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![[Post New]](/s/i/i.gif) 2016/06/26 00:42:45
Subject: How can you make CSM Landraiders work?
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Unrelenting Rubric Terminator of Tzeentch
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A list I've always wanted to run was ;
Kharn
Berserkers
Berserkers
Berserkers
Land Raider
Land Raider
Land Raider
in 1500, with a pair of Heldrakes to bring it up to 1850, but that was back in the days before grav made land raiders completely obsolete as even Crons and haywire generally struggle with stopping 3 land raiders before at least 1, if not 2 of them get where they were going.
Still, if you're in that odd meta where grav is non-existant and nobody owns multiple wraithknights, a bunch of raiders with dirge casters, extra armour and a dozer blade can do some work. Can be especially funny against the odd tau player if they're not bringing a stormsurge for whatever reason.
Fortunately, I could never bring myself to buy the terrible berserker models to make it work and continued on with other (equally terrible) projects instead, not to mention how I loathe the idea of painting a pair of heldrakes.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2016/06/26 02:43:06
Subject: How can you make CSM Landraiders work?
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Decrepit Dakkanaut
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Actually, Necrons would likely thank you. A Ghost Ark with Warriors at Rapid Fire Range can likely HP the Land raider out, and with the unreliability of Lascannons doing anything to the Ghost Ark means that I won't elect to jink.
Then your Berserker Marines won't be able to do anything to the Ghost Ark, and then the Warriors rapid fire the squad out for the most part and then charge at you instead.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/06/26 08:32:32
Subject: How can you make CSM Landraiders work?
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Warplord Titan Princeps of Tzeentch
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The other problem of that plan, is that zerkers really aren't very good right now.
Though they CAN wreck the ghost ark. a storm of S5 attacks does that. even with 4HP the rear of the ark is 11.
And each zerker has 4 S5 attacks on the charge, so even if FAQ grenade nerf really kicks in, they can still drown it in attacks. (they actually do more damage by regular hits than by grenades anyway)
So hitting on 3, glancing on 6, 4 attacks each means that even an unharmed ark should fall to 9 zerkers punching it on average (each dealing 0.4444 glances),
An axed leader will make the work shorter (5 S6 AP2 attacks deals 0.5555 glances and 0.5555 AP2 pens)
And as you did not jink, there is a fair chance the ark is already damaged from the raiders, because while lascannons doing serious harm is unlikely, it will happen every so often. a raider should score 0.2222 glances and 0.4444 pens on the ark. not much, but not neglectible. especially if its 3 arks versus 3 raiders-you can expect at least ONE to pull off a good shot, and if it lucked to be the first, you might drop the quantum shield and allow the other two to have a decent shooting opportunity. (once the quantum is down, its 0.2222 glances and 0.8888 pens)
All this does not change the fact the zerkeraider is inferior to the dakkark-especially once you factor the zerkeraider cost over the dakkark, but its not as one-sided as you claim. the zerkers will at least drop SOME of the arks, and has an oddball chance of winning.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2016/06/26 15:03:34
Subject: How can you make CSM Landraiders work?
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Decrepit Dakkanaut
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Land Raiders aren't quick enough to make sure Berserker Marines can reach the rear armor, and with those stats of the Las Cannon being a total of .67 HP being stripped, there is little reason to Jink, and therefore I keep the firepower.
So yeah, it IS as one sided as I'm making it to be.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/06/26 15:16:19
Subject: How can you make CSM Landraiders work?
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Warplord Titan Princeps of Tzeentch
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Dude. CC rules, if it's not a walkers all attacks hit the rear regardless of facing. It's been that way since at least fifth edition.
Rework your understanding of basic game rules before you go into scenario analysis.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2016/06/26 16:13:01
Subject: How can you make CSM Landraiders work?
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Decrepit Dakkanaut
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I've never had a Ghost Ark hit in melee before, so there you go.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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