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Made in us
Fresh-Faced New User




When it comes to kitting out a leman russ tank, and not just blowing the last few points you have left in a list what upgrades do you think are essential? I see some people who go all out and upgrade the heck out of them, but others like putting nothing into them. Also how useful are taking sponsons?
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

I would give every Russ Track Guards and Smoke Launchers and probably Extra Armour.

After that I've heard that lascannon teams tend to get killed early, so I would probably take a hull lascannon in case I needed it late game. I would probably find this a better compliment to my army than 3x HB but I'm not a Russ player so I don't know. I know many experienced players like to take the hull HB and that's it.

On Demolishers I might take something more exotic for sponsons.

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Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Minimize your points spent, maximize your survivability, or maximize your anti-infantry firepower.

Don't mix n'match.

   
Made in ca
Hardened Veteran Guardsman





Ottawa

My experiences with Armoured Companies back in the day made this absolutely clear.

Russ : ALWAYS take a hull lascannon so you can take on vehicles. Track guards and extra armour are a must. The priority is to keep every Russ moving and scoring. Hunter-killer missiles can be nice in some situations.

Russ Demo : Track Guards and Rough Terrain mods are manditory, as you're going to be crunching through terrain the whole way if you know what you're doing. Extra armour is again important. If you have any points left over, get some sponsors on it, but they aren't a priority, as you'll get at most two shots out of them before the Demolisher starts doing it's thing.

Russ Exterminator : Bolter sponsors and hull are key. Throw on a heavy stubber and you will produce more firepower than is reasonable.

BTW, if you fight Space Marines alot (ie, if you play Warhammer 40,000) try to fit a mine-clearer onto on of your vehicles to deal with those pesky mine-missiles.
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

There have been plenty of threads on this subject.

However as a rule.

1. Take either one heavy bolter or three on your Russ.

Armoured company will need trhe lascannon (the battlecannon is S8 and wont deal with the same targets). however ordinary guard dont. Three heavy bolters is a good backup, and even sometimes alternative to the battlecannon.

2. Dont take a pintel weapon.

The price for the extra shots is not really worth it. Spend the 12pts for a heavy stubber on some other upgrades, elsewhere if needs be.
However pintel heavy stubbers do look cool, and if you are tempted to have some put them on Chimerae or Hellhounds.

3. Dont take smoke launchers.

You are there to shoot, and if you are shaken still there to get shot at.

4. Track guards and extra armour are recommended.

But not absolutely essential. A Russ is there to shoot not move so stunned results are are only marginally more inconvenient that shaken. Track guards are valuable because two immobilised results destroy the main gun, also to preserve VP in some games. However its expensive, only works on a 4+ and relates to a lot of 'ifs' depending on the opponent repeating rolls on the damage charts. If points are tight look elsewhere, get sponsons first, then this stuff, and anything else after.

5. Searchlight? Up to you.

A nice way of spending a last point or two. Very risky though, as it can give ALL the enemies AT something to shoot at. Only really useful if you are going second.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

Orlanth wrote:3. Dont take smoke launchers.

You are there to shoot, and if you are shaken still there to get shot at.


What if you get shaken? Why not pop smoke when you can't shoot?

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Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Tacobake wrote:
Orlanth wrote:3. Dont take smoke launchers.

You are there to shoot, and if you are shaken still there to get shot at.


What if you get shaken? Why not pop smoke when you can't shoot?


Sure. ut that is 3pts per vehicle that is better spent elsewhere. Also smoke will not prevent you from being 'stunlocked' by a trickle of firepower every turn. However mostly because if your Russ is ignored, while it is harmless and got extra protection, what else is being shot at? - Another tank.

Who would you shoot at, a shaken/stunned smoked Russ, or the other tank that can shoot next turn? Smoke only becomes a bonus if every major target is protected. If you are in that situation you either have a Rhino army (and/)or big problems.

I find there is always something worth the 9-15pts saved by not buying smoke.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
 
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