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![[Post New]](/s/i/i.gif) 2009/07/17 22:04:51
Subject: Preds - Good for?
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Arch Magos w/ 4 Meg of RAM
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I'm going to be bringing a LasPred to some games today. It's 1k points, and I run the expensive Chaos ones, but I'll see how they do for anti-tank and get back to you guys. I'm going up against mech Tau and Guard, and semi-MC Nids, so we'll see.
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![[Post New]](/s/i/i.gif) 2009/07/17 22:16:41
Subject: Preds - Good for?
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Irked Necron Immortal
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I love love love dakka preds. I take 3 and have never considered taking anything else.
Reasons 3 dakka preds rules is:
1. In a 1,850 point list, when your heavy support only takes 255 points, it leaves you a LOT of points for scoring units/other stuff.
2. At 85 points a piece, if you lose one, its no big deal.
3. They are quite resilient. Add the fact that they are only 85 points, and you'll find they are rarely shot at for the first 2 or 3 turns of the game. When they do get shot at, them seem to never die.
4. You can use them in unison to obliterate squads/transports or you can use them individually to finish off squads/transports.
5. They are 85 freaking points each. Close topped, BS4 have an autocannon and 2 heavy bolters, and armor 13. For eighty-five points.
6. Against MEQ armies they blast transports and lay some hurt on troops, against any other army they wipe enemy forces off the board.
7. Unlike devs [which cost as much as 2-3 preds] they have no leadership to fail, if they have to move 12" in a turn, they can. They will never run, they don't care about leadership modifying powers, or banewolfs, or breath of chaos, ect..
8. Without the lascannons %90 of the people you will face will scoff at them and ignore them. How much damage can they really do? ... oh... that much... dang... rematch?
9. Though they rarely have one turn of firing that uber killzors, if you keep track of the points they kill, by the end of the game they nearly always make their points. Killing 255 points worth of enemy over the course of a game with 3 dakka preds is very, very realistic. They can make back triple their points cost against some armies.
10. They look badass.
In summation, dakka preds are awesome. - Grundel
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Mathhammer is NOT Warhammer.
**Necrons**Thunder Barons (Counts-as) Grey Knights**Ogre Kingdoms** |
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![[Post New]](/s/i/i.gif) 2009/07/17 22:22:33
Subject: Preds - Good for?
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Committed Chaos Cult Marine
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I MUST GET SOME
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95% of teens would go into a panic attack if the jonas brothers were about to jump off the empire state building copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell JUMP BITCHES!!!!!!!!!!!!!
Mekboy wrote:Tzeentch: Full house! Yay!
Deciver: Straight Flush! Yay!
Eldrad: Four of a kind! Awww!
Creed: Warhound titan. Die, xenos scum!
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![[Post New]](/s/i/i.gif) 2009/07/17 23:13:52
Subject: Re:Preds - Good for?
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Stalwart Space Marine
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ChaosismyAntidrug wrote:Dakka Predators make dark eldar shake in their space booties. There is nothing like watching all of his raiders get shot down on the first or second turn. In most of my all comers list I take 2 dakka predators and sometimes 3 if I dont have any where else to put 100 pts. They really excel at taking out transports.
That would be compelling if I EVER saw a DE player around these parts. It's a pretty steady diet of Chaos Space Marines. Automatically Appended Next Post: The Grundel wrote:I love love love dakka preds. I take 3 and have never considered taking anything else.
Reasons 3 dakka preds rules is:
1. In a 1,850 point list, when your heavy support only takes 255 points, it leaves you a LOT of points for scoring units/other stuff.
2. At 85 points a piece, if you lose one, its no big deal.
3. They are quite resilient. Add the fact that they are only 85 points, and you'll find they are rarely shot at for the first 2 or 3 turns of the game. When they do get shot at, them seem to never die.
4. You can use them in unison to obliterate squads/transports or you can use them individually to finish off squads/transports.
5. They are 85 freaking points each. Close topped, BS4 have an autocannon and 2 heavy bolters, and armor 13. For eighty-five points.
6. Against MEQ armies they blast transports and lay some hurt on troops, against any other army they wipe enemy forces off the board.
7. Unlike devs [which cost as much as 2-3 preds] they have no leadership to fail, if they have to move 12" in a turn, they can. They will never run, they don't care about leadership modifying powers, or banewolfs, or breath of chaos, ect..
8. Without the lascannons %90 of the people you will face will scoff at them and ignore them. How much damage can they really do? ... oh... that much... dang... rematch?
9. Though they rarely have one turn of firing that uber killzors, if you keep track of the points they kill, by the end of the game they nearly always make their points. Killing 255 points worth of enemy over the course of a game with 3 dakka preds is very, very realistic. They can make back triple their points cost against some armies.
10. They look badass.
In summation, dakka preds are awesome. - Grundel
At this point I'm taking a dakka pred, a vindicator, and a dev squad. I know that's not exactly the most efficient list, but I like the even spread of anti-infantry/heavy infantry/anti-tank in that setup. Plus I dropped a pie plate dead on top of a 20 man squad of zerkers. It was a delicious, delicious pie.
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This message was edited 1 time. Last update was at 2009/07/17 23:16:57
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![[Post New]](/s/i/i.gif) 2009/07/18 00:22:19
Subject: Re:Preds - Good for?
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Missionary On A Mission
The Eye of Terror
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Autocannon + Lascannons is a great anti-transport. TL lascannon + Lascannons is great anti heavy armor Autocannon + Heavy bolters is half-decent anti-transport and half decent anti infantry. TL Lascannon + Heavy bolters will make your opponent think you're on drugs, thus making for an easy win =D Personally im a fan of Autocannon no sponsons. Faster, and still great at anti-transport, which is what I use them for.
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This message was edited 1 time. Last update was at 2009/07/18 00:23:42
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![[Post New]](/s/i/i.gif) 2009/07/18 02:34:18
Subject: Preds - Good for?
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Regular Dakkanaut
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Danny Internets wrote:orkcommander wrote:One thing Predator Annihilator can do is cause instant death on nobz. The best they can do is a 5+ invulnerable save and if they fail a few of them (and they will) a morale check is forced as an added bonus.
Smart players just put the lascannon hit on the Warboss because it doesn't cause ID.
Yea but that's one wound, and the others go to the nobz and that's if the warboss is attached to the mob. I'm just saying they can be very effective against nobz among other things not to mention if you put Chronus in it.
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This message was edited 1 time. Last update was at 2009/07/18 02:37:24
Your Grandmaster is the only good leprechaun that remains, all the others turned to whiskey. |
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![[Post New]](/s/i/i.gif) 2009/07/18 05:58:49
Subject: Re:Preds - Good for?
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Charing Cold One Knight
Lafayette, IN
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I'm a fan of triple AC/HB preds. You really need 2-3 for redundancy. SM have free multi meltas in tac squads, dreads with cheap multi meltas, and land speeders with cheap multi meltas. They somewhat lack in cheap infantry/light transport killing. the pred fills the role nicely. No need for lascannon preds IMHO, as mobile melta is better than semi static lascannons. Devastator squads are too pricey, and stand around and eat pie. (as in plates) Armor is much more resilient, and cheap in this book. Preds can also move and shoot, albeit not as much, where devs are static. The devastators job is also taken up by the heavy weapon part of a combat squad. Devastators are also weak against lash lists. Do you really want to lose to that when you are SMs?
As for vindicators, people respect the power of that tank. If you take just one it won't get to do much before being destroyed. Taking more than one is MUCH better than you would first think. Twice the fire power, twice the hulls.
To be honest, the only HS units I personally would take are Dakka preds, and LRC/LR. The vindicator is very playable, I just don't like the range on it. SMs already have great medium range fire power. Longer range is what is lacking.
As for dealing with orks: That army has a problem dealing with tanks, SM have some of the best tanks in the game. You shouldn't have any trouble with them.
Also to Orkcommander whom suggested chronus: the appeal of preds is the cheap point value. Why would you spend 70 points to bump up your BS by 1? 70 points is a whole HF/MM speeder. It's a bare bones AC pred. Chronus is a fluffy special character who isn't worth his points.
Its effective against nobz who are on foot, and out in the open (A formation I've never seen outside of Assault on Black Reach). The chance to ID 3 nobs with one turn from the Lascannon pred sounds good, until you look at the fact that nobs are going to get cover saves. This is either from bikes, or terrain/units/big mek. So of those shots, you will kill 1-2 nobs a turn. Nobs are expensive, but not that expensive. And nobody marches nobs across the table out in the open if they are actually important. Best way to take out any nob squad is tons of small/medium strength fire. (unless you are guard, who have other options) You have all the time in the world to do it, because orks rely on killing vehicles in melee.
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![[Post New]](/s/i/i.gif) 2009/07/18 06:39:51
Subject: Preds - Good for?
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Arch Magos w/ 4 Meg of RAM
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So I just got back from my game. I only had time to play against my Guard friend, but man, don't count out the Lascannon. That thing dropped a tank a turn. It punched right through a Leman Russ, causing a massive exposion engulfing half of his army. Anyway, to be honest I didn't get to test its durability, as it was shooting down everything before they could fire back.
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![[Post New]](/s/i/i.gif) 2009/07/18 20:05:32
Subject: Preds - Good for?
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Junior Officer with Laspistol
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DarkHound wrote:So I just got back from my game. I only had time to play against my Guard friend, but man, don't count out the Lascannon. That thing dropped a tank a turn. It punched right through a Leman Russ, causing a massive exposion engulfing half of his army. Anyway, to be honest I didn't get to test its durability, as it was shooting down everything before they could fire back.
Considering that a tri-las pred has about a 1/5 chance to destroy a russ when shooting it's side armor, the fact that you got really lucky in a game doesn't really make a good case for its expense (which is more than a russ...).
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/07/18 21:23:59
Subject: Preds - Good for?
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Arch Magos w/ 4 Meg of RAM
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Well, I'm going to keep using it and see. I've only had 1 game with it, but I'm still really impressed. I'll see if I can get the group back together next week so I can test it some more. From what I saw, it can get the hits in, and it has absolutely no problem with AV12, so usually I got 2 pens on the damage table. Still, I always seem to roll high when it counts.
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![[Post New]](/s/i/i.gif) 2009/07/18 21:55:43
Subject: Preds - Good for?
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Incorporating Wet-Blending
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Here's my 2k List making good use of Dakka Preds and HK's. I've since readjusted the points and added Meltaguns to the Tac squads instead of flamers. http://www.dakkadakka.com/dakkaforum/posts/list/239061.page#702082
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This message was edited 1 time. Last update was at 2009/07/18 21:57:36
Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.
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![[Post New]](/s/i/i.gif) 2009/07/19 04:48:28
Subject: Preds - Good for?
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Nimble Pistolier
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what are they good against? bugs.
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501 Agathonian Grenadiers
Blood Angels strike force
Glory for the first man to die!
the caption says " when there is something scary at the front, put something even scarier at the back." |
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![[Post New]](/s/i/i.gif) 2009/07/19 04:57:32
Subject: Preds - Good for?
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Drone without a Controller
Louisiana, United States
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I have a Chaos friend who constantly runs a Predator Annihilator and it consistently fails to do anything of note. It'll kill AV12 and less pretty reliably, but once you get to AV13 and AV14, it really struggles. To me, that tank is way too expensive to just kill AV12 targets.
However, it should be noted that he is not the brightest of players. He happily plinked away at an allied Land Raider for two turns while he was outflanked by a Hammerhead Gunship and subsequently blown to hell.
It should be noted that this tank handles ICs very very well. However, I feel that there are better ways to get your anti-tank fix than the lascannon predator. For Chaos, that comes in the form of the Obliterator.
Overall, I'm a huge fan of the way you have the Pred set up. I feel it does that job better than any other job you can have the tank do.
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![[Post New]](/s/i/i.gif) 2009/07/19 07:06:12
Subject: Re:Preds - Good for?
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Arch Magos w/ 4 Meg of RAM
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Well I have both, and for the points the Pred puts out more Lascannons with higher survivability than 2 Oblts. Oblits are our only form of reliable Multi-Meltas. It boils down to something that I am trying to stress. Everything is something that does something, and while somethings do the same thing, nothing does the same thing in the same way, so never count anything out. Oblits could be using their Lascannons, but they need to be up close administrating Multi-meltas because they are the only ones who can and because Laspreds put out more Lascannons more accurately. Lascannons are great at wasting transports. They have a long range so they can start plunking away at them right from the start, not letting them, and more importantly their cargo, get anywhere. Lascannons are not great at killing large tanks, so you use Multi-melts on those. My list is jam packed full of anti-infantry, but I lack long ranged anti-tank. I thought Oblits could do both, but I'm finding out they can't do both well enough. The Predator can handle the Lascannon bait, leaving the Obliterators to do their fairly unique job of Deepstriking (I love Chaos Icons) for a good Multi-Melta bath. Now my list has a large problem (anti-tank strained to the breaking point) fairly solved.
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![[Post New]](/s/i/i.gif) 2009/07/19 16:45:05
Subject: Preds - Good for?
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Drop Trooper with Demo Charge
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Perssonly I perfer the autocanon lascannon pred. Because most vheciles the Eldar and chaos marines have are easily penitrated by both weapons. Plus there pretty good at killing csm twinkies and bots'.
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