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Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

Hey guys,
i'm still learning the rules and how to play 40k,
and have some questions about the weapon options for tactical squads.

What weapon goes best with a Heavy Bolter in your opinion?

Does a Plasma gun sort of work as anti infantry as well as anti-tank?

Thanks in advance
Lipsdapips

This message was edited 1 time. Last update was at 2011/04/22 14:16:11


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Made in us
Freaky Flayed One





A plasma gun is primarily anti-heavy infantry, but can be used in a pinch as anti-tank.

Don't take the Heavy Bolter on your tactical marines. You can get a missile Launcher for free. Now your tac squad has the capability to glance a land raider on a lucky shot, and take down most transports at range, as well as anti-infantry comparable to a Heavy Bolter with the Frag missile. The HB is just not worth it, especially when you consider the idea of splitting your 10 man squad into two teams of 5 and just having a missile launcher with 4 ablative wounds sit back in your deployment zone downing a transport every other turn.
   
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Perfect Shot Ultramarine Predator Pilot





What dark said. As much as I used to love heavy bolters, in tactical squads they don't bring anything to the table that the ML doesn't, and the ML can do many things the HB can't.

That said, I will still run my 4xHB devastator unit for funsies.

If, however, you are DEAD SET (NO! I SHALL HAVE A HB!) on the heavy bolter, then yes, a plasma gun is your best bet. The resulting squad will have no real AT capability past shooting at rhinos or raiders with the plasma gun (Pens on 5+ and 4+ respectively) but it will pose a danger out to 24 inches to infantry. Meltas and flamers generally require one to get closer to the enemy, and thus require combat squadding or making the HB useless.
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

Ok, thanks guys.
So what weapon choices do you take for andti-infantry and anti-tank?

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Decrepit Dakkanaut






Eternal Plague

Flamer is a good free option on Tac squads. Otherwise, Missile Launchers still give you a bit of versatility towards both horde and tank hunting.

   
Made in us
Regular Dakkanaut




Multimelta and Plasmagun with combiplasma
or
Missile Launcher and Flamer/meltagun with combiflamer/combimelta

First option is my favorite in a rhino. Gives lots of anti-transport and anti-heavy infantry firepower. Can be effective against MCs as well. Second one is a little cheaper, and can give you a good anti-horde option.

-Myst
   
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My most common loadout is going to be 10 men, Powerfist, Meltagun, and Missile launcher. It threatens everything. a mob of infantry? Betcha 16 bolt rounds and a melta at 12 inches or 8 bolt rounds and a frag template at 18-24 inches will hurt. A light vehicle? A melta followed up by the powerfist and krak grenades, or a krak missle from across the board will hurt.

If I was going to optimize for AT work further, I would upgrade the sergeant with a combi-melta. I'd switch the ML for a multi-melta if my intention was to move the squad to midfield/objectives/etc. and make a no-vehicles-here bubble, and if my plan was to combat squad it, I would go with a lascannon and 4 bolters would hang behind, and the combi-melta sergeant and the meltagun would advance.

For anti-infantry, I would keep the ML, switch the meltagun for a flamer, and perhaps add in a combi-flamer. Just be aware that the two flamers and the 8 bolt pistol rounds together may actually take down enough of the enemy that you won't be able to assault (Because lets face it, anything you are charging with a tactical squad probably has a 5+ save, and certainly won't be more than 4+/4+C...unless tarpitting.)

Since i've started playing SM in 5th, I have learned to not depend on my heavy weapon. I still take them, but lets take a meltagun versus a multimelta for example:

With a multimelta I can stand still, 2D6 to 12 inches, reach out to 24. I cannot charge after this, even within 6. If the opponent has an avoidable cover save, I cannot move to the side to attempt to flank cover. I simply have to take my chances with 4+C. With the meltagun, I can move 6, possible flanking his cover, and even if I cannot, the meltagun's 6 inch 2D6 range becomes an effective 12 inches, and max range 18 due to the simple fact that I can move this turn and then shoot. I can charge after this, and attempt to use my powerfist and grenades to do the job if the melta did not.

I think you will find that if you move your tacticals around at all, you will be doing a lot more lifting with rapid firing bolters + special weapons or special weapons/bolt pistols + charging than you ever will with your heavy weapons. You generally just give up too much firepower from the other 9 members of the squad for that one turn of firing a heavy weapon.

Now don't get me wrong, abuse ATSKNF to its fullest. If you get assaulted by terminators and manage to survive? By all means, combat tactics out of the combat, regroup next turn, and take note of the 3 inch regroup move and the fact you, unlike other armies, don't count as having moved in the turn you regrouped. You can now fire that plasma cannon in addition to almost certainly being in rapid fire range. Give them hell.
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

Haha thanks!
That was really indepth. I put this stuff to the test, definately!

This is a question out of inexperience:
Can a sgt. have a combi weapon as well as a CC weapon?
(my sgts. tend not to take combi weapons you see but im considering it.)

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You can replace the sergeants bolt pistol with a powerfist/PW/Chainsword and his boltgun with a combi weapon. He comes with a Bolter + BP standard. Obviously, by doing combi weapon + CCW you lose the extra attack for pistol + CCW, but when you run with a powerfist, which doesn't give you +1 attack even with a pistol....Who cares?


Edit: The one heavy weapon that is worth considering for primarily anti-infantry duties, is the plasma cannon. I had not thought of it earlier, but these are far cheaper on tactical squads and sternguard than they are on devastators. Relegating terminators to their 5++/3++ or a 4+C save can be very nice, particularly with those pesky GKTs, deathwing, and CSM/SM shooty terminators deep striking all over the place, running about screaming things about Sparta.

This message was edited 2 times. Last update was at 2011/04/22 08:24:54


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

SOFDC wrote:You can replace the sergeants bolt pistol with a powerfist/PW/Chainsword and his boltgun with a combi weapon. He comes with a Bolter + BP standard. Obviously, by doing combi weapon + CCW you lose the extra attack for pistol + CCW, but when you run with a powerfist, which doesn't give you +1 attack even with a pistol....Who cares?


Edit: The one heavy weapon that is worth considering for primarily anti-infantry duties, is the plasma cannon. I had not thought of it earlier, but these are far cheaper on tactical squads and sternguard than they are on devastators. Relegating terminators to their 5++/3++ or a 4+C save can be very nice, particularly with those pesky GKTs, deathwing, and CSM/SM shooty terminators deep striking all over the place, running about screaming things about Sparta.


It also has the added benefit of turning normal MEQs to goo with contemptuous ease. Perfect weapon against DoA Blood Anges, seeing as it ignores both armour and FNP.

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Mekboy Hammerin' Somethin'





Battle Creek, MI

There has be some weird twist in reality that everyone has absorbed from the internet that a Missile Launcher is an jack of all trades uber weapon. There's three types of weapons Anti-Infantry, Anti-Heavy Infantry, Anti-Tank, and Anti-Transports. Hoping that a Missile Launcher is gunna stop that Leman Russ or Land Raider is plain stupid. Also thinking that Strength 4 small blast weapon is the bane of Infantry is a laugh also. The only time a Missile Launcher becomes scary is when you got I couple (2-3) squads of Devastators or Long Fangs loaded down with them in the back field. One Missile Launcher in a Tactical squad is just mediocre it's not an awful choice just don't expect miracles to happen


With that said the Heavy Bolter does suck which is a shame because they look kick ass. So that leave us with the Rocket Launcher which I discussed not a bad choice just not specialized enuff for my tastes. The Multi-melta is the next free choice and oddly enuff a year ago everyone on this site would of said this the weapon of choice. While it's limited in range it make up for in strength and AP. What makes this awesome to take down those transports at range is the plus one to the vehicle damage chart gives you a 50% chance to destroy a vehicle on a penetrating hit. But they really start to shine when they can get close (within 12"). Next up is the Plasma Cannon. It's a cheap upgrade to a tactical squad. It has decent range and the AP 2 scares the hell out of Space Marines. It's limited to anti-infantry but it does a really good job at it with it's strength and ap. They can be very effective if your in a MEQ heavy environment. Lastly we have the Lascannon. This is your sniper rifle. It has long range and high strength. They are fairly cheap to take in a tactical squad. While it's not the best choice to fire at that Land Raider or Leman Russ is has the best chance to take it down at range. Limited to an Anti-transport and tank roles it a great weapon to sit in your backfield and just fire away. Hope this help.


   
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Tampa, FL

Vanilla Marines are best off with a MM. Why?

Rule #1 of 5th edition: Never get out of thy transport.

With a MM, you essentially have a 36" threat range. Why? On turn 1, you move 12" and pop smoke. Then for the rest of a the game, you keep your Tac squad in the Rhino sitting around waiting for vehicles to come within range.

MLs are very, very bad for anti-tank because of AP3. A MM has AP1, which is huge. A glancing hit going down to a -1 on the vehicle damage table is also huge. This means that any vehicle that you reach out to touch has a higher chance of having something devastating happening to them. Also, MLs are done better on Land Speeder Typhoons or Cyclone Missile Launcher Termies.

HBs come on your Preds (Autolas Preds are BAD as you have tons of Meltas available which are superior to Lascannons), so don't get a HB in your Tac squad.

 
   
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For a punchy Tac squad, go with the special, combi-weapon with same special, and maybe a PF (that's a personal taste issue), then a heavy weapon that complements that role. So, flamer/combi-flamer/plasma cannon for anti-infantry love. Buy a Razorback, Combat Squad, and have the PC sit back and dump out plasma love. Keep the Razorback cheap (TL HB).

Anti-armor - melta/combi-melta/LC (or ML, for anti-medium tank/transport). Again, PF to personal taste. Consider a Razorback with heavier weaponry, for the possibility of firing at two different targets, or keep it cheap and non-threatening.

Or, go cheap - flamer/ML. There's a ~45 point difference between the expensive dedicated role squads and the cheapie jack of all trades squad, depending on PF or not (codex not on hand).

Generally I come down on the no PF side of things, FYI. Unless I have the spare points leftover.

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There has be some weird twist in reality that everyone has absorbed from the internet that a Missile Launcher is an jack of all trades uber weapon.


Quite the opposite. It's simply the best of bad choices as far as versatility goes.

Hoping that a Missile Launcher is gunna stop that Leman Russ or Land Raider is plain stupid.


Going to give you more hope of doing something than the HB or plasma cannon. Though the lascannon is better yes. I'd put the multimelta here too, but the range is cripplingly short for a foot mounted heavy weapon. You can look at a MM and go "I have a couple turns before that's in range" if you site your armor well, much harder to do that with the LC and MLs range.

Also thinking that Strength 4 small blast weapon is the bane of Infantry is a laugh also.


And quite likely to put more wounds on that squad that just got ripped out of its transport, or deep struck next to your lines than a heavy bolter is, strangely enough....But not as many as the plasma cannon will.

Notice how the missile launcher can do something in either category, however. That's the point. No matter the situation, you can do SOMETHING useful that makes the opponent have to consider it. That there are going to be better specialist tools for the situation is a given.

   
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Texas

I mix it around with MM, ML, LC, or PC, usually ML for cheap backfield objectives. I never take HB though since I could get them on land speeders or something (well MM too since bike MM are a good deal). I tend to combat squad so the special weapon is usually flamer or melta. Combi plasma on sterns is pretty fun though

This message was edited 1 time. Last update was at 2011/04/22 15:52:53


 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

SOFDC wrote:

Hoping that a Missile Launcher is gunna stop that Leman Russ or Land Raider is plain stupid.


Going to give you more hope of doing something than the HB or plasma cannon. Though the lascannon is better yes. I'd put the multimelta here too, but the range is cripplingly short for a foot mounted heavy weapon. You can look at a MM and go "I have a couple turns before that's in range" if you site your armor well, much harder to do that with the LC and MLs range.
If you using your Missile Launchers and Lascannons to take down my Land Raider I'd like to thank you for giving me the win already. GG

This message was edited 1 time. Last update was at 2011/04/22 17:00:29


   
Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

SOFDC So i'm assuming I can give a sgt. and PF and a Combi-weapon? Dang, that's badass

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If you using your Missile Launchers and Lascannons to take down my Land Raider I'd like to thank you for giving me the win already.


Well..I mean...when your land raider is the last thing you have left on the board...

SOFDC So i'm assuming I can give a sgt. and PF and a Combi-weapon? Dang, that's badass


Yes, you can. The drawback is you now have a good 35 points in your sergeant by doing it, only downside.
   
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I run PowerFfist, Flamer and Plasma Cannon with a razorback armed with TL Lascannon and Storm bolter. I can threaten anything in the game with that combo. The only thing you have to remember with that unit is to not get in combat unless you KNOW you will come out on top.

Granted, I play blood angels, but it would work with either book.

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Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

This is an interesting discussion.
But still, the question remains, what do you use for anti infantry weaponry and what do you use for anti tank weaponry?

I'm so intrigued


Automatically Appended Next Post:
This is an interesting discussion.
But still, the question remains, what do you use for anti infantry weaponry and what do you use for anti tank weaponry?

I'm so intrigued

This message was edited 1 time. Last update was at 2011/04/23 09:43:35


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Made in se
Ferocious Black Templar Castellan






Sweden

AresX8 wrote:
HBs come on your Preds (Autolas Preds are BAD as you have tons of Meltas available which are superior to Lascannons), so don't get a HB in your Tac squad.


Wow, just... wow. You obviously either have no idea what you're talking about or you haven't bothered to notice the massive difference in range. You don't send meltas after transports, you shoot them down with long-range fire before they reach your lines. Thus, autolas preds aren't "bad", even though I probably would go for something else myself.

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The Conquerer






Waiting for my shill money from Spiral Arm Studios

Here is my break down of Tac squad builds from my article(it was focused on Gunlines but there is useful information all around)



Tactical Squad

The Humble tactical marine. jack of all trades, master of none as is generall held to be the case. this is true most of the time, but it doesn't have to be.

When forming a gunline army the size of the squad matters. always go for the full ten men. firstly because its the only way to get access to special and heavy weapons and allows for you to combat squad. for 180 points you get 10, BS4, T4 and 3+ save models. rather basic, but it forms the foundation upon which your gunline is formed.

a gunline, and for that matter any army types, Tactical squad is composed of 3 parts. a Special weapon squad, heavy weapon squad and transport and each has a different job to do.



Armament choices. you have many choices when it comes to arming your squads and each has its own purpose. each squad has its total cost in pts. (simply mix and match heavy weapons squads to your needs)

Special weapons squad: this squad will consist of the Sergeant and 4 marines. your first goal is to decide on which special weapon the squad will be carrying. the 3 choices are Flamer, Melta-gun and plasma gun. their primary purpose is to protect the heavy weapons squad and any other heay support units.

Flamer: the flamer has several virtues. first off its cheap, free in fact. if you give your squad a flamer it will become a fearsome anti-infantry squad. if your squad is given a flamer then your sergeant should take a Combi-flamer to support the squads purpose, frying infantry by the dozen. additionally a power weapon for the sergeant is an excellent choice.

Flamer squad: Sergeant with Combi-flamer and power weapon, Marine with flamer and 3 basic bolter boys. this squad should be tasked as a horde destroyer/intercept unit, a large unit of ork boyz or gaunts is a perfect target for this unit.

Melta-gun: the melta-gun, despite being short ranged is another effective option. a melta-gun makes the Special weapons squad a Tank intercepter. if you have a Landraider or a dreadnought coming in your direction it is perfect for this squad to intercept. the sergeant should be armed with a Combi-melta, Powerfist, and Melta bombs, again, to support the squad in their appointed purpose, Tank and Monsterous creature hunting.

a Melta squad: Sergeant with Combi-melta, powerfist and melta bombs, Marine with Melta-gun and 3 bolter boys. the power fist makes this squad expensive and as such you need to be careful with the squad. the sergeants melta-bombs are for tanks while the PF is for Monsterous creatures. because the squad is expensive you want to have it protected. Don't expose it to a squad of Orks boyz or howling banshees.

Plasma gun: the most expensive of the options, identical range to a bolter make it good at complimenting the squads bolters. a plasma gun is for MEQ hunting. the sergeant should have a Combi-plasma OR a Stormbolter and a power weapon.

Plasma Squad: Sergeant with combi-plasma or stormbolter and power weapon, marine with Plasma gun and 3 bolter boys. plasma squads should not be used to intercept enemy squads like the flamer and melta squads, but should be placed within the gunline as a midranged fire support squad. the sergeant can have either a SB or a Combi-plasma, stormbolter adds considerable to the squads long ranged firepower and is less risky, but 2 rapid firing plasma guns can potentially decimate a incoming MEQ squad or MC. the power weapon is to add to the squads anti-MEQ potential in CC.




Heavy weapon squad: this is what the tac squad adds to the gunline, up to 6 heavy weapons. these anchor the gunline firmly and hold back field objectives. weapon choices are Heavy bolter, Multi-melta, Missile launcher, Plasma cannon, and lascannon.

Heavy bolter: Cheap fire power. 3 Str5 AP4 shots up to 36". a heavy bolter gives you anti-horde at range and the potential to pop some transports if better targets don't present themselves.

heavy Bolter squad: Marine with Heavy bolter and 4 bolter boys. these guys can lay down a good quantity of fire for pretty cheap, once the enemy is in bolter range the firepower jumps exponentially. put them where they can dominate fire lanes between terrain features that act as natural funnels. excellent against hordes and MEQs due to volume of fire.

Multi-melta: cheap anti-tank, but short range and being unable to move and fire makes it a poor choice on Infantry. this is the one heavy weapon with little use. yes, its dangerous against tanks, but no enemy in his right mind is going to move his tank within 12" of this weapon, and if you go to him you can be he won't waste any time getting away before you have time to set up. the one use i do see in a MM squad is a form of area denial, a no go zone for tanks and walkers. if your opponent uses Landraider or dreadnought spam i can see it being effective, but it is limited to that use.

MM squad: marine with MM and 4 bolter boys. as an area denial for tanks it works well enough, but special weapon squads with Melta-guns work just as well and there are more effective choices for heavy weapons.

Missile launcher: Cheap, versitile, and long ranged. this is the most effective and points efficient heavy weapon in the space marine arsenal. the ability to lay down a Str4 AP5 blast template or a single Str8 AP3 shot is fantastic. you pop a transport and then blast the occupants the next turn.

Missile squad: Missile marine and 4 bolter boys. reach out and touch the enemy on the first turn, pop his transports and move on to his medium tanks or infantry.

Plasma Cannon: while it is more expensive then the previous options it still is relatively cheap, especially when compared with Devestator marines. a Str7 AP2 blast template makes this a MEQ or a MCs worst nightmare. wounding on a 2+ most of the time and no armour saves means what you hit you will most likely kill or wound. because its a blast weapon it can scatter, but the marines BS of 4 can make up for that giving you a 1/3 chance of a direct hit and a 2/3 chance for an average deviation of 3 inches. it has the same range as a heavy bolter and can be put to a similer purpose.

plasma cannon squad: Plasma cannon and 4 bolter boys. shoot at squads of MEQs or at MCs and keep them in the gunline.'

Lascannon: the ultimate space marine anti-tank weapon, the most expensive option for a Tac heavy weapon, but still dirt cheap. the lascannon is good for popping transports and any heavy and medium tank your opponent has. Long range means it will be shooting from turn 1.

lascannon squad: lascannon marine and 4 bolter boys. the bolters and the lascannon are completely at odds with each other as opposed to the other heavy and special weapon squads where they could at least help with the weapons purpose. Here the bolter boys are simply ablative wounds to allow the lascannon to remain in the fight. this squad should be placed in cover as it will be a priority target. while it is supposed to go tank hunting the lascannon can also be used against MCs for moderate effectvness.




Transport: there are 3 options for a Tacsquad and each has its use.

Rhino: a cheap ride for the special weapon squad or a bit of protection for the Heavy weapon squad. there are 2 ways to out fit a rhino for a gunline.

Dakka rhino: this rhino has an extra Stormbolter. 2 storm bolters add considerable anti-infantry firepower to the tank, works best with Flamer or melta-gun special weapons squads for drive by shootings and quick objective contesting or snatching late game.

Bunker rhino: the bunker rhino has a hunter killer missile. a single shot krak missile adds to the fire power of the heavy weapons squad inside. this rhino doesn't move, its purpose is for a heavy weapons squad to shoot out of its top hatch protected from enemy fire. because it isn't meant to move much an immobilized result isn't a huge loss, but it can also relocate the squad to a safer location if needed and it's still mobile.



Razorbacks: the best choice for a gunline Tac squad IMO. they add cheap, mobile heavy weapons to the gunline and can transport a squad in a pinch.

Bolterback: a stock Tl-heavy bolter and a purchased Stormbolter. this tank can add anti-infantry firepower where its lacking or simply add to what exists. pairs well with a heavy weapon squad with a Missile launcher or heavy bolter. 1/2 the squad should hide behind the tank for cover.

Flameback: a TL-heavy flamer. because of being a template weapon and that, at least firing forward, much of the flamer template will be unable to reach enemy models. if you take this option it will work well with a Flamer special weapon squad.

Dakkaback: TL-assault cannon and a Stormbolter. this tank can put out some serious anti-infantry and, thanks to rending, it is moderatively effective against enemy tanks. 4 Str6 AP4 rending shots will rip apart any infantry, wounding most on a 2+. works well with a Flamer or a Melta Special weapon squad.

Lazorback: TL-lascannon. a mobile anti-tank platform. works best with a lascannon or a missile launcher Heavy weapon squad. 1/2 the squad should hide behind the tank for cover.

Stronos Razorback: Lascannon, TL plasma gun and a Stormbolter. an anti-MEQ Razorback with some Anti-tank in a pinch. pairs well with any of the heavy weapon squads, but the Plasma cannon and Lascannon ones in particular. again 1/2 the squad should hide behind the tank for cover.




Drop Pod :not the best choice as far as transports in gunlines go, but there is 1 useful build and it should be taken in groups of at least 3 pods. Drop pod with Deathwind missile launcher: the pod should come down seperate from the squad. once landed the enemy will have to walk through a field of drop pods, each with a Str5 large blast template coming out each turn. annoying and not the most effective choice, but it can be useful against hordes.


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Tampa, FL

AlmightyWalrus wrote:
AresX8 wrote:
HBs come on your Preds (Autolas Preds are BAD as you have tons of Meltas available which are superior to Lascannons), so don't get a HB in your Tac squad.


Wow, just... wow. You obviously either have no idea what you're talking about or you haven't bothered to notice the massive difference in range. You don't send meltas after transports, you shoot them down with long-range fire before they reach your lines. Thus, autolas preds aren't "bad", even though I probably would go for something else myself.


No, you have Rifleman Dreads and Autocannons on Preds. Those take out transports due to rate of fire.

This message was edited 1 time. Last update was at 2011/04/23 15:36:35


 
   
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Kelne





Warsaw, Poland

AresX8 wrote:Vanilla Marines are best off with a MM. Why?

Rule #1 of 5th edition: Never get out of thy transport.

With a MM, you essentially have a 36" threat range. Why? On turn 1, you move 12" and pop smoke. Then for the rest of a the game, you keep your Tac squad in the Rhino sitting around waiting for vehicles to come within range.

MLs are very, very bad for anti-tank because of AP3. A MM has AP1, which is huge. A glancing hit going down to a -1 on the vehicle damage table is also huge. This means that any vehicle that you reach out to touch has a higher chance of having something devastating happening to them. Also, MLs are done better on Land Speeder Typhoons or Cyclone Missile Launcher Termies.

HBs come on your Preds (Autolas Preds are BAD as you have tons of Meltas available which are superior to Lascannons), so don't get a HB in your Tac squad.


Gotta agree with Almighty Walrus here. You obviously have not played enough to know better. Cyclone Missile Launcher terminators? Lol, why would you take that squad, ever?

Your plan of rushing that rhino to the middle of the table is not bad, bar 1 thing - if the rhino gets stunned or shaken or flatout dies, your 5 tacs will not hold out too long. Also, what happens if his vehicles dont come within range and he just snipes you from his board edge? Not everyone is an ork, rushing your battlements.

That said, the ML is a decent choice for AV lower than 12.

Also, Autocannon/ Lascannons Preds are THE choice for taking out Transports.
   
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Lord of the Fleet





Texas

AresX8 wrote:

No, you have Rifleman Dreads and Autocannons on Preds. Those take out transports due to rate of fire.


Riflemen may be TL and mobile, but an auto/las pread doesnt cost too much more with more strength to pop through AV12 spectacularly while also having the ability to make AV13-14 into rubble

Both have their uses but if I'm not taking raiders, dakka preads, or vindis, then auto/las preads are a fine choice to fill in long range anti armor

 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





Your plan of rushing that rhino to the middle of the table is not bad, bar 1 thing - if the rhino gets stunned or shaken or flatout dies, your 5 tacs will not hold out too long. Also, what happens if his vehicles dont come within range and he just snipes you from his board edge? Not everyone is an ork, rushing your battlements.


This. If the majority of your AT comes from tactical squad multimeltas, you are going to have severe problems with a large of the armies out there. Your mobility is lacking, lightweight, and your range is at minimum a foot shorter than the:

Dark lances
Lascannons
Missile launchers
Railguns
Autocannons
Heavy guass cannons (Wow!)

That are going to be shooting back at you. Just because someone has a godhammer land raider full of TH/SS doesn't mean that hes going to rush it into the teeth of your multimeltas, when he can sit back and use a pair of TLLCs with impunity, particularly if when you move forward his terminators can probably throw your units back. Or the DE wych + raider list? Why does he have to run into your firepower when all you have is 24 inch multimeltas to fire back at his 36 inch dark lances? And even should you manage to fire at anything, keep in mind that you are still no stronger than a krak missle from 13-24 inches. You have a better chance of having a good effect, but you still need a 6 to pen AV13, and you can only glance AV14.

Multimeltas on foot can be good...On legion of the damned. Where you are not restricted to either moving OR shooting like tac squads in a rhino. That one fact combined with its short range is what kills it. It's what is going to make a lascannon more useful a lot of the time.

This message was edited 1 time. Last update was at 2011/04/23 23:26:17


 
   
Made in us
Savage Khorne Berserker Biker





Tampa, FL

So according to what the three of you have said, this list is bad?


HQ:
Librarian; Null Zone and The Avenger - 100 Points


Troops:

Tac Squad, MM and Flamer, Rhino - 205 Points
Tac Squad, MM and Flamer, Rhino - 205 Points


Elites:
Dreadnought with 2 TL Autocannons - 125 Points
Dreadnought with 2 TL Autocannons - 125 Points
5 Sternguard with 3 Combi Meltas and 2 Heavy Flamers in Rhino - 195 points


Fast Attack:
2 Land Speeders with Multi-Melta and Heavy Flamer - 140 points
2 Land Speeders with Multi-Melta and Heavy Flamer - 140 points

Heavy Support:
Predator with AC, HB sponsons - 85 points
Predator with AC, HB sponsons - 85 points
Predator with AC, HB sponsons - 85 points

1490 points

This message was edited 1 time. Last update was at 2011/04/24 00:10:48


 
   
Made in us
Lord of the Fleet





Texas

Not "bad" per say but lacking. In objectives you'll have to combat squad so the heavy weapons probably would do better as a ML for the range

On a side note I never really got the point of HF sterns

 
   
Made in pl
Kelne





Warsaw, Poland

AresX8 wrote:So according to what the three of you have said, this list is bad?


HQ:
Librarian; Null Zone and The Avenger - 100 Points


Troops:

Tac Squad, MM and Flamer, Rhino - 205 Points
Tac Squad, MM and Flamer, Rhino - 205 Points


Elites:
Dreadnought with 2 TL Autocannons - 125 Points
Dreadnought with 2 TL Autocannons - 125 Points
5 Sternguard with 3 Combi Meltas and 2 Heavy Flamers in Rhino - 195 points


Fast Attack:
2 Land Speeders with Multi-Melta and Heavy Flamer - 140 points
2 Land Speeders with Multi-Melta and Heavy Flamer - 140 points

Heavy Support:
Predator with AC, HB sponsons - 85 points
Predator with AC, HB sponsons - 85 points
Predator with AC, HB sponsons - 85 points

1490 points



Not bad, maybe bland, but I would not use it on any of the Tau or Eldar Players in my local meta.

This message was edited 1 time. Last update was at 2011/04/24 06:40:08


 
   
Made in us
Slippery Scout Biker





Hello, in my army i will be podding in most of my units. I'll be dropping in multiple dreads with multi-meltas and flamers and tactical marines. I was wondering what to put on those marines. What heavy weapon would be most usefull for marines in drop pods? I dont think I will be firing them that often, but if i take plasma guns(for anti-heavy infantry), what would be more sutible, givin the drop pods?
   
 
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