. They were in the past, and still are now. Why take a terrible battlecannon when you can take a much better earthshaker cannon? Why take a demolisher when a medusa is killier, and can take BB shells? Why bother with exterminators when you can take a pair of hydras for the same price (even in 6th ed)?
The plain fact is, point-for-point, russes have never been straight-up killier than their points in other HS slots. As mentioned, though, russes are still worth taking, but the reasons are a lot more subtle and difficult to see. A first-run pass of killing power efficiency will always miss them.
But the point of russes isn't to compare them to how artillery does the same killing for better or cheaper (or both), because it always does. The point of russes is exactly those other things. It's the AV14, it's the hull and sponson options, and it's the better on-the-move firepower, and the myriad of little things these general principles represent.
The point of this all is that russes don't HAVE to be as killy per point as artillery. That's not their job. Their job is to be russes.
Of course, better armor has a price. You're right about the fact that Russes have more staying power, so they simply get more shots off than artillery. That's exactly why you take them. They also force the enemy to try and get behind them-they dictate your opponent's play. It's exactly that what makes them a big threat and totally worth their points (unless you take an Eradicator). Even if you're not up against MEQ, no ID against T4 really takes off a lot of psychological threat from the Russ.
I believe the rule changes are making all of us look to non-ordnance russes for maximum volume of fire, but does it really work? An Eradicator with HB sponsons costs 20% more than a LRBT, one with MM sponsons (only one of which will be able to fire every turn the tank fires most of the time, due to the firing arc) costs even more, and I'd much rather get two more lascannons or other upgrades/more bodies than an increase in killing power against units in cover. Add a hull LC and it becomes even more ridiculously expensive. I'm sorry, but even if the BC "sucks", I'd rather get two LRBT or two Demolishers and other units/upgrades instead of two melta/ LC Eradicators, EXACTLY because Russes are meant to be Russes (i.e. bring armor onto the field).
Sponsons work if they help your main gun AND complement your equipment. I believe the lack of synergy between the main gun and any sponsons on an Eradicator has been covered in a satisfactory way by Peregrine. Concerning equipment, first-generation Russes (rear AV10) are simply too susceptible to being charged or jumped behind to be able to use short ranged weapons effectively. Trust me, I've had a Russ destroyed late game by charging Lootas. LOOTAS. It was only supposed to block LOS so that they couldn't kill a battered PIS sitting on an objective (Yeah, I was unlucky enough that the game continued into Turn 7, the Lootas slaughtered the PIS after killing the Russ and the game ended in a draw. It's a painful memory). If you really want to make short ranged weapons work well with a Russ, I'd say go for the rear AV11 ones. Isn't their shorter range the reason for having rear AV11 anyway?
For the record, I love Russes. LRBTs, Exterminators, a Vanquisher, Demolishers and an Executioner are a proud part of my collection, and more are under construction. It's quite rare that I bring no Russes in any game over 750 pts. I converted the Eradicator I modeled into an Exterminator after a single playtest. I just don't have the patience to make it work.
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Post by: Peregrine
Ailaros wrote:The point of russes is exactly those other things. It's the AV14, it's the hull and sponson options, and it's the better on-the-move firepower, and the myriad of little things these general principles represent.
Yes, but you don't have to use all of those things at once. The fact that you are willing to pay extra for AV 14 on your "Basilisk" doesn't mean that you're also obligated to "make use" of the sponson options even when they eat up a lot of points without contributing much. You're trying way too hard to make the sponsons fit just because they're an option, instead of asking yourself what you need to add to the unit to make it do its job.
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Post by: DevianID
To weigh in, the eradicator has 2 functions. One, its a heavy tank. 2, it kills 2+ cover save units.
Both 1 and 2 are meta game considerations. Because of this,I feel the eradicator is too specialized for its roll.
First, lets talk about the tank aspect. The av14 is nice, there it no doubt, but it is not impervious. As guard tend to lack counter assault elements, and assault is the easiest way to get around the av14, the heavy tank is not good in a meta game including fast tough assault elements. Wraiths led by a 2+ destroyer lord, nurgle spawn, ect. If you are worried about these units, then the heavy tanks trade off in killing power for toughness is wasted, making any heavy tank a poor choice.
Now for the main gun. 2+ cover seems to come from 3 places for the most part. First is the aegis with units going to ground behind it. Second is from units behind some cover with night fighting applied, either from necrons or by rolling it on turn 1 or 5+. Third is from stealthy units in terrain like stealth snipers, stealth suits, harlequins, ect. For the aegis, any barrage weapon would also strip their save, and barrages ability to fire from beyond Los coupled with the cheap cost makes barrage weapons superior. For night fighting, if you have unused search lights then you can get around the bonus cover save. Thus the Russ variant is not needed as much provided you have other vehicles that can search light for you. Finally we come to the stealthy units. Stealthy units can be a real pain if you are un prepared, but they are not that common. Thus, in a take all comers list, you probably don't need to worry about them. Guard do have good access to transports and flamers, which handle night fight with search lights and stealthy units with deposited flamers, so only if you have none of those will you need to consider the Russ variant.
In conclusion, the combination of a tank that tries to fill two different specific meta games at once creates an over specialized choice. This applies to most of the Russ variants but it is most profound with the eradicator, with no cover saves being such a specialized role that clashes with the role of a heavy tank. While cheap henchmen getting a 3+ cover save when going to ground in area terrain is an issue, dealing 9 wounds to t3 infantry is not so difficult, and the eradicator only counts for 6 more wounds in that case, which can easily be made up for with other units considering the premium paid. It truly takes a 2+ cover save stealthy unit before the eradicator begins to shine offensively, and units that get such saves on their own are few and far between. For everything else you have mortars, griffins, and searchlights.
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Post by: ender502
Ailaros wrote:Exactly, which gets to my previous point.
If all you're doing is looking at up-front splat cannon killing power, then russes are terrible. They were in the past, and still are now.
Disagree. a s8 ap3 weapon witha a very long range is not terrible. The range alone makes it very effective. The ability terrify MEQs is probably worth the points all by itself.
Ailaros wrote:
The plain fact is, point-for-point, russes have never been straight-up killier than their points in other HS slots. As mentioned, though, russes are still worth taking, but the reasons are a lot more subtle and difficult to see. A first-run pass of killing power efficiency will always miss them.
But the point of russes isn't to compare them to how artillery does the same killing for better or cheaper (or both), because it always does. The point of russes is exactly those other things. It's the AV14, it's the hull and sponson options, and it's the better on-the-move firepower, and the myriad of little things these general principles represent.
The point of this all is that russes don't HAVE to be as killy per point as artillery. That's not their job. Their job is to be russes.
Agree. Though I do like to play my russes as stationary (like arty) they do have a greta advantage over arty...no need to hide the russ. I generally play with 2 naked russes and then 2 arty vehicles.
ender502
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Post by: Tomten
Basilisks have a long range
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Post by: Red Corsair
LRBT are supposed to make MEQ's hide in cover and waste their potential, so why take a variant that encourages them out of cover and into your lines with little repercussion?
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Post by: Ailaros
Hedkrakka wrote: one with MM sponsons (only one of which will be able to fire every turn the tank fires most of the time, due to the firing arc)
I don't understand where this misconception is coming from. If you look at page 72 of the rulebook, you can clearly see that the line of sight for russ sponsons converge.
I just busted out a russ, and, from the points they say to measure from, could see a single 20mm-based infantry model from 6" away with both sponsons. If there was a unit of infantry, the sponsons just need to be able to see one of the models. Against larger targets, you can see them at any range.
This idea of sponsons having some sort of blind spot are greatly exaggerated
Hedkrakka wrote:the lack of synergy between the main gun and any sponsons ... has been covered in a satisfactory way
Covered and rebutted. Russes are one of the few places in the guard codex where you can get genuine versatility. You don't need to have all of the weapons on a russ serve the same purpose.
Hedkrakka wrote: I'd much rather get two more lascannons or other upgrades/more bodies than an increase in killing power against units in cover.
This seems really strange to me. Do people use cover at your local gaming group?
They do at mine, and I can certainly say that lascannons are insufficient for removing gone to ground scoring units off of objectives.
ender502 wrote:a s8 ap3 weapon witha a very long range is not terrible.
The math has already been over this. I fail to see how a weapon that takes more turns than there are in a game to break open a transport or that only kills a marine a turn on average qualifies for the definition of "not terrible".
DevianID wrote:the combination of a tank that tries to fill two different specific meta games at once creates an over specialized choice.
The two niches that a las- MM eradicator can handle are
1.) Infantry units that use cover.
2.) Armies that include vehicles, terminators, or monstrous creatures.
How does that make the tank "overspecialized"?
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Post by: Red Corsair
OK here is a misconception you keep having, how is the small chance of exploding a vehicle with a battle canon making it terrible? It can hit multiple transports in one go, will easily pen which means the transport and the crew are at worst not shooting and probably not moving. I'll take two of those effects all game thank you very much.
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Post by: ender502
Ailaros wrote:
ender502 wrote:a s8 ap3 weapon witha a very long range is not terrible.
The math has already been over this. I fail to see how a weapon that takes more turns than there are in a game to break open a transport or that only kills a marine a turn on average qualifies for the definition of "not terrible".
Well, considering the eradicator is even worse at it killing transports or killing marines.... kinda rebuts your position. By your logic, the eradicator is even worse than the battle cannon.
ender502
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Post by: Griddlelol
Red Corsair wrote:OK here is a misconception you keep having, how is the small chance of exploding a vehicle with a battle canon making it terrible? It can hit multiple transports in one go, will easily pen which means the transport and the crew are at worst not shooting and probably not moving. I'll take two of those effects all game thank you very much. You're over-estimating the ability of a blast to hit >1 target. That's not reliable or common. The small chance of it exploding means you shot your single battle cannon blast per turn at removing 1 HP, something that an AC could do. Automatically Appended Next Post: ender502 wrote: Well, considering the eradicator is even worse at it killing transports or killing marines.... kinda rebuts your position. By your logic, the eradicator is even worse than the battle cannon. ender502 I'm playing devil's advocate here, but you're wrong. The vanilla Russ is fire battle cannon and chance those other weapons, the eradicator is use all 4 weapons in one go. Even if you took 2 PCs, Hull LC and the main cannon, you've got a far better chance of removing a rhino in one turn than the vanilla Russ. You also kill more MEQ, GEQ and TEQ per turn. It's more expensive, but it has a multi-role ability the vanilla russ wishes it had.
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Post by: creeping-deth87
I'm late to the debate but I'm gonna have to come in on the pro-LRBT side. I'd like to open by saying I don't understand why ANYONE thinks a S8 AP3 72" range weapon is bad. What is bad about this weapon? It breaks marine armour saves, doubles out T4 to cancel out FNP, and the range on the weapon means you can fire it anywhere which, among other things, allows you to throw some killing power on the other end of the table if you have a weak flank there. It also means that, unlike the Demolisher, the Battle Tank does NOT need to be in the threat range of everything that specializes in wrecking AV14 (melta guns or pretty much any assaulting unit) to do its job. I also don't understand the notion that the Battle Tank sucks at hurting vehicles and struggles at AV12. Having Ordnance means you're glancing or penetrating AV12 more often than not, and the ability to hit multiple vehicles with the full strength of the blast also forces your opponent to space out their vehicles more which opens up side armour and in general causes them to think twice about how they deploy and move.
Now, if you're taking a Russ just to throw the sponson weapons on it, I can SORT OF see the appeal for the Eradicator (although it still seems counter-intuitive since your main gun doesn't jive with any of the sponson weapons) cause you're still getting a large blast weapon that doesn't nerf your other guns to BS1. But... honestly, S6 AP4 isn't all that terrifying unless your meta has a LOT of xenos and Guard running around. I personally don't come across a lot of opponents with 2+ cover saves like Ailaros has apparently, so maybe the advantage of the Eradicator is lost on me. It just seems like that in an edition of MOSTLY 5+ cover saves, the Eradicator doesn't strike me as particularly good. Frankly I think if you're gonna take a Russ to throw sponsons on, the Exterminator is a much better choice because its main gun works very well with sponsons (imo).
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Post by: Griddlelol
Just FYI I'm playing devil's advocate, I'm still sitting on the fence here, (leaning towards the Vanilla Russ) but I think Ailaros has some good points, so I'm throwing my thoughts in... As established, the LRBT is better in the one situation where Marines are standing in the open. Not exactly common since most lists pack plenty of plasma and melta. the range on the weapon means you can fire it anywhere which, among other things, allows you to throw some killing power on the other end of the table if you have a weak flank there
. The range is excessive. Most things that it is worth shooting at won't be >48" away, in which case there are plenty of other weapons able to manage this. I mean, on tables I play on the 72" range means I just don't bother measuring. It also means that, unlike the Demolisher, the Battle Tank does NOT need to be in the threat range of everything that specializes in wrecking AV14 (melta guns or pretty much any assaulting unit) to do its job.
Neither does the Eradicator...you know the one we're comparing it to. Bringing up the Demolisher is a thinly veiled Straw Man. I also don't understand the notion that the Battle Tank sucks at hurting vehicles and struggles at AV12. Having Ordnance means you're glancing or penetrating AV12 more often than not, and the ability to hit multiple vehicles with the full strength of the blast also forces your opponent to space out their vehicles more which opens up side armour and in general causes them to think twice about how they deploy and move. Well I've mentioned this already, pen =/= wreck. Yes it can pen more often than the eradicator, but you still only have a 2/6 chance of doing anything worth while to the transport (read explode or immobilize). The Eradicator has the advantage of being able to ping off all the HPs or if using MM pretty much guaranteeing the explode result. Now, if you're taking a Russ just to throw the sponson weapons on it, I can SORT OF see the appeal for the Eradicator (although it still seems counter-intuitive since your main gun doesn't jive with any of the sponson weapons) cause you're still getting a large blast weapon that doesn't nerf your other guns to BS1. But... honestly, S6 AP4 isn't all that terrifying unless your meta has a LOT of xenos and Guard running around.
People don't take sponsons on vanilla Russes, that's why this comes up. It's basically a single shot tank that only beats the Eradicator's main cannon drastically when Marines are in the open. If the marines are in cover the results are pretty similar. In fact the Eradicator pulls ahead if you kit it with PC sponsons. I personally don't come across a lot of opponents with 2+ cover saves like Ailaros has apparently, so maybe the advantage of the Eradicator is lost on me. It just seems like that in an edition of MOSTLY 5+ cover saves, the Eradicator doesn't strike me as particularly good.
A lot of people see 2+. A lot of people see GEQ or Xenos. The Eradicator can handle a lot of things well. The Vanilla Russ can do one thing very well, but take away marines in the open and it's actually not that great.
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Post by: Tomten
Eradicators are good ok?
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Post by: Testify
Red Corsair wrote:I used the colossus as an example for comparison of why the nova canon falls flat for me, whether you take a colossus or not.
I take demolishers because they have multiple impacts on the game.
1. They terrify death stars
2. The are a Russ so they block LOS well
3. They soke up AT
By comparison yhe eradicator really only accomplishes roll 2. because a smart opponent will know better then to waste shots dealing with it. Its a dreadfully slow chassis with a short ranged non threatening canon. At least a LRBT will keep them out of my DZ and hugging cover.
Stating that they there job is to just be a Russ if foolish to me. Your investing not only a lot of points but a HS slot. That is an important slot, it needs to be killy or else it's not a threat, which doesn't sound Russ like to me. I like the exterminator more then the Eradicator for Pete's sake!
Right. If I took Eradicators my opponents would just ignore them. If I had vanilla Russes or Demolishers, they'd be top priorities.
And if I bought 3 Executioners with plasma sponsons, my opponents would brown their pants
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Post by: TheCaptain
They're mediocre and niche.
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Post by: Tomten
It all depends on what you are fighting.
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Post by: TheCaptain
Good V. Some targets. Crap V. Others
That's the mark of a mediocre unit.
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Post by: Tomten
exactly.
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Post by: Griddlelol
I'm starting to think neither of those statements are fair. Or at least, if TheCaptain's statement is true, it's also true for the Vanilla Russ.
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Post by: Tomten
Griddlelol wrote:
I'm starting to think neither of those statements are fair. Or at least, if TheCaptain's statement is true, it's also true for the Vanilla Russ.
Why not?
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Post by: Testify
Griddlelol wrote:
As established, the LRBT is better in the one situation where Marines are standing in the open.
...and when they're not. You want those MEQs taking 5+ or 4+ cover saves (far less common in 6th but still) rather than 3+ armour saves, no?
Lanrak wrote:
Neither does the Eradicator...you know the one we're comparing it to. Bringing up the Demolisher is a thinly veiled Straw Man.
It's not. The Demolisher can smash AV14, and will piss all over AV 11 or 12. The Eradicator simply cannot touch anything with an armour value.
Lanrak wrote:
Well I've mentioned this already, pen =/= wreck. Yes it can pen more often than the eradicator, but you still only have a 2/6 chance of doing anything worth while to the transport (read explode or immobilize). The Eradicator has the advantage of being able to ping off all the HPs or if using MM pretty much guaranteeing the explode result.
So the Eradicator's anti-tank consists of two BS3 Multi-Meltas? Good luck with that.
Lanrak wrote:
People don't take sponsons on vanilla Russes, that's why this comes up. It's basically a single shot tank that only beats the Eradicator's main cannon drastically when Marines are in the open. If the marines are in cover the results are pretty similar. In fact the Eradicator pulls ahead if you kit it with PC sponsons.
Vanilla Russ vs MEQ in the open:
83% chance to wound
83% chance to kill
Instant Death
Eradicator vs MEQ in the open:
83% chance to wound
27% chance to kill
No Instant Death
So it's 1/3 as effective, like you'd expect.
Vanilla Russ vs MEQ in 5+ cover
83% chance to wound
55% chance to kill
Eradicator - as above
So in 5+ cover the vanilla Russ is still twice as effective.
Vanilla Russ vs 4+ cover is 41%, again compared to 27% chance for the Eradicator.
So the Eradicator reaches parity when you play with 3+ cover table-wild...except it can't instant death, so it doesn't. And it still can't hurt vehicles, and you better hope your opponent doesn't have nobs or bikers or ogryns.
Lanrak wrote:
A lot of people see 2+. A lot of people see GEQ or Xenos. The Eradicator can handle a lot of things well. The Vanilla Russ can do one thing very well, but take away marines in the open and it's actually not that great.
You don't need pie plates to kill GEQ, you need dice. No army in the game struggles to mow down guardsmen or guardians, almost without trying. But the vanilla russ will wound almost everything on a 2+ and can harm (though being AP3 likely not destroy) vehicles, and ID marines to boot.
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Post by: Tomten
Testify wrote: Griddlelol wrote:
As established, the LRBT is better in the one situation where Marines are standing in the open.
...and when they're not. You want those MEQs taking 5+ or 4+ cover saves (far less common in 6th but still) rather than 3+ armour saves, no?
Lanrak wrote:
Neither does the Eradicator...you know the one we're comparing it to. Bringing up the Demolisher is a thinly veiled Straw Man.
It's not. The Demolisher can smash AV14, and will piss all over AV 11 or 12. The Eradicator simply cannot touch anything with an armour value.
Lanrak wrote:
Well I've mentioned this already, pen =/= wreck. Yes it can pen more often than the eradicator, but you still only have a 2/6 chance of doing anything worth while to the transport (read explode or immobilize). The Eradicator has the advantage of being able to ping off all the HPs or if using MM pretty much guaranteeing the explode result.
So the Eradicator's anti-tank consists of two BS3 Multi-Meltas? Good luck with that.
Lanrak wrote:
People don't take sponsons on vanilla Russes, that's why this comes up. It's basically a single shot tank that only beats the Eradicator's main cannon drastically when Marines are in the open. If the marines are in cover the results are pretty similar. In fact the Eradicator pulls ahead if you kit it with PC sponsons.
Vanilla Russ vs MEQ in the open:
83% chance to wound
83% chance to kill
Instant Death
Eradicator vs MEQ in the open:
83% chance to wound
27% chance to kill
No Instant Death
So it's 1/3 as effective, like you'd expect.
Vanilla Russ vs MEQ in 5+ cover
83% chance to wound
55% chance to kill
Eradicator - as above
So in 5+ cover the vanilla Russ is still twice as effective.
Vanilla Russ vs 4+ cover is 41%, again compared to 27% chance for the Eradicator.
So the Eradicator reaches parity when you play with 3+ cover table-wild...except it can't instant death, so it doesn't. And it still can't hurt vehicles, and you better hope your opponent doesn't have nobs or bikers or ogryns.
Lanrak wrote:
A lot of people see 2+. A lot of people see GEQ or Xenos. The Eradicator can handle a lot of things well. The Vanilla Russ can do one thing very well, but take away marines in the open and it's actually not that great.
You don't need pie plates to kill GEQ, you need dice. No army in the game struggles to mow down guardsmen or guardians, almost without trying. But the vanilla russ will wound almost everything on a 2+ and can harm (though being AP3 likely not destroy) vehicles, and ID marines to boot.
You dont take Eradicators if you fight Meqs
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Post by: tankboy145
But a question I had earlier in the thread that was unanswered is are you going to spam eradicators then. Because If your playing against good opponents(assuming you do as you are saying how your having trouble with lists) and you only have 1 eradicator then what makes you think your opponent will let that tank live long to even do its job. But then if you spam them your using many points on sponsons and if your opponent doesnt have those horde type units that rely on cover to get a better save then your eradicators are almost useless as they wont have great targets.
I dont see why people also believe the MM are great on russes as you have to be within 12inches to get the melta rule, and if you say to stop a death star from crashing into your lines, then if its already that close its probably already killed your tanks.
A land raider moves 6 inches and the troops disembarking get a 6 inch move and they can assault up to 12 inches(although maximum range is unlikely) this just gives those units a better chance at destroying your tanks before they get to use their MM sponsons. I could see PC sponsons for the additional range s7 ap 2 shots but that still doesnt help kill high AV enemy armor.
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Post by: TheCaptain
Griddlelol wrote:
I'm starting to think neither of those statements are fair. Or at least, if TheCaptain's statement is true, it's also true for the Vanilla Russ.
My statement IS true, and its true for the Vanilla russ too.
Eradicator: Excels at stuff in cover.
Vanilla Russ: Excels at stuff outside cover.
Both have their niche, and both are pretty decent at it. But as soon as they're outside that niche, they're an unremarkable unit.
Tl;dr Russes are mediocre.
Only one that impresses me, though I haven't used it yet, is the Plasmaboat Russ. Automatically Appended Next Post: tankboy145 wrote:
I dont see why people also believe the MM are great on russes as you have to be within 12inches to get the melta rule, and if you say to stop a death star from crashing into your lines, then if its already that close its probably already killed your tanks.
Multimeltas are still good (well, decent.) outside melta range.
They're still Str8 AP1 guns with 24" range.
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Post by: Tomten
Why is the Plasma LRBT so popular?
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Post by: Testify
Because 5 plasma plates on an AV 14 chassis is bloody amazing. Three of them covers your anti- MEQ in a reasonable points limit.
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Post by: Tomten
But those small blast only hit like 2 or 3 then the MEQs get cover. Automatically Appended Next Post: and it can scatter and miss completly.
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Post by: Evertras
Tomten wrote:But those small blast only hit like 2 or 3 then the MEQs get cover.
Automatically Appended Next Post:
and it can scatter and miss completly.
You have 5 scatters to miss, though.
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Post by: Griddlelol
Testify wrote:
...and when they're not. You want those MEQs taking 5+ or 4+ cover saves (far less common in 6th but still) rather than 3+ armour saves, no?
Ailaros has already demonstrated that the LRBT isn't that much more effective when there's a 4+ cover save. Go back and read. Similarly your math doesn't take into account sponson weapons, and more importantly it focuses entirely on marines. I don't know if you've missed the discussion, but no one has said the Eradicator is better at killing marines (unless of course there are PC sponsons and the marines are in cover) but is decent at multiple roles.
You're tailoring the argument to fit "but it doesn't kill marines as well" which isn't the discussion here. It's whether the LRBT is a better all rounder or the Eradicator is a better all rounder. The discussion over marine killing is important to the all round debate, as it's a role to fill. However as the Eradicator doesn't fall that far behind the LRBT in marine killing and is better at destroying vehicles, 2+ and MCs than the LRBT the conclusion is that the Eradicator is better. I feel like this paragraph should be my conclusion because everyone seems to be missing this gigantic point that Ailaros is making.
It's not. The Demolisher can smash AV14, and will piss all over AV 11 or 12. The Eradicator simply cannot touch anything with an armour value.
The Demolisher is not being discussed here. Bringing it up is only ignoring the argument. Pretty much the definition of Straw Man.
So the Eradicator's anti-tank consists of two BS3 Multi-Meltas? Good luck with that.
Two BS3 MM is more accurate than 1 BS4 MM, and has a higher potential damage ceiling. Not to mention you're ignoring the hull LC and the ability of the main cannon to glance. I doubt you'd say "A Tac squad's anti-tank consists of 1 BS4 MM? Good luck with that."
You don't need pie plates to kill GEQ, you need dice. No army in the game struggles to mow down guardsmen or guardians, almost without trying. But the vanilla russ will wound almost everything on a 2+ and can harm (though being AP3 likely not destroy) vehicles, and ID marines to boot.
I take it you don't come across ADL humping GEQ. Ignoring cover is far superior to making them roll 2+ saves.
As I said before, I like the LRBT because it's so incredibly cheap and it is a work horse. It's just not the all-rounder people think it is. It's actually rather specialised, but specialised in a way that other units can easily out-shine it. For the Eradicator to be a good all-rounder it's going to be 200+ points, whereas for 150pts you can get a decent av:14 tank.
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Post by: Tomten
One of the blasts will miss. the only downside with plasma LRBT is that it cant kill AV 14 and its very expansive.
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Post by: TheCaptain
Tomten wrote:One of the blasts will miss. the only downside with plasma LRBT is that it cant kill AV 14 and its very expansive.
Practically everything else worth taking in the IG codex can kill AV 14.
If you don't have that covered, you shouldn't be looking to the LRBT chassis to begin with.
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Post by: Tomten
Haha I will try the Plasma LRBT
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Post by: TheCaptain
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Post by: Tomten
Have anyone tried 3 Plasma LRBTs?
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Post by: Testify
Griddlelol wrote:
Ailaros has already demonstrated that the LRBT isn't that much more effective when there's a 4+ cover save. Go back and read. Similarly your math doesn't take into account sponson weapons, and more importantly it focuses entirely on marines. I don't know if you've missed the discussion, but no one has said the Eradicator is better at killing marines (unless of course there are PC sponsons and the marines are in cover) but is decent at multiple roles.
You're tailoring the argument to fit "but it doesn't kill marines as well" which isn't the discussion here. It's whether the LRBT is a better all rounder or the Eradicator is a better all rounder. The discussion over marine killing is important to the all round debate, as it's a role to fill. However as the Eradicator doesn't fall that far behind the LRBT in marine killing and is better at destroying vehicles, 2+ and MCs than the LRBT the conclusion is that the Eradicator is better. I feel like this paragraph should be my conclusion because everyone seems to be missing this gigantic point that Ailaros is making.
So you want to discuss which is the best all-rounder, without regarding the overwealmingly most popular infantry type, as well as the only infantry type that doesn't drop like flies anyway?
I don't know what fantasy universe you live in where everyone either has army-wide terminators or mysteriously durable guardsmen/fire warriors but I don't recognise it.
Griddlelol wrote:
The Demolisher is not being discussed here. Bringing it up is only ignoring the argument. Pretty much the definition of Straw Man.
Oh, you!
Griddlelol wrote:
Two BS3 MM is more accurate than 1 BS4 MM, and has a higher potential damage ceiling. Not to mention you're ignoring the hull LC and the ability of the main cannon to glance. I doubt you'd say "A Tac squad's anti-tank consists of 1 BS4 MM? Good luck with that."
If you're happy with Multi Meltas on an expensive AV14 for your anti-tank, that's fine by me.
Griddlelol wrote:
I take it you don't come across ADL humping GEQ. Ignoring cover is far superior to making them roll 2+ saves.
Then run up to them and kill them.
Griddlelol wrote:
As I said before, I like the LRBT because it's so incredibly cheap and it is a work horse. It's just not the all-rounder people think it is. It's actually rather specialised, but specialised in a way that other units can easily out-shine it. For the Eradicator to be a good all-rounder it's going to be 200+ points, whereas for 150pts you can get a decent av:14 tank.
Actually what you've proved is that the Eradicator is only useful in a list specifically tailored against certain opponents. In that case obviously it's going to be superior to the Russ.
But most people a)can't tailor their lists in this way and b)regard it as unsporting. I eventually gave up blob guard because I was sick of my opponent turning up with 3 Thunderfire Cannons *every single game*. This is what you're advocating. Automatically Appended Next Post:
You mean the Executioner. The Exterminator is the autocannon one.
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Post by: Griddlelol
Testify wrote: So you want to discuss which is the best all-rounder, without regarding the overwhelmingly most popular infantry type, as well as the only infantry type that doesn't drop like flies anyway? I don't know what fantasy universe you live in where everyone either has army-wide terminators or mysteriously durable guardsmen/fire warriors but I don't recognise it.
Again, I refer you back to page 1 or 2. The LRBT doesn't pull that much further ahead. It's very easy to be dismissive. If I said "Demolishers are irrelevant to the discussion between LRBT and Eradicator" would that be considered the same as pointing out the logical fallacy in your argument? If you're happy with Multi Meltas on an expensive AV14 for your anti-tank, that's fine by me.
Again, dismissive without addressing the main issue. I'm am not advocating using it for the only anti-tank in a list. When you look at Ailaros' list you'll see why an Eradicator with such things would be very useful. You know what, I was considering responding to your points, but you're overall tone is sarcastic and frankly ignoring the points I've raised. I'm not going to continue this discussion, but I hope I've added to it as a whole.
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Post by: Testify
Griddlelol wrote:
Again, I refer you back to page 1 or 2. The LRBT doesn't pull that much further ahead.
Except it does. It's three times as effective in the open, twice as effective in 5+ cover, and still a lot more effective in 4+ cover, and can instant death, and can hurt vehicles.
Griddlelol wrote:
It's very easy to be dismissive. If I said "Demolishers are irrelevant to the discussion between LRBT and Eradicator" would that be considered the same as pointing out the logical fallacy in your argument?
I think you should leave phrases like "straw man" and "logical fallacy" to your sociology tutorials.
Griddlelol wrote:
Again, dismissive without addressing the main issue. I'm am not advocating using it for the only anti-tank in a list. When you look at Ailaros' list you'll see why an Eradicator with such things would be very useful.
Yeah, Ailaros seems to think that something that can be a pitiful anti-tank OR anti-light infantry (albeit somewhat effective), but not both at the same time, is a good use of points. He's been cracked ever since 6th killed blobs.
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Post by: TheCaptain
Testify wrote:
If you're happy with Multi Meltas on an expensive AV14 for your anti-tank, that's fine
"Expensive AV14."
Hah. What. Automatically Appended Next Post:
Hah. What.
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Post by: Testify
TheCaptain wrote: Testify wrote:
If you're happy with Multi Meltas on an expensive AV14 for your anti-tank, that's fine
"Expensive AV14."
Hah. What.
Automatically Appended Next Post:
Hah. What.
An eradicator with lascannon and sponsons is 205. For something can fire a S6 AP4 pie plate, and BS3 Multi-Meltas and a lascannon, yeah I regard that as too much. Automatically Appended Next Post:
5+ cover and focus fire killed blobs. If you have evidence to the contrary I'd like to see it.
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Post by: TheCaptain
Testify wrote:
5+ cover and focus fire killed blobs. If you have evidence to the contrary I'd like to see it.
Blobs are plenty competitive. Even in the larger tournaments. Aegis line + divination. Blobs aren't dead, just different.
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Post by: creeping-deth87
Griddlelol wrote:Just FYI I'm playing devil's advocate, I'm still sitting on the fence here, (leaning towards the Vanilla Russ) but I think Ailaros has some good points, so I'm throwing my thoughts in...
As established, the LRBT is better in the one situation where Marines are standing in the open. Not exactly common since most lists pack plenty of plasma and melta.
the range on the weapon means you can fire it anywhere which, among other things, allows you to throw some killing power on the other end of the table if you have a weak flank there
.
The range is excessive. Most things that it is worth shooting at won't be >48" away, in which case there are plenty of other weapons able to manage this. I mean, on tables I play on the 72" range means I just don't bother measuring.
It also means that, unlike the Demolisher, the Battle Tank does NOT need to be in the threat range of everything that specializes in wrecking AV14 (melta guns or pretty much any assaulting unit) to do its job.
Neither does the Eradicator...you know the one we're comparing it to. Bringing up the Demolisher is a thinly veiled Straw Man.
I also don't understand the notion that the Battle Tank sucks at hurting vehicles and struggles at AV12. Having Ordnance means you're glancing or penetrating AV12 more often than not, and the ability to hit multiple vehicles with the full strength of the blast also forces your opponent to space out their vehicles more which opens up side armour and in general causes them to think twice about how they deploy and move.
Well I've mentioned this already, pen =/= wreck. Yes it can pen more often than the eradicator, but you still only have a 2/6 chance of doing anything worth while to the transport (read explode or immobilize). The Eradicator has the advantage of being able to ping off all the HPs or if using MM pretty much guaranteeing the explode result.
Now, if you're taking a Russ just to throw the sponson weapons on it, I can SORT OF see the appeal for the Eradicator (although it still seems counter-intuitive since your main gun doesn't jive with any of the sponson weapons) cause you're still getting a large blast weapon that doesn't nerf your other guns to BS1. But... honestly, S6 AP4 isn't all that terrifying unless your meta has a LOT of xenos and Guard running around.
People don't take sponsons on vanilla Russes, that's why this comes up. It's basically a single shot tank that only beats the Eradicator's main cannon drastically when Marines are in the open. If the marines are in cover the results are pretty similar. In fact the Eradicator pulls ahead if you kit it with PC sponsons.
I personally don't come across a lot of opponents with 2+ cover saves like Ailaros has apparently, so maybe the advantage of the Eradicator is lost on me. It just seems like that in an edition of MOSTLY 5+ cover saves, the Eradicator doesn't strike me as particularly good.
A lot of people see 2+. A lot of people see GEQ or Xenos. The Eradicator can handle a lot of things well. The Vanilla Russ can do one thing very well, but take away marines in the open and it's actually not that great.
Well said, but I have to disagree with you on a number of points.
I don't see how the Eradicator is better at killing marines in cover, unless of course you're factoring in plasma cannon sponsons and a las cannon upgrade, inflating the cost of the tank to well beyond that of the Battle Tank (at which point it's no longer a fair comparison). I also disagree with the notion that the Battle Tank's range is 'excessive' and that anything further than 48" is not worth shooting at. Long Fangs, Havocs, guard artillery, hell pretty much ANY backfield unit that has reach is hardly what I would consider 'not worth shooting at.' Units babysitting home objectives would also be a good target.
The Demolisher comparison was not meant to be a straw man, that was not my intent. I was simply listing the merits of the Battle Tank after several allegations of it being a 'crummy' vehicle. In terms of anti-transport, the Battle Tank still wins unless you're throwing multi-melta sponsons on your tank in which case, again, it's no longer a fair comparison because you're looking at a substantial points differential (well, substantial for IG players). Also I have to disagree with the assertion that the only worthwhile results on a transport are explodes or immobilized. In my opinion, anything that strips a hull point is a favourable result.
Again though, if you see a lot of units in your area with a 2+ cover save I can totally see the appeal behind the Eradicator. Having to deal with that would piss me off too, but as an all-rounder I would still prefer the Battle Tank as a cheap unit that doesn't need any fancy upgrades to do its job.
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Post by: Peregrine
Griddlelol wrote:Ailaros has already demonstrated that the LRBT isn't that much more effective when there's a 4+ cover save. Go back and read.
Err, no. According to Ailaros' own math the Eradicator is horrible. Unless you consider paying 40% more points per marine death "not much less effective", of course, but then I'll have to seriously question your understanding of the game.
However as the Eradicator doesn't fall that far behind the LRBT in marine killing and is better at destroying vehicles, 2+ and MCs than the LRBT the conclusion is that the Eradicator is better.
No. The Eradicator is not better than a LRBT at killing vehicles because the Eradicator's only anti-vehicle weapons are the same MM/ LC that the LRBT can ALSO take. Therefore both units are equally good at destroying vehicles in situations where you can use the MM/ LC, while the LRBT is far better at destroying them in situations where you can't.
I doubt you'd say "A Tac squad's anti-tank consists of 1 BS4 MM? Good luck with that."
Except nobody considers a single tactical squad MM to be sufficient anti-tank, which is why they also have a melta gun and combi-melta in the squad.
========================================
Ailaros wrote:This idea of sponsons having some sort of blind spot are greatly exaggerated
Not true at all. You can only hit something with both sponsons if it's directly in front of the tank, and nothing blocks LOS from the low-mounted gun. For example, if you rotate the hull away from the target to keep AV 14 against your opponent's biggest anti-tank threat you can only shoot with one sponson. Or let's say you do well with shooting and the target dies before the Eradicator gets to fire. You try to pick the tank next to it as a target and find that one sponson is out of arc, while the other is blocked by a Chimera sitting next to your tank.
Is it a fatal problem, and you should never take sponsons? Of course not. But you have to be aware of the fact that while the turret gun has a 360* arc from high enough to shoot over pretty much any other unit, the sponsons are not guaranteed to be able to shoot.
Covered and rebutted. Russes are one of the few places in the guard codex where you can get genuine versatility. You don't need to have all of the weapons on a russ serve the same purpose.
But if you don't take them with the same purpose then your entire pro-Eradicator argument falls apart. If the sponsons are independent of the main gun then sponsons do not favor one type of Leman Russ over another.
The math has already been over this. I fail to see how a weapon that takes more turns than there are in a game to break open a transport or that only kills a marine a turn on average qualifies for the definition of "not terrible".
First of all, "more turns than there are in a game" is ridiculously false.
Second, it's a bad argument anyway, since all it means is that the weapon has a single shot. If you calculate how many turns it takes for a single lascannon to kill a transport you aren't going to like those numbers either.
Finally, "kills a marine a turn on average" is also ridiculous. You're only getting kill numbers that bad if you assume unrealistically low numbers of hits per template.
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Post by: Ailaros
Red Corsair wrote:how is the small chance of exploding a vehicle with a battle canon making it terrible?
Because it's small.
You have to hit, then pen, then roll a 6 to explode it.
I mean, a single lascannon is going to do this job better, and you don't have to spend 150 points for it.
Red Corsair wrote: It can hit multiple transports in one go
If my opponents cram vehicles into close order drill.
If people can spread infantry out, they can certainly spread vehicles out.
ender502 wrote:Well, considering the eradicator is even worse at it killing transports or killing marines.... kinda rebuts your position.
Except it doesn't.
On the one hand, the eradicator isn't necessarily supposed to be good against those targets, while the russ is. Given that a russ is crappy against these targets, the ones it's supposed to do well, it means don't take the russ. On the other hand, the eradicator can fire sponsons at full BS along with the cannon. This makes it equal to, or better than a battlecannon at killing marines in cover. Then on top of this, you get to paste lighter infantry, often in a highly strategic way (removing scoring units from objectives).
Put another way, there is a group of things that neither the battlecannon nor the exterminator do particularly well, and then the exterminator goes and does at least one thing really well. Therefore, take eradicators rather than russes.
creeping-deth87 wrote:What is bad about this weapon?
It's expensive and doesn't kill very much. Just look at the math.
Tomten wrote:It all depends on what you are fighting.
Except it doesn't. This is rather the whole point of the thread.
TheCaptain wrote:Good V. Some targets. Crap V. Others
That's the mark of a mediocre unit.
I'm sorry, but which units are good against everything? By your definition, everything is mediocre.
That said, a las/melta eradicator or punisher is pretty good against a pretty huge slice of the pie.
Testify wrote:You want those MEQs taking 5+ or 4+ cover saves (far less common in 6th but still) rather than 3+ armour saves, no?
So, this is something else I don't get. Let's bring this down into the real world for a second. How often is your opponent actually going to be hiding their MEq in cover but then not hide them in cover if you fail to bring a russ?
I mean, really. If the MEq in question is hiding on an objective as a scoring unit, then they're going to go to ground regardless of what you shoot at them, giving them somewhere between a 2+ and a 4+ cover save, depending on what they're hiding behind. At best, you're talking about the difference between a 3+ armor save and a 4+ cover save, which isn't very pronounced, while if we're talking about MEq behind an aegis, then the eradicator is BETTER, requiring them to use the 3+ save, rather than the 2+.
So if they're not hiding on an objective, then what are they doing? If they're devestators, then they're going to be in the best cover on the board, most like, which once again largely defeats the advantage of the battlecannon. If they're not a gunline unit then they are therefore a unit that is going to be charging forward. In this case, the lack of battlecannon would only be a problem if I didn't have other units in my army that carried guns that hurt space marines. Which is not the case for me at least. In my particular case, marines are already hiding in cover so as to not get annihilated by lascannon or meltagun fire, but I can imagine that others have their own solutions.
Finally, the last real category is for marines that want to be charging, but the above statement for some reason does not apply to them. If my opponent is bringing a dedicated charging unit and decides he'd rather have the unit sit in cover doing nothing just because I brought a russ, then I'm probably winning anyways.
This whole idea that russes are actually going to have a psychological or killing power advantage against marines is silly. The only time it will ever actually make a difference is against tightly clustered MEq out on the open. Not likely to happen, people.
Testify wrote:If you're happy with Multi Meltas on an expensive AV14 for your anti-tank, that's fine by me.
45 points is a STEAL for two multimeltas and a lascannon. And they come on an AV14 chassis, unlike, say, HWSs, which blow away like a fart on the wind whenever they get shot at.
Peregrine wrote:You can only hit something with both sponsons if it's directly in front of the tank, and nothing blocks LOS from the low-mounted gun.
If only russes could move during the movement phase...
Peregrine wrote:If the sponsons are independent of the main gun then sponsons do not favor one type of Leman Russ over another.
Except for when the main gun causes the other guns to snap fire.
Peregrine wrote:Finally, "kills a marine a turn on average" is also ridiculous. You're only getting kill numbers that bad if you assume unrealistically low numbers of hits per template.
Well, let's look at an example.
Turn 1, the shot misses. Turn 2, the shot hits 4 marines in cover, all of them wound, cover saves two. Turn 3, the shot misses. Turn 4, the shot hits three, one of which fails to wound, and another is blocked by cover.
This is not far from the kind of results you should expect. In this scenario, assuming the russ has survived until turn 5, you have spent almost the entire game, and all you have to show for it is three dead marines.
One kill per turn may even be generous to the battlecannon. And, of course, that's not assuming that marines are going to ground or anything...
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Post by: Red Corsair
While we are in the real world please explain to me which moron opponent of your would go to ground with marines if you fired an eradicator? You play guard but not marines so I'll assume your ignorance here, you don't intentionally pin a marine unit from a nova canon haha.
In fact, that only strengthens the case for the battle canon which would make them go to ground and remove them from the fight.
Also why are you insisting that a battle canon won't get solid hits when neither will an eradicator. They use the EXACT same template. GEQ can spread out and insure that nova canon isn't killing more then a couple a turn anyway.
BTW:
Heres a game with the nova canon, turn one its out of range. Turn two it misses. Turn three it hits 3 properly spaced GEQ's and wounds all three. Turn four it misses. All the meanwhile that 45 points worth of AT you love to brag about is wasted.
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Post by: Ailaros
Red Corsair wrote:In fact, that only strengthens the case for the battle canon which would make them go to ground and remove them from the fight.
But, read what I just wrote. When is this ever going to happen? Either they're holding an objective, and the point will be to hold it as much as possible, so going to ground won't matter as they'll be doing it anyways (or won't have very much firepower anyways), or they're not, and the battlecannon still won't matter.
Red Corsair wrote:Heres a game with the nova canon, turn one its out of range. Turn two it misses. Turn three it hits 3 properly spaced GEQ's and wounds all three. Turn four it misses. All the meanwhile that 45 points worth of AT you love to brag about is wasted.
Firstly, an eradicator has a 40" threat range. Why wouldn't it be in range turn 1?
Secondly, If there isn't an infantry target worth shooting at, then you don't waste the anti-tank, because you shoot the anti-tank weapons. What you're making is an argument against sponsons, not against eradicators.
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Post by: Red Corsair
It does happen plenty. Most units and especially marines have duality. A MEQ squad is good because it can do multiple rolls WHILE holding an objective. If they are running 'grot' squads then they will reserve and run them onto the objective in their backfield later on in the game anyway.
Why wouldn't it be in range? Easy to start 33% of games are hammer and anvil. Then factor in that half the time your opponent will deploy second and can easily counter its limiting range.
No, what your making is an argument FOR sponsons NOT the eradicator. There are 4 other variants that all can use sponsons and their turret.
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Post by: TheCaptain
Ailaros wrote:
TheCaptain wrote:Good V. Some targets. Crap V. Others
That's the mark of a mediocre unit.
I'm sorry, but which units are good against everything? By your definition, everything is mediocre.
That said, a las/melta eradicator or punisher is pretty good against a pretty huge slice of the pie.
By my definition, every unit is mediocre, because every unit is mediocre.
It's up to us to choose which mediocrity we need, and choose other mediocrity to balance the previous.
Infantry Blobs are mediocre. Tanks/Artillery are mediocre. Synergy allows them to perform above their usual ability.
Unit synergy is everything. Find me a unit that can win a game on its own, and I'll believe it is a good unit.
That said, some units are more/less mediocre than others. Those units with less weaknesses are less mediocre, and naturally deserve more consideration.
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Post by: Ailaros
Red Corsair wrote:No, what your making is an argument FOR sponsons NOT the eradicator. There are 4 other variants that all can use sponsons and their turret.
But the exterminator doesn't kill infantry as well, the punisher is much more expensive (and has an ACTUALLY short range), and the exterminator is very expensive, and is stuck with small pie plates.
And none of them ignore cover saves against anything.
Yes, the eradicator doesn't handle vehicles very well, but neither does any russ that isn't either a demolisher or a vanquisher (and even then...), so you're not really losing much. Arguing over which russ is at the bottom of the barrel against most vehicles is largely pointless.
Meanwhile, the eradicator is as good or better against marines most of the time than most russes, and is way, way better against lower-armored cheap scoring units, especially those kind that get bonuses to cover saves, making it a highly strategic option.
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Post by: Red Corsair
Ailaros wrote:Red Corsair wrote:No, what your making is an argument FOR sponsons NOT the eradicator. There are 4 other variants that all can use sponsons and their turret.
But the exterminator doesn't kill infantry as well, the punisher is much more expensive (and has an ACTUALLY short range), and the exterminator is very expensive, and is stuck with small pie plates.
And none of them ignore cover saves against anything.
Yes, the eradicator doesn't handle vehicles very well, but neither does any russ that isn't either a demolisher or a vanquisher (and even then...), so you're not really losing much. Arguing over which russ is at the bottom of the barrel against most vehicles is largely pointless.
Meanwhile, the eradicator is as good or better against marines most of the time than most russes, and is way, way better against lower-armored cheap scoring units, especially those kind that get bonuses to cover saves, making it a highly strategic option.
The Eradicator is not better then a LRBT at killing MEQ, I don't know why you continue to claim this. In the open a LRBT is better, and in area terrain it's still better. You are claiming that the sponsons make up the slack, that's not making an argument for the Eradicator, it's making an argument for sponsons. Now, the nova canon is better for GEQ but not your variation that pushes the 200pt mark and will still require MULTIPLE turns of direct hits to clear even a modest 10 man unit and doesn't even cause pinning, meaning they can react. It will not make up its cost.
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Post by: Ailaros
Against marines with a 2+ save, say by going to ground behind an ADL, or by going to ground in a reinforced ruin, an eradicator is better than a battle cannon, because the marines will be forced to use their armor save, which allows twice as many wounds though. Against marines with a 3+ save, say, by going to ground in a ruins, the eradicator and the battlecannon are the same. Ignoring sponsons, in the world of a 4+ save for being behind an ALD, in a ruin, or gone to ground behind practically anything, the russ is a little bit better, indeed.
And then you add the sponsons. The LRBT snap fires sponsons. The Eradicator doesn't. The extra damage therefrom makes the eradicator better against marines in 4+ cover.
If you're going to set up the only scenario for an exterminator wherein everything is both in cover and at maximum dispersion, then, as you mention, you have to apply it equally. NO large blast weapon is going to kill off infantry all that well in this one specific scenario. I'd note, though, that the eradicator is still doing it better than other large blast options, what with still ignoring cover saves. I'd also note that it's only 200 points because it can also take down a land raider in those instances where sufficient infantry targets can't be found (though, by that point, I've already won the game).
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Post by: ender502
This is all pretty funny. Know why everyone is all on about sponsosn? not because they are great...it's because eradicators suck without them.
The argument for eradicators is "Hey, as long as you spend more points on unit A, then it will be better than unit B." So, the eradicator doesn't get "better" than the terrible russ unless you pump even more points into an already expensive unit. That's like saying a $5 bill is more valuable than a $10 bill as long as you add 6 $1 bills to the $5.
ender502
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Post by: Ailaros
The math will never bear out your assertions, ender.
Furthermore, to say that eradicators suck without sponsons is like saying that vets suck without special weapons.
So?
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Post by: jdjamesdean@mail.com
Ailaros wrote:The math will never bear out your assertions, ender.
Furthermore, to say that eradicators suck without sponsons is like saying that vets suck without special weapons.
So?
This is a true assessment. Vets do suck without special weapons.
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Post by: Ailaros
So? Lots of things aren't very good if you don't arm them properly. Failing to arm them properly does not make the unit intrinsically bad. It's the player's fault, not he unit's.
You know, and there's another thing I'm not getting. People around here seem to fall over themselves when talking about how good a griffon is. Compare a pair of griffons to an eradicator, and the former is an option that does somewhere between slightly more to much less damage (depending on the circumstances of cover saves), can never be made to be good against vehicles, and comes on a much more fragile frame.
That people can love the griffon and hate the eradicator seems strange to me, given that the latter is better than the former at everything the former is good at, and is then better in other ways as well.
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Post by: ender502
Ailaros wrote:The math will never bear out your assertions, ender.
Furthermore, to say that eradicators suck without sponsons is like saying that vets suck without special weapons.
So?
A 205 point Eradicator is better than a 150 point naked russ.... Ummm...yeah. It costs 33% mor ethan the russ. It ought to be at least 33% more effective. The more interesting comparison is the same load out of a battle cannon russ with las and MM for 195 vesus the 205 eradicator. That russ is still better and cheaper.
Also, your basic assumption that marines are always in cover is simply false. How do they get there? Oh, yeah...right. By a transport. The transport that is less vulnerable to the nova cannon than the battle cannon. But wait! I'm forgetting about the lascannon upgrade that is necesary for the eradicator to be even comparable to the naked russ. But is that really a difference? No..because the standard russ can take that too.
The entire conversation about sponsons is flawed because both russ chasis can take all the same options. It's like saying that car A is better because it can get rims and ignoring the fact that car B can get the exact same rims for the same price.
The only way to compare the russ and eradicator is based upon their differences, not their shared options. Talking about sponsons is just a way to mask the relative weakness of the nova cannon in comparison to the battle cannon.
ender502
28269
Post by: Red Corsair
^This, this over and over.
Also people like griffons because they are none threatening, hide at the rear, also get past the ADL and at 75 pts you get a pair for CHEAPER. Heck for the cost of that abomination you like, you can almost get 3 or better yet pair one with a colossus and guide your rounds! You keep forgetting that the Nova canon doesn't cause pinning either, which for me seals it.
Russes are meant to act like line backers who hold back the line so the arty can kill stuff. The Eradicator is awful for its cost and don't discourage MEQ from crossing no mans land.
4820
Post by: Ailaros
ender502 wrote:A 205 point Eradicator is better than a 150 point naked russ.... Ummm...yeah. It costs 33% more than the russ. It ought to be at least 33% more effective.
And a 115 point plasma vet squad is better than a 70 point naked vet squad. So?
What you should deduce from this is that you should give your vets plasma guns, not that vets are weak units.
ender502 wrote:Also, your basic assumption that marines are always in cover is simply false.
And the idea that marines are going to be clustered out in the open is absurd. At my local store, players know when things are threatening, and know how to use cover accordingly.
The entire conversation about sponsons is flawed because both russ chasis can take all the same options. It's like saying that car A is better because it can get rims and ignoring the fact that car B can get the exact same rims for the same price.
But sponsons on an LRBT is not the same as sponsons on a non-ordnance russ. It's not apples to apples.
Red Corsair wrote:Also people like griffons because they are none threatening... The Eradicator is awful for its cost
The griffon is crappy enough to be ignorable, and that's good, while an eradicator is even crappier, which makes it even more ignorable, which is bad?
Red Corsair wrote: and don't discourage MEQ from crossing no mans land.
Firstly, I have the ENTIRE REST OF MY ARMY to discourage marines from being in the open.
Secondly, if marines are only fulfilling their strategic aims by charging forward, then only an idiot would hide them in cover, battlecannon or no.
Thirdly, battlecannons aren't even all that great for this either. If a marine squad is charging out in the open, you're only going to get a couple of turns against a squad that's highly dispersed. Battlecannons still aren't doing well here.
Anyways, I just realised another thing to throw in the mix.
Compare a naked LRBT to a squad of 10 ratlings. Assuming that you get 4 hits with a battlecannon on marines, and that you hit half the time, and that they have a 4+ cover save, your average LRBT is doing about .844 marine kills per turn. Ratlings get 6.66 hits for 3.33 wounds for 1.1 wounds that stick.
That's right, a LRBT is worse against marines in cover than 2/3rds their points in RATLINGS, and that's before you consider added fringe benefits like precise shot, rending, and pinning.
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Post by: Red Corsair
Then take ratlings. I am sure we will all shut up and bow down to you the next time you win a tournament with ratlings and Eradicators. Funny how we have all missed it.
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Post by: Peregrine
Ailaros wrote:Peregrine wrote:You can only hit something with both sponsons if it's directly in front of the tank, and nothing blocks LOS from the low-mounted gun.
If only russes could move during the movement phase...
Thank you for dishonestly not quoting the example I gave of rotating the tank so that AV 14 faces an anti-tank unit instead of directly at your target unit and implying that I'm not smart enough to realize that I can move my tanks. At least you're willing to admit that this is about proving yourself right and not about which is a better unit.
Peregrine wrote:If the sponsons are independent of the main gun then sponsons do not favor one type of Leman Russ over another.
Except for when the main gun causes the other guns to snap fire.
Except that we're talking about killing vehicles with an Eradicator, a situation where the main gun doesn't fire (or barely matters) and the only relevant weapons are the MM and LC. In that situation it doesn't matter what your turret gun is because all that matters is that you have the MM/ LC.
Well, let's look at an example.
Of course if you just invent arbitrary math you can come to any conclusion you want. But what exactly does that prove?
Ailaros wrote:And then you add the sponsons. The LRBT snap fires sponsons. The Eradicator doesn't. The extra damage therefrom makes the eradicator better against marines in 4+ cover.
Please stop repeating this. You only "proved" this by adding inefficient HB sponsons to the LRBT, which would be the equivalent of me adding dozer blades/extra armor/etc to the Eradicator just to bring its point cost up without adding any meaningful firepower.
In the comparison that actually matters, your HB/ HB Eradicator vs. a no-sponson LRBT, the Eradicator pays 40% more points per marine kill. And that's according to your own math.
So please stop repeating this claim and ignoring all the times I've proved it to be wrong.
Ailaros wrote:That people can love the griffon and hate the eradicator seems strange to me, given that the latter is better than the former at everything the former is good at, and is then better in other ways as well.
See that pesky "accurate bombardment" rule? You know, the one that makes the Griffon much more accurate and therefore allows it to kill far more efficiently than the single Eradicator. I suggest paying attention to it.
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Post by: Red Corsair
I'm starting to question why you (Ailaros) starts these threads. He asks a question in the title, but really he is already set in his opinions and is simply trying to lecture everyone else. Clearly he knows more then us, that must be why he knee caps himself with limitations before he plays a book.
People who have actually played with the Eradicator have better grasping knowledge then arm chair generals. If you don't want are advice then stop asking and just play with the Eradicators.
The only reason I post in these threads anymore is for the sake of others who may come across the awful advice being suggested.
For casual/niche games, sure take the Eradicator. Please stop suggesting it's even remotely competitive.
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Post by: TheCustomLime
Red Corsair wrote:I'm starting to question why you (Ailaros) starts these threads. He asks a question in the title, but really he is already set in his opinions and is simply trying to lecture everyone else. Clearly he knows more then us, that must be why he knee caps himself with limitations before he plays a book.
People who have actually played with the Eradicator have better grasping knowledge then arm chair generals. If you don't want are advice then stop asking and just play with the Eradicators.
The only reason I post in these threads anymore is for the sake of others who may come across the awful advice being suggested.
For casual/niche games, sure take the Eradicator. Please stop suggesting it's even remotely competitive.
I think to inform other players on different ways to do guard. To be fair to him, he did sell me on a new way to run the Leman Russ. I still disagree with his sentiment that it's better than the LRBT.
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Post by: DevianID
The two niches that a las-MM eradicator can handle are
1.) Infantry units that use cover.
2.) Armies that include vehicles, terminators, or monstrous creatures.
How does that make the tank "overspecialized"
Ailaros, as you have said, the las- mm eradicator does those 2 things well. To either prove or disprove your theory on the value of an eradicator, all one needs to do is illustrate 205 points that can do both listed jobs as well as your eradicator.
So a vendetta with its 3 las cannons easily out performs the lc and 2 multimeltas. Add in a griffin or vendetta carried flamer squad to deal with infantry in cover and you are set.
Or you can go with 3 melta vets in a chimera for vehicles and a mortar squad for infantry.
Or you can use the synergy of a CCS with orders to hamper a targets cover save while also using the ccs to deliver meltas as needed.
Really, the ccs squad in general grants orders that both make most shooting at vee's or mc's better, while nerfing another units cover save at the same time.
So again, like my long post before, the 205 point eradicator is an overspecialized generalist unit. I do see the value in dealing with 2+ cover saves, but the eradicator is not the tool to bring for this job, because on the turn you need to kill that dug in infantry on an objective, we both know they will be spread out, so you will have spent 205 points on a 50% chance for 3 kills on 4+ or worse save infantry, plus perhaps 1 more kill if you are very lucky with the 3 other guns. So best case scenario you maybe snag 4 models in a turn, if the terrain allows los AT ALL.
A griffin may not bust every type of 2+ cover save, but it can hit an enemy behind LOS blocking terrain 55% of the time. The eradicator has no answer what so ever to LOS blocking terrain/vee wrecks.
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Post by: creeping-deth87
Red Corsair wrote:I'm starting to question why you (Ailaros) starts these threads. He asks a question in the title, but really he is already set in his opinions and is simply trying to lecture everyone else. Clearly he knows more then us, that must be why he knee caps himself with limitations before he plays a book.
People who have actually played with the Eradicator have better grasping knowledge then arm chair generals. If you don't want are advice then stop asking and just play with the Eradicators.
The only reason I post in these threads anymore is for the sake of others who may come across the awful advice being suggested.
For casual/niche games, sure take the Eradicator. Please stop suggesting it's even remotely competitive.
Honestly I get the same feeling to be perfectly honest, you're spot on. The fact that this thread has dragged on for 7 pages with I think only a single person actually agreeing with him is kind of a testament to everything you just said.
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Post by: Ailaros
Red Corsair wrote:I'm starting to question why you (Ailaros) starts these threads.
Really, to do two things.
1.) to challenge "established" knowledge.
2.) to acid test new ideas.
Honestly, when the only arguments against new ideas are based on refusing to listen to what I say and making arguments based on nothing but the power of assertion, I know I'm on to something.
Or, to put it all more simply "If you're dumb, surround yourself with smart people. And if you're smart, surrond yourself with people who disagree with you."
Plus, once I get down to the point where the only people who disagree with me do so for personal reasons, I know I've reached the end of whatever utility I can get from a conversation.
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Post by: Peregrine
Ailaros wrote:Honestly, when the only arguments against new ideas are based on refusing to listen to what I say
You mean kind of like quoting one sentence from me and acting like I'm missing something incredibly obvious and entirely ignoring the following sentence which clearly explained I was talking about something else? And then ignoring the point I was making with the entire paragraph as a whole?
Well, by your own argument we're on to something and the Eradicator is garbage.
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Post by: tankboy145
creeping-deth87 wrote: Red Corsair wrote:I'm starting to question why you (Ailaros) starts these threads. He asks a question in the title, but really he is already set in his opinions and is simply trying to lecture everyone else. Clearly he knows more then us, that must be why he knee caps himself with limitations before he plays a book.
People who have actually played with the Eradicator have better grasping knowledge then arm chair generals. If you don't want are advice then stop asking and just play with the Eradicators.
The only reason I post in these threads anymore is for the sake of others who may come across the awful advice being suggested.
For casual/niche games, sure take the Eradicator. Please stop suggesting it's even remotely competitive.
Honestly I get the same feeling to be perfectly honest, you're spot on. The fact that this thread has dragged on for 7 pages with I think only a single person actually agreeing with him is kind of a testament to everything you just said.
Agreed as well. You've stated your question but have seemed to already made your mind up with how this eradicator is better. In this case of having this back and forth arguement you could have just tried it and decided if you truly liked it or if its really what your army needs. I may try the unit sometime down the road but it is not a field I am lacking in and don't see myself trying it personally unless it is something for fun.
You defended the eradicator with so many facts but personally it depends on how your meta is, and your personal experience with a unit and how well you use it. Most people in my meta despise my army because I run 3+ LRBT in every army so my opponent always hugs cover(slowing him down to get to my objective, and making him spread his units out so much that some of them are mostlikely going to be out of assault range or out of range of firing in general. Also at my meta I am usually against chaos marines, daemons, or marine equivalent so taking as much ap3 or better is usually needed.
I give you props for being able to really defend the eradicator but as I said its experience with a unit and meta. marine armies and 5+ cover is generally what I have to deal with and the LRBT just terrifies my opponents especially when I have so many.
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Post by: DevianID
Honestly, when the only arguments against new ideas are based on refusing to listen to what I say and making arguments based on nothing but the power of assertion, I know I'm on to something.
I feel I addressed your claims sufficiently with lengthy metagame considerations debunking both the heavy tank aspect and limited value at digging out 2+ cover save units, and further debunked the idea that the anti armor sponson weapons allow the expensive tank to be a good generalist.
As I said before and repeat here: While 2+ cover save units are problematic, the ways in which most all 2+ cover saves are gained can be defeated with other very cheap specialized units without resorting to attacks that always ignore cover. Expensive large blast weapons that target a specific kind of foe (like s10 ap2 or the ignores cover ones here) can always be mitigated with simple spacing as target priority is obvious.
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Post by: Hedkrakka
The answers I would have given to Ailaros have been-again-amply covered by Peregrine. I think there is little constructive criticism left to be made by either side in this discussion, and I'd like to thank everyone for the food for thought provided in this thread.
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Post by: Griddlelol
Ailaros wrote:Red Corsair wrote:I'm starting to question why you (Ailaros) starts these threads.
Really, to do two things.
1.) to challenge "established" knowledge.
2.) to acid test new ideas.
This is why I read Ailaros' threads. He comes in with the intent to discuss, but other people have the disposition to turn that into argument whenever someone questions their sacred cow. There's nothing wrong with disagreeing and saying "here's why I disagree" but when it turns into what it's become it's a foregone conclusion.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Red Corsair
Griddlelol wrote: Ailaros wrote:Red Corsair wrote:I'm starting to question why you (Ailaros) starts these threads.
Really, to do two things.
1.) to challenge "established" knowledge.
2.) to acid test new ideas.
This is why I read Ailaros' threads. He comes in with the intent to discuss, but other people have the disposition to turn that into argument whenever someone questions their sacred cow. There's nothing wrong with disagreeing and saying "here's why I disagree" but when it turns into what it's become it's a foregone conclusion.
Except he isn't just acid testing or discussing. He is claiming that the Eradicator is better for killing MEQ then a LRBT when the numbers don't support him. That is arguing.
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Post by: DarknessEternal
Ailaros wrote:Compare a pair of griffons to an eradicator, and the former is an option that does somewhere between slightly more to much less damage (depending on the circumstances of cover saves), can never be made to be good against vehicles, and comes on a much more fragile frame.
I'm already on the "pro" side of Eradicators, but saying Griffons aren't good against vehicles is not necessarily true.
The only vehicles Griffons can't be good against are those with AV 12+ all around.
Because of the way multiple Barrage weapons are fired from a unit (in this case, a unit of up to 3 Griffons), you have the opportunity to place some of those Barrages into arcs that you aren't firing from. Str 6 Ordnance is actually pretty good when hitting a vehicle with AV 10 in that facing (and most vehicles are 10 on the Rear).
Is this as good as 2 multi-meltas and a lascannon? Who knows, but comparing one Eradicator to 3 Griffons isn't really a comparison where one is always better.
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Post by: ender502
I think you have to give it to the eradicator in some circumstances. Of course, most o fthose are not circumstance sthat worry me...units gone to ground? great. they aint doing anything now..allows me to focus on nastier moving units. Units in deep cover? I like flamer squads or the colossus way better for the points.
Your "math" is fuzzier than a congressman running for president.
LRBT's versus Eradicators assuming las MM load out within max range for MM. Alairos claims you need seven turns for the LRBT to take out a chimera. That seems pretty hard to swallow. Why? Because it is a half truth at best. His numbers assume the battle cannon fires and everything else snapfires...why not assume the battle cannon does not fire? Why that would make the LRBT way better at taking out the target and not supporting his point. The eradicator would have an advantage because it adds in an additional s6 shot.
So what about the MEQ question?
Ran the numbers and edited the post and lost half my new post...fudge.
Basically, VS. a 3+ save the LRBT is better in the open and at a 4+ save. The eradicator is better at a 3+ and 2+ save.
Vs 4+ and 5+ saves is where the eradicator is way better than the LRBT. Over 6 turn sthe LRBT will kill about 18 guard while the eradicator takes out about 20. Those numbers get better and better for the eradicator as you introduce cover saves.
The numbers for T5 models changes stuff by a bit. (assuming a 3+ save)
OPEN: 7.5 + 4 = 11.5 for the eradicator vs. 3 + 15 = 18 for the LRBT
4+ Cover: 3.75 + 4 = 7.75 for the eradicator vs 1.5 + 7.5 =9 for the LRBT
3+ Cover: 2.2 + 4 = 6.2 for the eradicator vs 1 + 5 =6 for the LRBT
2+ 1.1 + 4 = 5.1 for the eradicator vs .25 +2.1 = 2.3 for the LRBT
Versus T5w/ 3+ save the LRBT wins everything except for the 4+, TIES at 3+ (though it ties for a lower points cost) and losses at 2+ cover save.
Now, here is the thing...I would NEVER go with las/MM for the LRBT. I hate that combo. If I was facing hordes i'd go with all HB...Otherwise, i'd go with hull HB and plasma cannons. versus a 5+ or 4+ save the 3HBs (in the open) will give you about 21 kills. Better than any variant of the las/mm loadout. 4+ save = 10.5 kills. 3+ save = 9 kills. 2+ save = 4.1 kills.
ender502
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Post by: kestril
Red Corsair wrote:
Except he isn't just acid testing or discussing. He is claiming that the Eradicator is better for killing MEQ then a LRBT when the numbers don't support him. That is arguing.
Yeah. That's what I'm getting as well. The eradicator is viable depending on the list, but this became more of an argument when Ailaros claimed it was better than the LRBT, and then promptly dismissed everyone else's opinion on the matter.
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Post by: Trickstick
DarknessEternal wrote:Because of the way multiple Barrage weapons are fired from a unit (in this case, a unit of up to 3 Griffons), you have the opportunity to place some of those Barrages into arcs that you aren't firing from. Str 6 Ordnance is actually pretty good when hitting a vehicle with AV 10 in that facing (and most vehicles are 10 on the Rear).
Barrage weapons always hit side armour, no matter where the template lands.
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Post by: DarknessEternal
Well, there goes that then.
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Post by: Gibblets
There are times that an Eradicator is better then a LRBT.
-CSs only apply a % of the time a unit is in play.
-AS is a passive ability, so, 100% of the time.
AS---------------------------CS
6------------------------------6
5------------------------------5 common AS and CS
4<--NC----------------------4 common AS and CS
3<--BC <--Colossus---3
2------Colossus--> NC-->2 rare AS improbable CS
BC 4 chances for AS, so 66%, applying 100% of the time
0% for CS
vs
NC 3 chances for AS, so 50%
6 chances for CS, so 100% with a 0-100% chance. An important thing to note that against AS 3-2 are more likely to use the their AS anyways changing nothing.
vs
Colossus 4 chances, so 66%, applying 100% of the time
and also nullifying your enemies 0-100% to still get a save.
Double range for BC vs NC, cheaper base cost, and 2 higher Str for ID against T4 .
You can see that the BC has a higher threshold for success versus AS when compared to the NC
NC are basically 36" pie Hellhound templates. Which means they can fire sponsons as well, YMMV depending on how precious 45 points are to your army. If you've got them available, use them.
Now the colossus seems to be imo the IGs best anti-troop choice. It's cheaper then the BC, with better range, and will very reliably kill any Troops choices. When it hits, that is. as was just posted it hits on side armor so can be just as 'effective' as a BC vs armor.
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Post by: HoldTheLine
A little bit off topic, but I didn't want to start a new topic on Russes.
I will be having a game this weekend, where I'd want to try and play 1250pts. I have 100pts left and need to fit some AT with the remaining points and models that I have. I want to mention that I'm converting some melta stormies and a Vendetta is on the way, but neither will be ready in time. So with my remaining models I'm looking at advisors for the CCS, Doctrines for the Vets and LR upgrades (fully magnetized LRBT kit, so no AV11 variants).
In my mind I have the following options:
1. LC/MM on the LRBT and Demolitions on a Vett squad (should they go to Plasma or Melta vets?)
2. LC/MM on and Exterminator and Demolitions on a Vett squad
3. LC/MM Eradicator and 1x Demolitions
4. LC/MM Vanquisher with Pask
I'm not so sure if anything is really worth it, the Demo charge on the vets is nice, but I've already got Marbo for Demo delivery and getting the Vets in CC can be very hard. And the Russes get progressively more expensive, and I feel uneasy sinking so many points in a tank.
So wise people of Dakka, which stopgap should I choose?
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Post by: Gibblets
I'd go with LC/MM Exterminator. Then depending on how many vehicles you have spam out 5 HKmissles with the remaining points.
Or if you have luck using Vanquishers go that route.
Demolitions is probably a waste of points if it's meant to be AT Automatically Appended Next Post: It usually goes without saying but if you can post the 'for sure' units of your list it will help identify which options are best.
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Post by: HoldTheLine
Good point on the HKs, had not thought of them at all. As an added bonus I would indeed be able to mount all 5 of them.
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Post by: Testify
Red Corsair wrote:
The only reason I post in these threads anymore is for the sake of others who may come across the awful advice being suggested.
For casual/niche games, sure take the Eradicator. Please stop suggesting it's even remotely competitive.
I would even question that. Even in a casual game, you want to win. Chances are you mainly play against MEQ armies with light armour, in such situations the Eradicator is grossly inferior to the standard Russ. 160 points for a S6 large blast that can't penetrate power armour is comparable to a single heavy bolter.
There are, imo, three worthwhile versions of the Russ - Vanilla, Demolisher and Executioner. All of them have their strengths and weaknesses but to say that the eradicator can stand with them is laughable.
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Post by: Corollax
Testify wrote:There are, imo, three worthwhile versions of the Russ - Vanilla, Demolisher and Executioner. All of them have their strengths and weaknesses but to say that the eradicator can stand with them is laughable.
I'd like to quote this for emphasis, and gently remind people that those variants should be taken with the stock heavy bolter and no sponsons except for the executioner's plasma cannon sponsons.
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Post by: Kingsley
Corollax wrote: Testify wrote:There are, imo, three worthwhile versions of the Russ - Vanilla, Demolisher and Executioner. All of them have their strengths and weaknesses but to say that the eradicator can stand with them is laughable.
I'd like to quote this for emphasis, and gently remind people that those variants should be taken with the stock heavy bolter and no sponsons except for the executioner's plasma cannon sponsons.
I think the Punisher may also have a place in the 6th edition environment, though it certainly didn't in 5th edition.
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Post by: DevianID
Meh I don't like the punisher. Too expensive and the s5 either doesn't wound that well or allows armor. With a longer range or s6 perhaps, but with bolters you get 10 wounds on t4 for 200 ish points--not a terrible number but nothing that will sweep a dangerous squad at a clutch time. At 24 inches that tank has to get within striking distance of the units it is trying to prevent from getting close it seems. Griffins and manticore missiles seem the safer choice, with increased range and the ability to fire blind.
Basically, a troop of 30 firing first rank second rank costs less, has the same range, is scoring, and still does 10 wounds to t4.
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Post by: Peregrine
Kingsley wrote:I think the Punisher may also have a place in the 6th edition environment, though it certainly didn't in 5th edition.
IMO not with Vultures around to carry the punisher cannons. The LR Punisher's BS 3 is just too much of a drawback, half of those 20 shots will miss, some will fail to wound, and then more will fail to get through armor saves. That's just a lot of points for a unit that is really only effective against a very narrow range of targets, and not even all that impressive when it does work.
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Post by: Corollax
Kingsley wrote:I think the Punisher may also have a place in the 6th edition environment, though it certainly didn't in 5th edition.
If you're using Imperial Armour or Space Wolf allies, certainly not. Either option has a much more cost-effective selection of S5 firepower. (In particular, look at the Valkyrie.)
Either way, if I'm going to put a Leman Russ within 24" of the enemy, I'd like to do something productive with that investment. I'm more comfortable with an S10 AP2 ordnance blast than a dozen S5 hits.
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Post by: Compel
So what has gone so badly wrong with the exterminator nowadays?
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Post by: tankboy145
Compel wrote:So what has gone so badly wrong with the exterminator nowadays?
Well I dont see them as terrible but since their main gun is only ap4 and only 4 twinlinked shots its decent at killing horde units but not great as its only 4 shots and against meq and most monstrous creatures the shots will only create a small amount of wounds which they will make saves for, finally against armor you are stuck with shooting at light armor because it is only s7.
So basically whatever the tanks sponsons are is what the tank will be doing and its main cannon doesnt excel at much like how the battle cannon doesnt excel at much either. Only differences are the LRBT is ap 3( good against meq), large blast, s8(insta kills t4), and is ordnance so is a but better at killing light armor.
Advantages the exterminator has is that it can have sponsons to help out what the main gun lacks. I feel like the bolter boat exterminator sounds the best route. Not terrible at killing horde(9s5 ap4 shots and 4 s7 ap 4 shots), and not bad at putting wounds on monstrous creatures as well as other units.
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Post by: Peregrine
Compel wrote:So what has gone so badly wrong with the exterminator nowadays?
AP 4 can't hurt the most common infantry in the game.
STR 7 has trouble penetrating vehicle armor, and AP 4 means a low chance of getting a kill when you do penetrate (compared to the same chance as a lascannon in 5th).
Low volume of fire can't keep up with hordes (especially after cover saves).
It's not the worst unit in the game, but you're really not getting very much for 150+ points and a heavy support slot.
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Post by: DevianID
The 4 shots get 3 hits, and of those 3 hits you expect to score 1.5 pens on av 10, 1 pen on av 11, .5 pens on av 12. You expect 2 hull points on av 10, 1.5 on 11, 1 on 12, and .5 on av 13.
The battle cannon hits often, but not 100% of the time. Its actual hit ratio depends on the size of the vee in question, so its hard to figure what average to use. Lets just say it hits for now.
With a hit you have an 8/9th chance to pen av 10, 3/4ths for 11, 5/9ths for 12, 11/36 for 13. HP is 35/36 for 10, then 8/9, 3/4, 5/9th, and finally 11/36 to get a hull point off of av 14.
So in terms of penetrating hits, and because the stock russ does not have a 100% chance to hit, the s7 gun is superior on all av values that it can actually penetrate. Since it cant penetrate av 13 obviously it loses there, and neither attack can pen av14.
In terms of hull points, just like before the s7 gun is better versus all targets until its strength is no longer effective. Just like with pens on av 12, the s7 gun will take more HP off of av 13 when factoring the fact that the battle cannon can miss.
However, because pens are more valuable than just hull points, we conclude that the battle cannon is still superior versus av 13 than the s7 gun.
Thus, the exterminator > battle cannon for av 10-12. Meanwhile, the battle cannon is not actually good at dealing with av 13 and 14, so the fact that it is superior here is not an endorsement for its use against these targets. Better weapons exist.
As for infantry, the s7 shots hit 3 targets, while the battle cannon shot, if it hits, hits 3 small base targets if they are spread out. Thus, the battle cannon's lower end of damage, on a hit, is also 3 hits, but at higher s and ap. Granted, you hit directly only 1/3rd of the time, but a miss can still cause damage, and may potentially cause MORE hits than 3 to a spread out unit. Finally, the battlecannon's limit for hits, on a tightly packed group of enemies, is HUGE. This would indicate that the battle cannon wins versus small base infantry. Large base infantry get better spread, so its about a wash unless they bunch up.
Against 2+ saves, both stink. Against t6+ MCs, unless you are facing one of the rare 4+ or worse save MCs, the ap of the cannon and point of strength overcome the 2 extra hits the autocannons deal. If you hit 75% of the time versus an mc, then the battlecannon is only worse than the autocannons if the MC gets a cover/invuln save of any kind. Since this is fairly easy with the changes to cover, I have to call this about even.
Finally, the exterminator can hit flyers, and its not complete garbage at shooting them, so obviously the s7 gun wins here.
In conclusion, the Exterminator is better versus av 12 or lower, better versus flyers. The regular russ is better versus infantry, and much better versus infantry if your opponent presents a nice tight clump for you to wipe out. Since the second case is kind of rare we cant give the battle cannon too much credit for this ability, nor can we ignore that other large blast attacks take better advantage of this kind of clumping.
Final verdict for me is that the exterminator is better at doing what I need a tank to do--beat on the spammed vehicles that my guard dont have the option to assault like other armies do. If I wasnt worried about the MSU razor/venom spam and necron flyers, and instead worried about massive foot MEQ armies at my local store, then I would go for the battle cannons instead. But I dont see 60 purifier lists, or havent yet, so Ill stick with the exterminator.
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Post by: tankboy145
DevianID wrote:The 4 shots get 3 hits, and of those 3 hits you expect to score 1.5 pens on av 10, 1 pen on av 11, .5 pens on av 12. You expect 2 hull points on av 10, 1.5 on 11, 1 on 12, and .5 on av 13.
The battle cannon hits often, but not 100% of the time. Its actual hit ratio depends on the size of the vee in question, so its hard to figure what average to use. Lets just say it hits for now.
With a hit you have an 8/9th chance to pen av 10, 3/4ths for 11, 5/9ths for 12, 11/36 for 13. HP is 35/36 for 10, then 8/9, 3/4, 5/9th, and finally 11/36 to get a hull point off of av 14.
So in terms of penetrating hits, and because the stock russ does not have a 100% chance to hit, the s7 gun is superior on all av values that it can actually penetrate. Since it cant penetrate av 13 obviously it loses there, and neither attack can pen av14.
In terms of hull points, just like before the s7 gun is better versus all targets until its strength is no longer effective. Just like with pens on av 12, the s7 gun will take more HP off of av 13 when factoring the fact that the battle cannon can miss.
However, because pens are more valuable than just hull points, we conclude that the battle cannon is still superior versus av 13 than the s7 gun.
Thus, the exterminator > battle cannon for av 10-12. Meanwhile, the battle cannon is not actually good at dealing with av 13 and 14, so the fact that it is superior here is not an endorsement for its use against these targets. Better weapons exist.
As for infantry, the s7 shots hit 3 targets, while the battle cannon shot, if it hits, hits 3 small base targets if they are spread out. Thus, the battle cannon's lower end of damage, on a hit, is also 3 hits, but at higher s and ap. Granted, you hit directly only 1/3rd of the time, but a miss can still cause damage, and may potentially cause MORE hits than 3 to a spread out unit. Finally, the battlecannon's limit for hits, on a tightly packed group of enemies, is HUGE. This would indicate that the battle cannon wins versus small base infantry. Large base infantry get better spread, so its about a wash unless they bunch up.
Against 2+ saves, both stink. Against t6+ MCs, unless you are facing one of the rare 4+ or worse save MCs, the ap of the cannon and point of strength overcome the 2 extra hits the autocannons deal. If you hit 75% of the time versus an mc, then the battlecannon is only worse than the autocannons if the MC gets a cover/invuln save of any kind. Since this is fairly easy with the changes to cover, I have to call this about even.
Finally, the exterminator can hit flyers, and its not complete garbage at shooting them, so obviously the s7 gun wins here.
In conclusion, the Exterminator is better versus av 12 or lower, better versus flyers. The regular russ is better versus infantry, and much better versus infantry if your opponent presents a nice tight clump for you to wipe out. Since the second case is kind of rare we cant give the battle cannon too much credit for this ability, nor can we ignore that other large blast attacks take better advantage of this kind of clumping.
Final verdict for me is that the exterminator is better at doing what I need a tank to do--beat on the spammed vehicles that my guard dont have the option to assault like other armies do. If I wasnt worried about the MSU razor/venom spam and necron flyers, and instead worried about massive foot MEQ armies at my local store, then I would go for the battle cannons instead. But I dont see 60 purifier lists, or havent yet, so Ill stick with the exterminator.
Now do you run your exterminator barebones or do you switch up weapons and add different sponsons and hull weapons? I ask only because I have 1 on the way and was wondering what is an effective way. It is an older varient so I think Im stuck with las or bolter hull and bolter sponsons.
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Post by: DevianID
I feel that it's best with no sponson and instead use the points for more of them.
If you only run 1 tank total, it was suggested by others to run plasma cannons for more s7 or bolters for more dakka.
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Post by: Kingsley
Peregrine wrote: Kingsley wrote:I think the Punisher may also have a place in the 6th edition environment, though it certainly didn't in 5th edition.
IMO not with Vultures around to carry the punisher cannons. The LR Punisher's BS 3 is just too much of a drawback, half of those 20 shots will miss, some will fail to wound, and then more will fail to get through armor saves. That's just a lot of points for a unit that is really only effective against a very narrow range of targets, and not even all that impressive when it does work.
Vultures aren't allowed in most tournaments and in many pickup games.
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Post by: Corollax
Kingsley wrote:Vultures aren't allowed in most tournaments and in many pickup games.
From what I've seen, that trend is changing. And as far as pickup games go, I'd challenge you or anyone else here to find any kind of compelling statistics on that. Your phrasing is numerically vague and impossible to verify. How do you expect us to dispute such a claim when the data doesn't exist?
"What can be asserted without evidence can be dismissed without evidence." ~ Christopher Hitchens
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Post by: Kingsley
Corollax wrote:"What can be asserted without evidence can be dismissed without evidence." ~ Christopher Hitchens
That goes for your argument too.
That said, if FW units enter widespread use as you forecast, Vultures will become obsolete as people bring out the cheap and effective Interceptor and Skyfire weapons. So in a competent meta, they either aren't allowed or they aren't effective-- damned if you do, damned if you don't! The only time when Vultures are really good is when Forge World is legal but people either don't know what options are available or can't afford to buy the counters, and relying on your opponents not knowing things or not being able to buy the correct models to negate your army is a poor tactic indeed!
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Post by: Corollax
Kingsley wrote:Corollax wrote:"What can be asserted without evidence can be dismissed without evidence." ~ Christopher Hitchens
That goes for your argument too.
I'm not the one making the assertion. I just stated a personal observation, with an implicit invitation for anyone else to do likewise.
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Post by: TheCaptain
Kingsley wrote:Corollax wrote:"What can be asserted without evidence can be dismissed without evidence." ~ Christopher Hitchens
That goes for your argument too.
That said, if FW units enter widespread use as you forecast, Vultures will become obsolete as people bring out the cheap and effective Interceptor and Skyfire weapons. So in a competent meta, they either aren't allowed or they aren't effective-- damned if you do, damned if you don't! The only time when Vultures are really good is when Forge World is legal but people either don't know what options are available or can't afford to buy the counters, and relying on your opponents not knowing things or not being able to buy the correct models to negate your army is a poor tactic indeed!
Hah.
No.
Read Imperial Armor: Aeronautica.
Their AA units are hardly gamebreaking. You have no idea what you're talking about in this area.
FW balances the game. Doesn't break certain aspects of it; like non- FW users always seem to assume.
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Post by: Testify
Kingsley wrote: Peregrine wrote: Kingsley wrote:I think the Punisher may also have a place in the 6th edition environment, though it certainly didn't in 5th edition.
IMO not with Vultures around to carry the punisher cannons. The LR Punisher's BS 3 is just too much of a drawback, half of those 20 shots will miss, some will fail to wound, and then more will fail to get through armor saves. That's just a lot of points for a unit that is really only effective against a very narrow range of targets, and not even all that impressive when it does work.
Vultures aren't allowed in most tournaments and in many pickup games.
Peregrine has a habit of taking threads wildly off-topic by assuming that everyone in them plays Forgeworld. Best to just ignore it.
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Post by: jdjamesdean@mail.com
TheCaptain wrote: Kingsley wrote:Corollax wrote:"What can be asserted without evidence can be dismissed without evidence." ~ Christopher Hitchens
That goes for your argument too.
That said, if FW units enter widespread use as you forecast, Vultures will become obsolete as people bring out the cheap and effective Interceptor and Skyfire weapons. So in a competent meta, they either aren't allowed or they aren't effective-- damned if you do, damned if you don't! The only time when Vultures are really good is when Forge World is legal but people either don't know what options are available or can't afford to buy the counters, and relying on your opponents not knowing things or not being able to buy the correct models to negate your army is a poor tactic indeed!
Hah.
No.
Read Imperial Armor: Aeronautica.
Their AA units are hardly gamebreaking. You have no idea what you're talking about in this area.
FW balances the game. Doesn't break certain aspects of it; like non- FW users always seem to assume.
Hey if that's your opinion that's fine, you're entitled to it as much as the next person.
I personally feel that it imbalances the game.
Some Codexes get alot of love, some get diddly.
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Post by: Kingsley
TheCaptain wrote: Kingsley wrote:Corollax wrote:"What can be asserted without evidence can be dismissed without evidence." ~ Christopher Hitchens
That goes for your argument too.
That said, if FW units enter widespread use as you forecast, Vultures will become obsolete as people bring out the cheap and effective Interceptor and Skyfire weapons. So in a competent meta, they either aren't allowed or they aren't effective-- damned if you do, damned if you don't! The only time when Vultures are really good is when Forge World is legal but people either don't know what options are available or can't afford to buy the counters, and relying on your opponents not knowing things or not being able to buy the correct models to negate your army is a poor tactic indeed!
Hah.
No.
Read Imperial Armor: Aeronautica.
Their AA units are hardly gamebreaking. You have no idea what you're talking about in this area.
FW balances the game. Doesn't break certain aspects of it; like non- FW users always seem to assume.
Reading Imperial Armor: Aeronautica is what made this obvious to me. Once you see people who make heavy investments in Sabre Defense Platforms, Hyperios Air Defense Launchers, and the like-- units that are great regardless of whether or not Flyers are in the game-- taking Flyers will be a risky move. This doesn't even include the obviously ridiculous errors, such as Mortis-pattern Dreadnoughts-- already a strong unit-- getting Skyfire/Interceptor for free.
I own and love multiple FW models and upgrade kits, but I think their rules are laughably balanced and not ready for prime time. It's clear from GW's Codexes that Skyfire/Interceptor are not intended to be proliferated to the extent that FW does, and unfortunately FW is hence a "no-go" on basic elements of game balance for 6th edition.
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Post by: DevianID
Yeah, reading up on some of the IA stuff, I feel the static long ranged skyfire interceptor stuff is under costed. Hydra defense platforms are strictly better and cheaper for their task than hydra vehicles and can fire on ground targets thanks to interceptor. Same with hyperios platforms, though not to the extent of the ig stuff.
What is worse, heaven help you if you don't play ig. Ia1 second Ed really boosts only one army. Eldar get, what, a 6 shot s6 aa gun for 180+? If you allow fw you give only a few armies an actual bonus.
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Post by: Trickstick
Oddly enough, in IA1:2e (I have decided upon an acronym at last!) the hydra platforms do not have interceptor. This could be a simple mistake though. Technically, it is more up to date than IA:A. I'm sure some arguments will be caused over this.
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Post by: TheCaptain
Trickstick wrote:Oddly enough, in IA1:2e (I have decided upon an acronym at last!) the hydra platforms do not have interceptor. This could be a simple mistake though. Technically, it is more up to date than IA:A. I'm sure some arguments will be caused over this.
Same price?
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Post by: DevianID
Bah, I really need to get second edition... So many little changes from aeronautica and ia1. Point still stands that fw books currently heavily favor ig, unless they added other races in the second edition?
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Post by: HawaiiMatt
jdjamesdean@mail.com wrote: TheCaptain wrote: Kingsley wrote:Corollax wrote:"What can be asserted without evidence can be dismissed without evidence." ~ Christopher Hitchens
That goes for your argument too.
That said, if FW units enter widespread use as you forecast, Vultures will become obsolete as people bring out the cheap and effective Interceptor and Skyfire weapons. So in a competent meta, they either aren't allowed or they aren't effective-- damned if you do, damned if you don't! The only time when Vultures are really good is when Forge World is legal but people either don't know what options are available or can't afford to buy the counters, and relying on your opponents not knowing things or not being able to buy the correct models to negate your army is a poor tactic indeed!
Hah.
No.
Read Imperial Armor: Aeronautica.
Their AA units are hardly gamebreaking. You have no idea what you're talking about in this area.
FW balances the game. Doesn't break certain aspects of it; like non- FW users always seem to assume.
Hey if that's your opinion that's fine, you're entitled to it as much as the next person.
I personally feel that it imbalances the game.
Some Codexes get alot of love, some get diddly.
You're entitled to opinions on forgeworld where it pertains. Derailing threads every chance you get to pimp the glory of forgeworld is kind of against the forum rules. I'd love to debate forgeworld some, so I'll make a thread for it.
-Matt
30489
Post by: Trickstick
TheCaptain wrote: Trickstick wrote:Oddly enough, in IA1:2e (I have decided upon an acronym at last!) the hydra platforms do not have interceptor. This could be a simple mistake though. Technically, it is more up to date than IA:A. I'm sure some arguments will be caused over this.
Same price?
Yup.
DevianID wrote:Bah, I really need to get second edition... So many little changes from aeronautica and ia1. Point still stands that fw books currently heavily favor ig, unless they added other races in the second edition?
Well it is called Forge World, not Earth Caste Workshop or Mek Boy Gubbinz.
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Post by: AnomanderRake
DevianID wrote:Bah, I really need to get second edition... So many little changes from aeronautica and ia1. Point still stands that fw books currently heavily favor ig, unless they added other races in the second edition?
Depends on the book, honestly; Guard has more stuff than everyone else, yes, but Eldar have some really useful things from IA11: Corsair infantry (145pts for two Jet Pack missile launchers at BS4), Wasps (+25pts over a normal War Walker for Jet Pack moves and BS4), Warp Hunters (BS4 Falcon D-cannon at 125pts base), and the Lynx (absurdly cheap for 2 S D 5" templates).
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Post by: Testify
Don't Marines get a drop pod that allows a dreadnaught to assault after deep strike? And that Land Raider with 4 twin-linked lascannons, ceramic armour plate and 25 transport capacity?
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Post by: AlmightyWalrus
Testify wrote:Don't Marines get a drop pod that allows a dreadnaught to assault after deep strike? And that Land Raider with 4 twin-linked lascannons, ceramic armour plate and 25 transport capacity?
When are you even going to fill a Spartan to its full capacity?
And yes, you can assault out of DS with a Lucius Pod. You have to take a dangerous terrain test though.
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Post by: Tomten
AlmightyWalrus wrote: Testify wrote:Don't Marines get a drop pod that allows a dreadnaught to assault after deep strike? And that Land Raider with 4 twin-linked lascannons, ceramic armour plate and 25 transport capacity?
When are you even going to fill a Spartan to its full capacity?
And yes, you can assault out of DS with a Lucius Pod. You have to take a dangerous terrain test though.
When you have terminators.
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Post by: Corollax
25 transport capacity? My god, it's the only thing that works! Where else am I going to find a pimpmobile to to squeeze my ten paladins and primarch into?
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Post by: Tomten
Corollax wrote:25 transport capacity? My god, it's the only thing that works! Where else am I going to find a pimpmobile to to squeeze my ten paladins and primarch into?
In a thunderhawk
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Post by: HoldTheLine
I want to thank everyone for the good advice. After giving my local meta some thought I've decided to pick the LC/HB Ecterminator that Vaktathi suggested, because AV 14 and even 13 arn't that common here,but there are dark and craftworld elder around, with 3 Necron players using at least 2 10man squads of warriors as well as tau with decent numbers of FW, while the MEQs usually ride in tin cans, which I need to pop before the palsama can get to work. And after playing the LRBT for a few months, everyone spreads out or huggs cover, so i rarely get more than 3 models on a hit. So I've taken the Extermintor to help with transports (ACs and LC) and 4+ infantry (HBs/ACs).
As luck would have it I faced one of the necron players today, and he brought a Monolith and some ghost arks, scarabs and 40+ warriors with rez orb lords. Was a really close game all the way to turn 7, had it ended on turn 5 or 6 it would have been a win for me, but by the end of turn 7 the remaining 10 warriors and lord managed to push me off the objective. The Exterminator was great this game, even tough I was rolling quite bad with it (missed all but one out of 5 LC shots, and even with TL the ACs scored just a hit on turn 2). It did exaxtly what I took it for consistently despite some subpar rolling, helped me to take care of an ark and wipe 2 squads of warriors, a welcome change to the LRBT which tended to scatter way off.
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