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Made in us
Stalwart Veteran Guard Sergeant





On valks i would suggest Multi-Pod with ML, put a squad of melta vets in it. Scout move to other side, make cover saves if neseccary, move 6" drop off vets to kill transports or anything with front 14 then multi-pod ML the hordes

This is my Leman Russ. There are many out there like it, but this one is mine. Without it, I am useless. Without me, it is useless.

Obliterators: They've got a gun for that.  
   
Made in us
Frenzied Juggernaut





Alaska

Do the vendettas have to be stationary to fire? I understand that if they move their max dist. it takes 6 to hit, to be able to fire weapons and have it be that impossible to hit is a huge strageic adv.

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Vendettas can move up to 6" and fire all guns, 12" and fire one or 24" and fire nothing.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in ca
Member of the Malleus





Canada

I run 4 russes 2 valks 2devil dogs and 2 chimera's at 1850, the russes are 2 executioners, and 2 demolishers. Executioners because they can shred most MC and infantry models, and can even take light armour out, and demolishers can ruin most things, I find the psych impact of those 4 tanks is amazing and lets the normally not so good devil dogs run around unmolested. If you are going straight tanks with everyone in transports, I would cheap out on HQ's just take a commisar lord or primas psyker.

 
   
Made in us
Frenzied Juggernaut





Alaska

Doubled, great post! I will gladly take that chunk of advice!

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

I usually run battle tanks and have them sit in the back. I have a vanquisher and a punisher in one squadron, a LRBT as a lone wolf, and a basilisk as my last choice.

The vanquisher takes out anything with armor on it at a distance with the punisher acting as a buffer for enemy mob units. Typically if a mob gets close I back my tanks up and empty out into them with both. The vanquisher shot is used up but I get two rounds of heavy bolters(one from each) in along with the 20 from the punisher. The battle tank is for mobs at a distance and a shield for my basilisk, and my basilisk is for other vehicles(usually transports) at a distance. I also have a master of ordnance in my command squad so I get another basilisk shot on the map.

I typically don't use chimeras anymore and have substituted my chimeras and hellhounds for banewolfs. I lose the ability to place a template in a certain range, but I gain the ability to wound on 2+ and to ignore 3+ armor saves.

My men usually provide a deepstrike forcefield for my firebase except for my stormtroopers loaded with plasma and melta guns which I deepstrike to remove any enemy vehicles waiting.

Sentinels also provide some hassle for my opponent, they can effectively maneuver to the side of a vehicle and throw some 'crew shaken' or 'crew stunned' results their way.

   
Made in us
Frenzied Juggernaut





Alaska

Interesting. I didn't think sentinels were worth jack so I have hesitated to purchase them. I REAAAAAALLLLYYY love templates.... and the hell hound just semms right up my ally. However they lack the ability to have troops, also their templates only reach from the gun if I understand the ruling correctly... so you pretty much have to be right up their face to be effective...

The Malcador "Infernus" by forgeworld is going to be my big purchase.... GIANT TEMPLATES!!! Die orks....

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

The hellhound can 'throw' its turret flamer up to 12" away, and turn it sideways if it likes. Combine that with a 12" move and it has some decent range on it. Just be sure to pay the extra points to get smoke launchers, for the life of me I can't figure out why they don't get them standard.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in ca
Member of the Malleus





Canada

I do know people who run 2 scout sentinals outflanking with an autocannon and a hunter killer, 100 points can take side armour shots. Not something I would run but something to consider.

 
   
Made in ca
Mutilatin' Mad Dok





Bowsers Castle

xSoulgrinderx wrote:For the manticores what are your guys oponions on the death strike missle? Worth it yay or na? The heavy support slot is crucial with IG and im looking for taking out hordes or orks, would 3 death strikes do the job ?


Well a minimum 8" blast which is allways at S10 is wonderful against hordes, hell even if it misses the squad your trying to kill it might vaporise the terrain piece blocking LoS to you Chimeras/ heavy weapon teams/ whatever.

If you cant tell i love the thing, yes it can be unreliable but i have allways had luck with it firing on average turn 2, its first game took out 2 greater deamons, a squad of plague marines, defiler, and emobalised a rhino in an 11" blast (sadly they only have 1 missile so my buddies and i are trying out some house rules for Death Strike/ Manticore emplacement silos)

The Manticore is also nice, more shots and reliability.

WAAAHG!!! until further notice
 
   
Made in us
Freaky Flayed One





Just to touch on something soulgrinder said really quick, no matter how far a vehicle moved, it never takes 6 to hit them with shooting attacks. Shooting attacks always hit based on your ballistic skill. The 6s to hit for moving really fast only apply to units attacking the vehicle in close combat.
   
Made in us
Frenzied Juggernaut





Alaska

Ah I see, thanks for tje correction Dark.

I heard mention that the death strike missles fire 3D6 RADIUS not diameter. Can anyone confirm?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in us
Freaky Flayed One





I have no idea where you are getting 3D6, soulgrinder. The rule says that it uses a blast RADIUS of D3 +3". So maximum 6 inch RADIUS, minimum 4 inch RADIUS. I don't know where you heard 3D6 inches, but that's just ridiculous given the other rules of the missile.
   
Made in us
Frenzied Juggernaut





Alaska

K thanks.

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Guardsman with Flashlight





Darkjediben wrote:no matter how far a vehicle moved, it never takes 6 to hit them with shooting attacks. Shooting attacks always hit based on your ballistic skill. The 6s to hit for moving really fast only apply to units attacking the vehicle in close combat.


With the possible exception of skimmers, which gain a cover save for moving flat out.

Of course, this isn't the same as rolling to hit, but it's important to mention.

82nd Secundus 'Frost Guard' 1500 points
Movac wrote:Genestealers? Hope they drop in Africa and get AIDS.

 
   
Made in ph
Hardened Veteran Guardsman




halonachos wrote:I typically don't use chimeras anymore and have substituted my chimeras and hellhounds for banewolfs. I lose the ability to place a template in a certain range, but I gain the ability to wound on 2+ and to ignore 3+ armor saves.


It's also interesting to note that the chem cannon is technically a defensive weapon and you can move 12" and still fire everything.

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Made in us
Frenzied Juggernaut





Alaska

halonachos wrote:I typically don't use chimeras anymore and have substituted my chimeras and hellhounds for banewolfs. I lose the ability to place a template in a certain range, but I gain the ability to wound on 2+ and to ignore 3+ armor saves.


But then you lose the transport capability. One of the things I'm hearing about the guard is that they need to get to the front lines as soon as possible. The chimera gets them into range and will drop them off where they need to be. Templates are nice but troops are better

This message was edited 1 time. Last update was at 2011/05/03 14:03:00


37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
 
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