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Made in us
Secretive Dark Angels Veteran





Houston, TX

I play marines (all variants) and Grey Knight. I have a lot of problem getting to the back of Necron AV13 wall so I can kill them off. A typical AV13 wall will have 1-2 solar pulse. That guarantees the first couple of turn to be in their favor.

I have been thinking about purgation squads with 4 incinerator to flame the hell out of those skimmer from the back. But I don't know how to deliver them to the target. Am I doom against such list?

Currently, I play mixed Space Wolves. Some foot-slog GH, some outflank GH, LF backfield, some rhino GH. Am I missing some strategic items that would help me against such units?
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Drop pod ironclads for your vanilla marines?

Sternguard?

Tactical squads with melta and combi melta in drop pod?

Bring guard ally with basilisk squad?


You're trying to stay far away, IE psycannons and longfangs, and win vs a nercon player, who are primarily a shooting force. That doesn't work.

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Grim Rune Priest in the Eye of the Storm





Riverside CA

Plasma SPAM, I think I will be dusting off my 2k 21x Plasma Weapon List.

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Made in us
Badass "Sister Sin"






Camas, WA

Solar Pulses don't stop you from shooting at things anymore, they just give Stealth or Shrouded. Get a rhino within 24" of the target you want to light up. SHoot at it. Profit.


Automatically Appended Next Post:
Isn't plasma a bad idea though? S7 means you are only glancing, so get no advantage to that AP2 and can never take down QS.

This message was edited 1 time. Last update was at 2012/08/08 16:04:43


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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

pretre wrote:Isn't plasma a bad idea though? S7 means you are only glancing, so get no advantage to that AP2 and can never take down QS.

Not really I have the potential of 21+ Glances a Turn. Killing armor is not about penetrating now, but Glancing Hits.

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Badass "Sister Sin"






Camas, WA

Yeah, but potential of 21 glances, on 6's. That means, realistically, only about 3.5 hull points (not counting cover) a turn. That's not terribly inspiring. Even Long Fangs (15 shots) get 5 Hull points a turn.

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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

pretre wrote:Yeah, but potential of 21 glances, on 6's. That means, realistically, only about 3.5 hull points (not counting cover) a turn. That's not terribly inspiring. Even Long Fangs (15 shots) get 5 Hull points a turn.


I will admit, the Plasma SPAM list is still theory in 6th, I have not brought it out yet, but I am usually pretty lucky with Plasma. I also have a lot of Power Fist and Melta-Bombs, and those just got a major boost.

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Badass "Sister Sin"






Camas, WA

Oh yeah. 3+ vs vehicles is sweet. I think Long Fangs and Searchlights will still light up (HAH) AV13 wall. TWC or just normal PF can do a number. Even multi-assaulting with Krak will drop hull points pretty rapidly.


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The Conquerer






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Psycannons love AV13. They can only penetrate. No glances from them.

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Made in us
Been Around the Block




Space wolves have the best options.

Grey hunters w/ meltagun+ wolf guard with melta bombs
Long Fangs behind an aegis defense line, fire at targets lit up by the rhinos' search light.
Wolfguard with combi melta and melta bombs in a drop pod.
Thunderwolf cavalary in general.
Wolf scouts with attached wolf guard, meltagun combi melta and dual melta bombs.



This message was edited 2 times. Last update was at 2012/08/08 19:38:23


 
   
Made in us
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Krak grenades will hit them in the back from the front.

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This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Made in us
Longtime Dakkanaut





Searchlights!

Geez how hard is that? Shoot some crappy rhino at something and searchlight it up, then shoot your real guns at it. You should have at least 4 rhinos in your list so plenty of illuminating targets.
   
Made in au
Hoary Long Fang with Lascannon



Marrickville (sydney) NSW, Australia

Depending on how close together this 'wall' is, I've found my Vindicator takes them down fairly quickly. I play SW as well and my main opponant is Necrons. I try to force him to come forward, then get behind him. Otherwise I get close enough for melta, and/or dropping my landspeeder with MM in behind to pop at least one.

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Battleship Captain





NYC

Use a gun.

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Shas'la with Pulse Carbine





Take a few lascannons in with your fangs and shoot the lascannons first and if you kill everythin splitfite the leftover launchers at another squad. I've had my broadsides fail to kill those av13 necronion bastards(not my buddies monolith. I kill it first turn I can see it every game) so you need all the extra help you can get

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Longtime Dakkanaut




Kevlar wrote:Searchlights!

Geez how hard is that? Shoot some crappy rhino at something and searchlight it up, then shoot your real guns at it. You should have at least 4 rhinos in your list so plenty of illuminating targets.
Reading the OP rather than the title of the thread, ^this^
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Well the trick with Spotlights and Tank Hunting it to hope for going 2nd and Night Fighting. Put your Anti-Armor in cover and tale your Shrouded cover saves. On your Turn light him up with your Spotlights and open up.

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Made in gb
Longtime Dakkanaut




There isn't any tactica that I have seen that cover search lights. In general my advice if you have a gunline bring some search lights.

First turn darkness:Try to light up a biggish unit, it doesn't usually matter as shooting is a bonus, even a squad of 30 boys is good enough given(though I usually have a good number of missiles.) but something that you entire army can lay into and make the most of what would be a lost turn of shooting.

Now you get night fighting at the end, it is probably good idea to leave your search lights in between objectives.
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

AV13 is still as annoying as before, but because it hasn't changed much in comparison the mass AV11 say, then taking it out is the same way as always; Melta, Rending, and side armour shots.

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Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Agreed to searchlights and lascannons. In particular, split your fire from the Long Fangs and you have an (admittedly slim) chance of taking out 2 at once. I say lascannons rather than missile launchers as you have a much better chance to penetrate and bring that armour back down to AV11, which is no longer a real problem.

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Made in ca
Dakka Veteran





Any kind of assault should do the trick, they're only AV11. They have a potential for overwatch shots from the ghost ark though.
   
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Devestating Grey Knight Dreadknight





Limerick

loreweaver wrote:Any kind of assault should do the trick, they're only AV11. They have a potential for overwatch shots from the ghost ark though.


Pretty sure vehicles can't overwatch.

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The Hive Mind





Godless-Mimicry wrote:
loreweaver wrote:Any kind of assault should do the trick, they're only AV11. They have a potential for overwatch shots from the ghost ark though.


Pretty sure vehicles can't overwatch.

No, but the contents can.
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