If you are surrounding your russes with platoons, you've effectively halved their effectiveness by giving everyone coming at you cover saves.
I've seen this played - it's too easy to stun and move on. At 2500 point 'ard boyz is gearing up for 5 or more land raiders. It's the AV10 rears that kill them.
I'm not saying it's a horrible army - it has weakness. It's slow due to the lumbering behemoth rule so you'll only be moving 12" 1/6th of the time. due to the number of points spent on russes (1350 minimum for 9 base russes) means you won't have the ablative meat shields to keep things like fiends and TH/SS termies off your tanks.
In short, when you play against it - do what Lando Calrissian did in Return of the Jedi - close and engage them at point blank range. We'll take a few of them with us. those templates being tossed back and forth will kill tons of their own guys.
The 9 tanks won't be able to move out of their own way quickly enough - someone will be in charge range. I've seen a single PK Nob on the charge blow up 3 Russes that weren't able to move due to parking lot problems - Once I'm engaged in your lines you can't tank shock my guys.
It's true that I may take some casualties on the turn it takes me to get there, but once there, you just plow through the lines of tanks.
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