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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

 KiloFiX wrote:
What about:

+ Necron Monoliths (Gravity Pulse - not ideal, but huge diameter)

+ IG LasCannon or Missile Squads with Ignores Cover Orders
+ Eldar Wraithguard with D-Scythes (Template D-Weapon)
+ Flamestorm Cannons on Land Raiders / Relic Preds (Template S6 AP3)

+ Daemons - Plague Psychic - Rancid Visitations (Nova T-test, no Armor or Cover Saves)
+ Daemons - Excess Psychic - Pavane (Cascading Ld-test, no Armor or Cover Saves)
+ Daemons - Plague Psychic - Choir (Nova Ld-test, no Armor or Cover Saves)

+ Daemons - Masque - Dance of Death
+ IA Daemons - Mamon - Contagion Spray (Template, Poison 2+, AP3)
+ IA Daemons - Plague Hulk - Rancid Vomit (Template, Poison 3+, AP3)
+ IA Daemons - Greater Brass Scorpion - Soulburner Cannon (S6 AP2 Large Blast, Ignores Cover)


+ Aquila Strongpoints
+ Eldar Wraithknight / Hemlock D-Weapons (6 on D-Table allows no saves)
+ Aquila Strongpoints (6 on D-Table)
+ Any Super Heavy Stomp (6 on Stomp-Table)


Good ideas but again, this list is not using any melee units as it's too hard to pin jet bikes to melee most of the time and I wanted to keep the list on track. Added things that can get 36' range or deep strike in at least to make it on the list. Quite a few items mentioned just don't have the range to be all that useful like the flamestorm cannons until there's a unit that can deliver that thing within range in one go. There are tons of stuff at AP3 and ignore cover but the list shrinks alot when you factor in the ranges required to deal with the new jetbikes. Credited though with ideas that did not yet get mentioned.

This message was edited 1 time. Last update was at 2015/04/18 23:11:14


+ Thought of the day + Not even in death does duty end.


 
   
Made in ca
Longtime Dakkanaut




A little question does the cover save of Jink reduce their shooting power significantly?
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

No reason not to put the Traktor Kannons up there for the Orks. 36" Str8 AP3 Hvy1 Skyfire and Immobilizes flyers on glances and pens, that's a 1/3 chance of killing one from a crash and burn if they are zooming (do these bikers zoom?) If they are hovering then the traktor part doesn't really help but it's still a skyfire str8 ap3 35" artillery piece. Up to 5 in one chart selection deployable as 5 seperate units and can have 4 T7 grots as a crew. BS3 too which means it's a sniper gun as far as Orks are concerned =P.
   
Made in us
Dakka Veteran






Backwoods bunker USA

More:

Dark Eldar - Phantasm Grenade Launchers
Harlequin - Hallucinogen Grenade Launchers
Above - especially with up to -5 or more in stacked Ld debuffs from their other equipment / units.

IG - Banewolf - Chem Cannon (Template Poison 2+ AP2)
IG - Deathstrike (Apoc Blast, S10 AP1 Ignores Cover)
IG - Hotshot Volley Guns (AP3) with Ignores Cover Orders

Skitarii - Vanguards or Rangers - Phospor + Omnispex + Plasma Cavaliers

   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

 KiloFiX wrote:
More:

Dark Eldar - Phantasm Grenade Launchers
Harlequin - Hallucinogen Grenade Launchers
Above - especially with up to -5 or more in stacked Ld debuffs from their other equipment / units.

IG - Banewolf - Chem Cannon (Template Poison 2+ AP2)
IG - Deathstrike (Apoc Blast, S10 AP1 Ignores Cover)
IG - Hotshot Volley Guns (AP3) with Ignores Cover Orders

Skitarii - Vanguards or Rangers - Phospor + Omnispex + Plasma Cavaliers



I like the ideas but remember the required 36' delivery range requirement. A bunch of those are too short to be viable unless there's a deep strike / infiltrate package available to deliver said weapons. What's the skitarii combo do? I'm not as familiar with their stuff as yet.


Automatically Appended Next Post:
 ProwlerPC wrote:
No reason not to put the Traktor Kannons up there for the Orks. 36" Str8 AP3 Hvy1 Skyfire and Immobilizes flyers on glances and pens, that's a 1/3 chance of killing one from a crash and burn if they are zooming (do these bikers zoom?) If they are hovering then the traktor part doesn't really help but it's still a skyfire str8 ap3 35" artillery piece. Up to 5 in one chart selection deployable as 5 seperate units and can have 4 T7 grots as a crew. BS3 too which means it's a sniper gun as far as Orks are concerned =P.


jetbikes aren't flyers so you'd be trying to snapfire at them. Also not vehicles


Automatically Appended Next Post:
epronovost wrote:
A little question does the cover save of Jink reduce their shooting power significantly?


yes it does. forces the bikes to snap fire next turn at least.

This message was edited 3 times. Last update was at 2015/04/18 23:40:32


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Norn Queen






I would add for nids a living artillery node. Biovores have range and the exocrine, once in range, would devour them with the bio plasmic cannon. I have been using this node for quite a few games now and the whole node is really my shinning star.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

 sudojoe wrote:

jetbikes aren't flyers so you'd be trying to snapfire at them. Also not vehicles


Oh......shoot I thought they flew about swooping and harrassing. I'll have to look into dropping templates on them if the swarm is big enough then.

This message was edited 1 time. Last update was at 2015/04/19 01:20:26


 
   
Made in us
Regular Dakkanaut




So, even though it's sort of breaking the spirit of the OP (lacks 36" range...), I personally consider the Taghmata Omnissiah list in 30K to be the ultimate in waltzing through Scatterbikes.

Mostly because everything is so damn tough that even the mass of S6 firepower that Scatterbikes bring is irrelevant. Since, you know, when you can bring JSJ-capable, T5/3W/4+/6+++ infantry that penalize cover (IE Jink) by -2, as Troops... those Jetbikers don't seem as scary.

Or if you go full robo, then you can bring Castellax Battle-Automata, T7/4W/3+ MCs. As Troops. In squads. For 100 ppm, as that also makes them BS5, and penalizes cover saves by -1 taken against the automata's shooting.

And they have an S6/AP3 gun. Alas, you'll still need some other guys to fill out your compulsory Troops requirement... but hey, Thallax are pretty beast and thanks to being Jetpack Infantry they can DS in. With S7/Rending guns by default, and access to a number of mid/high RoF S6 weapons (or MMs, if you choose), they can do great at cracking AV10 rear vehicles.

Alternately, you can bring Scyllax Guardian-Automata, which are T5/2W/4+ infantry that are real easy to make Fearless.

You can also bring Triaros Conveyors (14/12/12 4HPs with a Flare Shield), and Thanatar Siege Automata (T8/4W2+/5++). Thanatars also bring Large Blast Barrage S8/AP2 weapons that force successful cover saves to be re-rolled.

Thanatars also have access to the same wargear option that gives +1BS and -1 cover against the unit's shooting. Oh, and Thanatars also carry a TL version of the same basic gun that a Castellax carries.

The only failing of the Taghmata is that it's limited to around 18-24" range shooting for most of its weapons. Of course, given how ~95-100% of the list (army composition depending) is functionally immune to S6 firepower... I don't see much issue with it. You can basically put it on the table and ignore Scatterbikes; against Thallax, they'll average ~2 models killed with another standing with 1 wound remaining.

For the Castellax Battle Automata, you can get 3 for 30 points more than 10 Scatterbikes. That's 12 T7 3+ armor wounds. Scatterbikes can take 3 wounds off of one Castellax.

In order to kill the entire squad of Castellax, you'd need 40 Jetbikes, all shooting the Castellax at the same time. Or, in other words, 3 times the cost of the Castellax to kill them with Scatterbikes.

This message was edited 1 time. Last update was at 2015/04/19 01:25:25


 
   
Made in us
Freaky Flayed One




Some things for Necrons:

Destroyers: AP3, can Deep Strike into range, Preferred Enemy, rerolls to wound if taken in a formation, does not ignore cover
Doomsday Ark: 72" range, high strength/low AP, Large Blast, does not ignore cover


Also, the Tesseract Vault does have Ignores Cover on one of its shooting attacks. So do the rest of the C'Tan, but at half the range. The Nightbringer's Gaze of Death has Ignores Cover and targets their Leadership, but the range is too short to rely on.

I miss the Abyssal Staff.
   
Made in us
Been Around the Block




Has anyone considered wyverns? they still get their armor, but it'll force some serious zone denial.
   
Made in us
Executing Exarch





McKenzie, TN

This list is probably a really good idea so as to help people brainstorm ideas on how to handle the new eldar. I think you might want to open it up somewhat to include high RoF that can kill T4 Sv3+ models really well. An example being banner of devastation ravenwing which gets enough shots per 6 bikes to kill average 4 dead eldar bikers per turn. Honestly though most of the best units have been discussed.

BTW the ignore cover order is from the new IG codex. The Death Korps Assault Brigade has access to it but the new Death Korps Siege Regiment does not.

I would also recommend upgrading the utility of the vulcan megabolter as most of the LoW with this on it get to fire twice and thus 30 BS3 TL Str6 AP3 shots is an average of 9 failed 4+ jink saves. That is a whole bike unit. Also the stormlord could very likely keep most of your army safe for a couple of turns while they stay embarked in it.

Some of the units I like for the job;
IG
*IG Command Squad w/ 4 plasmaguns. (I usually add an allied inquisitor or libby for prescience, a 2+ save, and Ld 10) This unit can give itself ignore cover and also order a unit next to it. There are 3 major methods of delivery: 1) allied Drop Pod, 2) Elysian Drop Troops Command Squads get DS automatically, or 3) put them insider a vendetta or valk. This with just the ignore cover order will average 4.4 dead jet
*IG vet squads in drop pods or in the elysian drop troops coming in beside their command squad (I run drop lists with this combo all the time)
*Leman Russ punisher. Just sit the tank in the middle of the board
+Note: IG actually have a massive firefight advantage against the new eldar thank to the order get back into the fight + an aegis defense line. This combo means IG can have a 2+ cover save against the eldar shooting and then fire normally the next turn. This is why the earthshaker heavy artillery carriages with yarrick and some psykers will become extremely nasty against eldar jetbike spam.

SM
*Legion of the Damned w/ combi-grav, plasmagun, and plasma cannon. Relatively cheap, useful against a variety of targets, and kills an average of 3.5 bikes.
*Devastator centurions w/ grav cannons and hurricane bolters in drop pod. Averages 6 dead bikes even after jink.

Psychic shriek needs its own category. It is available to most armies and is pretty effective against the Ld8 jetbike units, averaging ~3 dead bike a use before any Ld modifiers. This is probably going to be the primary answer for most psyker heavy armies. DS or fly up to the bikes and hammer unit after unit with psychic shrieks until it dies.

...to be continued

   
Made in us
Rampaging Carnifex





South Florida

For Tyranids, Mawlocs seem like an effective way to strike Jetbikes on turn 2.

Drop pod full of Zoanthropes with Neurothrope might also be effective. Target the biggest unit with Spirit Leech (although psychic defenses might make this difficult).

   
Made in us
Killer Klaivex




Oceanside, CA

IMO, you've got basically 3 options.
1) AV13 to be immune to the bikes and pink away.
2) Deep Strike to strike the bikes before the bikes can respond. Either AP3 or better + ignore cover, or a ton of normal shooting. Jink doesn't matter if you just flak the 3+ armor to death.
3) MSU and rapid assault units. Accept the losses, but bring enough units to have something that can still assault.

The problem with AV13+ is the mass of D weapons that eldar just got handed. most AV13+ is expensive, which prevents taking enough of them.
The problem with option 2 is that you've got to survive the first turn of shooting.

My best choice so far is Archon, phantasm GL, webway, 3 medusae and a venom with 2 cannons.

Unit deep strikes in without scatter.
Medusae disembark and toast a squad with 3 templates, S4 AP3 (ie, no cover or armor for bikes).
Archon fires his phantasm at another unit within 18" while the venom fires it's 12 poison shots at a 3rd unit.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Hellish Haemonculus






Boskydell, IL

 sudojoe wrote:
 Jimsolo wrote:
As an Eldar Unification player, I'm looking for Psychic Shriek/Terrify/Torment Launchers to do pretty well.


what's a torment launcher do again?


If they even get hit by it they take a LD test, and suffer one wound for every point they fail by. No armor saves (or cover, I believe, but I might be mistaken). Coupled with the stacking Ld penalty bubbles of a Freakshow list, it adds up to some serious hurt.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in au
Stubborn Dark Angels Veteran Sergeant




Behind you

Anything for Dark Angels? I'm really quite anxious to find a counter with my Dark Angels. I'm guessing plasma spam, So, Ravendeath with Plasma spam?

 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Lance845 wrote:I would add for nids a living artillery node. Biovores have range and the exocrine, once in range, would devour them with the bio plasmic cannon. I have been using this node for quite a few games now and the whole node is really my shinning star.


I thought about it but since bikes are immune to pinning and the spores are only str4, and doesn't cancel out the armor, I find them lackluster. I didn't include the exocrine as it's range is not sufficient for this list. Good idea but doesn't fit the spirit of the list.


Whiskey144 wrote:So, even though it's sort of breaking the spirit of the OP (lacks 36" range...), I personally consider the Taghmata Omnissiah list in 30K to be the ultimate in waltzing through Scatterbikes.

Mostly because everything is so damn tough that even the mass of S6 firepower that Scatterbikes bring is irrelevant. Since, you know, when you can bring JSJ-capable, T5/3W/4+/6+++ infantry that penalize cover (IE Jink) by -2, as Troops... those Jetbikers don't seem as scary.

Or if you go full robo, then you can bring Castellax Battle-Automata, T7/4W/3+ MCs. As Troops. In squads. For 100 ppm, as that also makes them BS5, and penalizes cover saves by -1 taken against the automata's shooting.

And they have an S6/AP3 gun. Alas, you'll still need some other guys to fill out your compulsory Troops requirement... but hey, Thallax are pretty beast and thanks to being Jetpack Infantry they can DS in. With S7/Rending guns by default, and access to a number of mid/high RoF S6 weapons (or MMs, if you choose), they can do great at cracking AV10 rear vehicles.

Alternately, you can bring Scyllax Guardian-Automata, which are T5/2W/4+ infantry that are real easy to make Fearless.

You can also bring Triaros Conveyors (14/12/12 4HPs with a Flare Shield), and Thanatar Siege Automata (T8/4W2+/5++). Thanatars also bring Large Blast Barrage S8/AP2 weapons that force successful cover saves to be re-rolled.

Thanatars also have access to the same wargear option that gives +1BS and -1 cover against the unit's shooting. Oh, and Thanatars also carry a TL version of the same basic gun that a Castellax carries.

The only failing of the Taghmata is that it's limited to around 18-24" range shooting for most of its weapons. Of course, given how ~95-100% of the list (army composition depending) is functionally immune to S6 firepower... I don't see much issue with it. You can basically put it on the table and ignore Scatterbikes; against Thallax, they'll average ~2 models killed with another standing with 1 wound remaining.

For the Castellax Battle Automata, you can get 3 for 30 points more than 10 Scatterbikes. That's 12 T7 3+ armor wounds. Scatterbikes can take 3 wounds off of one Castellax.

In order to kill the entire squad of Castellax, you'd need 40 Jetbikes, all shooting the Castellax at the same time. Or, in other words, 3 times the cost of the Castellax to kill them with Scatterbikes.


I have no experience with the 30k mechanicum but it is a very interesting build idea. I'd add it but it's not commonly used for 40k vs 30k armies so I have elected to keep it off the list for now.

Drakmord wrote:Some things for Necrons:

Destroyers: AP3, can Deep Strike into range, Preferred Enemy, rerolls to wound if taken in a formation, does not ignore cover
Doomsday Ark: 72" range, high strength/low AP, Large Blast, does not ignore cover


Also, the Tesseract Vault does have Ignores Cover on one of its shooting attacks. So do the rest of the C'Tan, but at half the range. The Nightbringer's Gaze of Death has Ignores Cover and targets their Leadership, but the range is too short to rely on.

I miss the Abyssal Staff.


Added to the list and credited. I miss that writhing worldscape thing actually hahaha. Te nightbriner was not added due to the range of the attack.

triant308 wrote:Has anyone considered wyverns? they still get their armor, but it'll force some serious zone denial.


added the wyverns and credited though the math is not as good for the wyrvens as they'd be vs lighter armored infantry

ansacs wrote:This list is probably a really good idea so as to help people brainstorm ideas on how to handle the new eldar. I think you might want to open it up somewhat to include high RoF that can kill T4 Sv3+ models really well. An example being banner of devastation ravenwing which gets enough shots per 6 bikes to kill average 4 dead eldar bikers per turn. Honestly though most of the best units have been discussed.

BTW the ignore cover order is from the new IG codex. The Death Korps Assault Brigade has access to it but the new Death Korps Siege Regiment does not.

I would also recommend upgrading the utility of the vulcan megabolter as most of the LoW with this on it get to fire twice and thus 30 BS3 TL Str6 AP3 shots is an average of 9 failed 4+ jink saves. That is a whole bike unit. Also the stormlord could very likely keep most of your army safe for a couple of turns while they stay embarked in it.

Some of the units I like for the job;
IG
*IG Command Squad w/ 4 plasmaguns. (I usually add an allied inquisitor or libby for prescience, a 2+ save, and Ld 10) This unit can give itself ignore cover and also order a unit next to it. There are 3 major methods of delivery: 1) allied Drop Pod, 2) Elysian Drop Troops Command Squads get DS automatically, or 3) put them insider a vendetta or valk. This with just the ignore cover order will average 4.4 dead jet
*IG vet squads in drop pods or in the elysian drop troops coming in beside their command squad (I run drop lists with this combo all the time)
*Leman Russ punisher. Just sit the tank in the middle of the board
+Note: IG actually have a massive firefight advantage against the new eldar thank to the order get back into the fight + an aegis defense line. This combo means IG can have a 2+ cover save against the eldar shooting and then fire normally the next turn. This is why the earthshaker heavy artillery carriages with yarrick and some psykers will become extremely nasty against eldar jetbike spam.

SM
*Legion of the Damned w/ combi-grav, plasmagun, and plasma cannon. Relatively cheap, useful against a variety of targets, and kills an average of 3.5 bikes.
*Devastator centurions w/ grav cannons and hurricane bolters in drop pod. Averages 6 dead bikes even after jink.

Psychic shriek needs its own category. It is available to most armies and is pretty effective against the Ld8 jetbike units, averaging ~3 dead bike a use before any Ld modifiers. This is probably going to be the primary answer for most psyker heavy armies. DS or fly up to the bikes and hammer unit after unit with psychic shrieks until it dies.

...to be continued



credited with ideas not already on the list. I'm not sold completely on the vulcan megabolter being higher ups though I like the tank alot actually since I've used it for a shooty fortress for my IG for a while now (stormlord chassis). The fact that I have to stand still for the double fire bothers me I guess and ever since malestorm missions forced me to move alot, I've depended less and less on static gunlines especially since I can't give orders to the things inside the tank. The punisher on a LR was not added as it's just too short ranged and slow to make this particular list but I do appreciate the firepower. It's fine and made the list on the flying platform already.


rollawaythestone wrote:For Tyranids, Mawlocs seem like an effective way to strike Jetbikes on turn 2.

Drop pod full of Zoanthropes with Neurothrope might also be effective. Target the biggest unit with Spirit Leech (although psychic defenses might make this difficult).


added to the list and credited =)

HawaiiMatt wrote:IMO, you've got basically 3 options.
1) AV13 to be immune to the bikes and pink away.
2) Deep Strike to strike the bikes before the bikes can respond. Either AP3 or better + ignore cover, or a ton of normal shooting. Jink doesn't matter if you just flak the 3+ armor to death.
3) MSU and rapid assault units. Accept the losses, but bring enough units to have something that can still assault.

The problem with AV13+ is the mass of D weapons that eldar just got handed. most AV13+ is expensive, which prevents taking enough of them.
The problem with option 2 is that you've got to survive the first turn of shooting.

My best choice so far is Archon, phantasm GL, webway, 3 medusae and a venom with 2 cannons.

Unit deep strikes in without scatter.
Medusae disembark and toast a squad with 3 templates, S4 AP3 (ie, no cover or armor for bikes).
Archon fires his phantasm at another unit within 18" while the venom fires it's 12 poison shots at a 3rd unit.


Added to the list and credited. I've added section labels to the list as I realized the same thing while writing it up and organized it accordingly. Edited to make the list easier to read. I did not include assault units due to the narrow view of this list. It's not meant to be a full tactical fight scenario though the weapons above can certainly help dictate the tactics available to a commander. I'll probably make a different list later on to discuss assault assets but that's a different list. Heck, if someone wants to tackle that, please feel free to start one. I can only edit so many posts a day


Automatically Appended Next Post:
 Doctadeth wrote:
Anything for Dark Angels? I'm really quite anxious to find a counter with my Dark Angels. I'm guessing plasma spam, So, Ravendeath with Plasma spam?


I'm guessing the standard of devestation on bikes could help. That and plasma talons possibly. Also can ally in anything else on the list from the Imperium of man choices would probably help anyway.

This message was edited 2 times. Last update was at 2015/04/19 12:14:43


+ Thought of the day + Not even in death does duty end.


 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Crisis Suits with Plasma, BS5 and Ignores Cover (so 4 MLs) will kill 8.333 bikes. The remaining 2 bikes won't even kill 1 Crisis model.

Of course, this means DSing them nearby bikes

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Killer Klaivex




Oceanside, CA

 Vector Strike wrote:
Crisis Suits with Plasma, BS5 and Ignores Cover (so 4 MLs) will kill 8.333 bikes. The remaining 2 bikes won't even kill 1 Crisis model.

Of course, this means DSing them nearby bikes

And having marker lights in range, and survive until the crisis suits come in.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Hurr! Ogryn Bone 'Ead!





Cerastus Knight-Acheron, S7 AP 3 Hellstorm.

Death Korps of Krieg Siege Army 1500 
   
Made in gb
Proud Triarch Praetorian





I'd like to chip in with a Battle of Keylek (ignores cover blasts) Felblade

7" TL S7AP3 blast will comfortably toast an entire squad at once, while the Quad-Lascannons can fire reasonably effectively against flyers/Wraith monsters, and the Demolisher cannon is the bane of Wraithguard.

The main gun can also fire a S9AP2 Armourbane round to get rid of pesky things like Fire Prisms & Wave Serpents.

EDIT: Also, as a Super-Heavy, it moves 12", so can at least keep pace with the Jetbikes unless they elect not to shoot, can outrange almost all of the ranged D in the codex, and is tough enough to not be a guaranteed corpse if it is caught by a Distortion volley. It can also do all of the above at once

This message was edited 1 time. Last update was at 2015/04/19 16:47:32


Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

IHateNids wrote:I'd like to chip in with a Battle of Keylek (ignores cover blasts) Felblade

7" TL S7AP3 blast will comfortably toast an entire squad at once, while the Quad-Lascannons can fire reasonably effectively against flyers/Wraith monsters, and the Demolisher cannon is the bane of Wraithguard.

The main gun can also fire a S9AP2 Armourbane round to get rid of pesky things like Fire Prisms & Wave Serpents.

EDIT: Also, as a Super-Heavy, it moves 12", so can at least keep pace with the Jetbikes unless they elect not to shoot, can outrange almost all of the ranged D in the codex, and is tough enough to not be a guaranteed corpse if it is caught by a Distortion volley. It can also do all of the above at once


I forgot about that guy. Always seen it run with schism of mars vs all that haywire but I guess keylek is good option too. Credited and added to list. Maybe just have a list with that thing along sciarian and fire raptor. I always wanted to throw something like that together with possibly something that gives shrouding or some such. I'll have to work something else for the interceptor fire, maybe a bunch of onager dune walkers with icarus or something like that. Haven't figured out a list I want to go into the next phase of 7th for. No large tourneys where I live anyway so it's just me messing around with a few folks (some are quite competitive)

God In Action wrote:Cerastus Knight-Acheron, S7 AP 3 Hellstorm.


was already on the list.

Vector Strike wrote:Crisis Suits with Plasma, BS5 and Ignores Cover (so 4 MLs) will kill 8.333 bikes. The remaining 2 bikes won't even kill 1 Crisis model.

Of course, this means DSing them nearby bikes


Added to the list and credited.

This message was edited 2 times. Last update was at 2015/04/19 19:41:52


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Mutated Chosen Chaos Marine






Flame throwers. Real life flame throwers. Melt those space elves down to a puddle.

Help me, Rhonda. HA! 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

 Gordon Shumway wrote:
Flame throwers. Real life flame throwers. Melt those space elves down to a puddle.


some might be pewter still. (I still have a squad or two of jetbikes that are metal)

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Mutated Chosen Chaos Marine






 sudojoe wrote:
 Gordon Shumway wrote:
Flame throwers. Real life flame throwers. Melt those space elves down to a puddle.


some might be pewter still. (I still have a squad or two of jetbikes that are metal)


Pewter melts too. 170-230 degrees C. Nice shiny puddles.

Help me, Rhonda. HA! 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I'm surprised this hasn't been said yet, but I might say take 2-3 Vindicators. S10 AP2 pie plates should scare anybody. Also, large units of Ravenwing Black Knights (admittedly expensive) should be able to wreck those jetbikes, especially if a biker librarian with an auspex is nearby to reduce their cover.

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2-3 Vindicators don't scare me, even. They are AV 11.
   
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 ZergSmasher wrote:
I'm surprised this hasn't been said yet, but I might say take 2-3 Vindicators. S10 AP2 pie plates should scare anybody. Also, large units of Ravenwing Black Knights (admittedly expensive) should be able to wreck those jetbikes, especially if a biker librarian with an auspex is nearby to reduce their cover.


vindicators don't scare me either. It's too short ranged and too vulnerable to side shots to be all that effective. Also too low ranged on too slow a chassis to threaten something that's shooting at 36' range and moves much faster.

Ravenwing does have the plasma talons but 12' + 18' is only 30' threat window. The asupex can't even function at that range yet. The standard of devestation + bikes is already on the list.

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CSM have the Typhon and Sicarans too, though unfortunately the Legacies of Ruin in IA13 don't include one that gives Ignores Cover.


Automatically Appended Next Post:
Land Raider Prometheus is impervious to Scabikes and has an auspex for everyone else, might be worth looking into. Problem with trusting your Land Raider or Typhon is the abundance of D weapons on the other side of the Jetbikes.

This message was edited 1 time. Last update was at 2015/04/20 00:50:47


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The HYMP broadsides don't need ignores cover as their missiles don't get past the 3+ armour save, so the attached commander doesn't actually contribute to the unit (unless you also have them with twin-linked plasma rifles, in which case carry on but you need to get closer which will be difficult). Also, the Puretide chip doesn't give ignores cover, it's the one that gives out tank hunter, counter-attack etc. so if that's on there for other reasons then carry on.

For Tau, I'd say a possibility is the Farsight 7 man bodyguard team with buffmander/buff'vre and a load of drones as ablative wounds.

So many twin-linked ignores cover plasma rifles...

This message was edited 3 times. Last update was at 2015/04/20 01:42:08


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Necron Nightbringer may be too short range if taken as itself.

If taken in a conclave though, you can DS it, should be close enough to get in a PotC'Tan and a gaze of death. Plus 6 S5 AP3 shots from the crypteks that are with it.

It'll also be T8 if you build the conclave correctly.

Another thing: Necron Doom Scythe formation. They'll get some S10 AP1 blasts, and one of them will deviate less. Add to that the Tesla Destructors, and the formation can reduce their leadership to a 7, which might make them run after getting some hits in, and also pairs well with the aforementioned gaze of death.

Sort of a hybrid in the Shooting/Melee counter:

Catacomb Command Barge: Kitted out, you can get a S7 AP2 one use only flamer, an AP3 2 shot heavy guass cannon, and/or a staff of light on the overlord riding. For the melee list, it can move 12" and flat out 18", so it should be able to catch them and the scatter laser can't touch the Barge's AV13.
   
 
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