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Made in ph
Rough Rider with Boomstick






Great point regarding the meltavets.

In reality, i like to fire my long range ordnance last, preferring instead to use autocannons to pop rhinos and such. Faced vs an army using 1 or more LR, you are right that the LR is NOT automatically the target of the manticore. If there are other more clumped up targets, these are shot first, in order to take advantage of the possibilty of multiple pie plate shots.

However, if my initial fire is to my satisfaction, i WILL shoot at the LR. It is better to pop it at range than to use meltas later, then the angry passengers can retaliate. Why waste the long range tank busting power of the manticore? That after all is the reason i got it!



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Commanding Orc Boss




Take A veteran squad. Give them 3 meltaguns. Put them in a Vendetta. Fly that Vendetta over 24" with a scout move, then first turn fly over 12", jump out, and shoot 3 meltaguns at it. If you roll bad luck, a backup squad in a chimera is not a bad idea

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in ph
Rough Rider with Boomstick






zeekill wrote:Take A veteran squad. Give them 3 meltaguns. Put them in a Vendetta. Fly that Vendetta over 24" with a scout move, then first turn fly over 12", jump out, and shoot 3 meltaguns at it. If you roll bad luck, a backup squad in a chimera is not a bad idea


hahaha..please also add....watch vendetta and vet squad die horribly afterwards...

Seriously, I'd rather pop the thing at range, and save the units for close in interference for the midgame part....the IG are very good at killing things in different range layers, so what you can kill at long range first, kill....



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Daemonic Dreadnought






zeekill wrote:Take A veteran squad. Give them 3 meltaguns. Put them in a Vendetta. Fly that Vendetta over 24" with a scout move, then first turn fly over 12", jump out, and shoot 3 meltaguns at it. If you roll bad luck, a backup squad in a chimera is not a bad idea


On turn 1 the Valk can move back 12" away from enemy lines and return to the friendly side of the table past the 24" half way mark. If the Melta Vets somehow fail to immobilize the land raider they still act as a speed bump by assaulting the land raider without melta bombs. The land raider has the make the following choices.

1) Run over a melta gun giving it a DOG attack.
2) Lose nearly a full turn's movement by 1st going backwards then trying to move around the Melta gun squad.
3) Disembark the passengers to kill the melta gun squad, losing movement in both dropping them off and picking them up next turn.


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Obergefreiter




USA

Pask in Vanq

H.B.M.C. wrote:My aunt had that hairstyle for years, so whenever I saw a Sister of Battle army it just looked like rows and rows of my aunt.

Very weird.
 
   
Made in ph
Rough Rider with Boomstick






schadenfreude wrote:
zeekill wrote:Take A veteran squad. Give them 3 meltaguns. Put them in a Vendetta. Fly that Vendetta over 24" with a scout move, then first turn fly over 12", jump out, and shoot 3 meltaguns at it. If you roll bad luck, a backup squad in a chimera is not a bad idea


On turn 1 the Valk can move back 12" away from enemy lines and return to the friendly side of the table past the 24" half way mark. If the Melta Vets somehow fail to immobilize the land raider they still act as a speed bump by assaulting the land raider without melta bombs. The land raider has the make the following choices.

1) Run over a melta gun giving it a DOG attack.
2) Lose nearly a full turn's movement by 1st going backwards then trying to move around the Melta gun squad.
3) Disembark the passengers to kill the melta gun squad, losing movement in both dropping them off and picking them up next turn.



that is a great idea.....but in this case the SWS with 3 meltas is another option, or a PCS with 4 meltas....both are cheaper for this kind of suicide role...

Since I play hybrid IG, I use 1 or 2 meltavets squads (sometimes even none), and the other units with meltas are the PCS and the SWS. Despite the lower BS, they have done quite well in this role. I love using a SWS with 2 flamers and a demo charge in the vendetta, as I find melta carrying units better served by riding in chimeras.

Long range antitank killing power for the heavier armor rests in artillery like the manticore and the bassie. Part of the reason for this preference is probably local. Here in friendly games we play with a lot of terrain, hence it is easy for a LR to find cover. In tourneys though since there are a lot of tables the terrain gets spread out and thinned down, but there even then there are at least 5 terrain pieces which can cover the front arc of a land raider, and also since even marine armies are mech'ed up, rhinos can (and do) provide mobile cover....in this case the manticore can excel since with a car park like that, multiple pie plates may even crack several vehicles in 1 go, provided your opponent gives you an opportunity like that...

In reality, it is correct that it is the melta carrying units which has the best chance to pop a LR, but the manticore ain't bad either. The medusa I'm sure also will do great, but I personally like the flexibility of indirect fire, given the environment I describe above.



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
 
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