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Made in us
Regular Dakkanaut




Greetings I have run into bit of a issue, I am lacking a way to deal with monstrous creatures. What do you think would be a good way for ultramarines salamanders to put down the big monsters.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Sternguard and hellfire shells or heavy plasma or melta.

If I correctly interpret your post as you're using Salamanders then stock up on melta and concentrate as much on each threat as you can each turn, don't get distracted and spread your fire around.


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Made in us
Longtime Dakkanaut




As a bug player I find that mass bolter fire and rockets do a surprisingly good job of it.
   
Made in us
Regular Dakkanaut




Love both ideas!
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




You can also try a 5 man scout squads with sniper rifles, as they wound on a 4+ so the high toughness can be ignored.
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Focus on one target at a time...

This message was edited 1 time. Last update was at 2012/12/04 00:56:49


   
Made in us
Regular Dakkanaut




I was looking at snpiers too..
   
Made in us
Elite Tyranid Warrior






Snipers aren't going to deny an armor save unless you rend and they aren't going to force an MC to make enough saves to really get through all of its wounds in a short amount of time. To kill an MC, treat it like a tank. Hit it with Krak missiles, lascannons, plasma, and melta. PF, krak grenades, melta bombs, and TH/SS termies also work too if you get into close combat. Sternguard's hellfire rounds work well too but I wouldn't take Sternguard just to deal with MC. A group of Devastators with Missile Launchers will be great at both killing MC's and regular troops at the same time.

If you are dealing with FMC, your best bet is to force it to take a lot of grounding tests then hit it with your heavy weapons. Start by just shooting it with bolters until it fails its grounding test, then unload the big guns on it. An FMC has to take a test for each unit that hits it while it is swooping. You don't have to wound to force the grounding test.

As a tyranid player, I personally hate Krak missiles. They are easy for SM to spam, have a long range, they wound most of my MC's on a 2+, and get past my armor.

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in us
Longtime Dakkanaut






Shamroll, I find it funny you knock sniper scouts and then praise the missile launcher. You know they have one right? For 85 points you get an amazing value with scouts as they are scoring, infiltrate, scout, shoot great for the points/slot and move through cover. 2 such units belong in every marine list in my opinion.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

SBG wrote:
Focus on one target at a time...




You know, Ive said this for years, and to me, it seems a no brainer, but still people never seem to follow this advice
   
Made in us
Elite Tyranid Warrior






DevianID wrote:
Shamroll, I find it funny you knock sniper scouts and then praise the missile launcher. You know they have one right? For 85 points you get an amazing value with scouts as they are scoring, infiltrate, scout, shoot great for the points/slot and move through cover. 2 such units belong in every marine list in my opinion.


I'm not saying all scouts are bad or that they don't have their uses but against an MC, their are better options. Yes they get a ML but at BS3. For the cost of 2 5 man scout squads with MLs you can get a devastator squad with 4 MLs and have 20 points left to spare. You lose all the other nifty scouts stuff but gain a units that is way better at killing MCs.

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in us
Longtime Dakkanaut






Agree that dev squads shoot better, but 2 troops are mandatory. More than 2 troops is better, but a min of 2 scout units for the back field troops nicely fills your mandatory slots so you can afford dev squads and such.

If you do take a dev squad, a plain bolter dude on an aegis is sweet with the signum to make him bs 5.
   
Made in no
Liche Priest Hierophant





Bergen

If you have mr. vulcan then combat bikes with multimeltas are very good. Just back up 24" and shoot with the twin linked. I used to loose all of mine MC's to that and longr anged shooting,

   
Made in au
Tough-as-Nails Ork Boy




Some Tau World

Um, arn't Snipers the monstrous creatures killers?
i have a unit of 10 Ratling that go in every army i play now!

i killed a Hive Tyrants last week with Biomancy ( Iron arm)
Str 9 T9

This message was edited 1 time. Last update was at 2012/12/05 15:18:58


all ur base are belong to da

all the armies i used to beat b4 6ed




 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 yorkskargrimironklaw wrote:
Um, arn't Snipers the monstrous creatures killers?
i have a unit of 10 Ratling that go in every army i play now!

i killed a Hive Tyrants last week with Biomancy ( Iron arm)
Str 9 T9


He's using Salamanders though.
Sniper Rifles aren't really part of their Modus Operandi.

Ultramarines can use sniper rifles without breaking fluff, however.

This message was edited 1 time. Last update was at 2012/12/05 15:23:22


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Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

 yorkskargrimironklaw wrote:
Um, arn't Snipers the monstrous creatures killers?
i have a unit of 10 Ratling that go in every army i play now!

i killed a Hive Tyrants last week with Biomancy ( Iron arm)
Str 9 T9


Lets see 10x Ratlings BS4 that's 6-7 hits on avg needing a 4+ to wound say 2.5 wounds and 1ish rend per shooting phase. 3+ armor save so something like 1 rend and .8 wounds from other sources. If the MC is in cover it'd be .66rend, and like .8 normal. (I know the math isn't exact)

Not exactly the powerhouse squad of go to monster killers.

   
Made in us
Judgemental Grey Knight Justicar




USA

 azreal13 wrote:
Sternguard and hellfire shells or heavy plasma or melta.

If I correctly interpret your post as you're using Salamanders then stock up on melta

It depends on what type of Monstrous Creatures you're facing. Against anything but Daemons, 'stock up on melta' is probably good advice. But as a Daemon player that favors Mark of Tzeentch for a 4++ on my Princes, I love it when I see that my opponent has brought a lot of melta or other anti-tank. I'd rather have to make one or two 4++ saves than a bunch of 3+ armor saves.

concentrate as much on each threat as you can each turn, don't get distracted and spread your fire around.

This is great advice. So many times I've seen people put three wounds on my Bloodthirster (for example) and instead of trying to get the last one, they shift fire to another target. Pick the most dangerous target, shoot until dead, then start on the next most dangerous.

This message was edited 1 time. Last update was at 2012/12/05 15:55:23


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Made in gb
Junior Officer with Laspistol





Inquisitor Jex wrote:
You can also try a 5 man scout squads with sniper rifles, as they wound on a 4+ so the high toughness can be ignored.


Hit on 4+, wound on 4+. Wow those 5 snipers are looking at forcing around 1 - 3, 2+ or 3+ saves per turn. Pretty shabby when you could take a plasmagun in a tac squad which hits on 3+, wounds on 3+ with no save allowed. Or melta for cheaper but wounds on 2+, and is mastercrafted for salamanders.


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Made in us
Stalwart Tribune





Long Beach CA.

only reason scouts should be considered is if they were already in your army in the first place, haven't done the math, but I believe they can get about one wound on a MC a turn yeah?

they are not THE solution, they are a part of the solution, the solution being your entire army shooting the feth out of the big guys until they are very very dead

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Made in gb
Junior Officer with Laspistol





 Lord PoPo wrote:
only reason scouts should be considered is if they were already in your army in the first place, haven't done the math, but I believe they can get about one wound on a MC a turn yeah?


No, the average is about 1 wound every 2 turns. Assuming a 3+ on the MC. The question you have to ask yourself is; why do I have sniper scouts in my army in the first place? They don't excel at anything, they're a cheap scoring unit that won't contribute a lot to the game, without some lucky rolling.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

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Made in au
Utilizing Careful Highlighting





Australia

Bulk Krak missiles.

Hellfire. Yet another use for hyper versatile sternguard.

Snipers.

Epistolary w sword, TDA stormshield using might of ancients w second power to bring ID.


Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

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Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
Made in us
Judgemental Grey Knight Justicar




USA

 Loricatus Aurora wrote:
Bulk Krak missiles.

Hellfire. Yet another use for hyper versatile sternguard.

Snipers.

Epistolary w sword, TDA stormshield using might of ancients w second power to bring ID.
Again, it depends on what kind of MC you're facing. Daemons and anything with Iron Arm cannot be killed via ID.

As a Daemon player, I'm more afraid of the Sternguard than Stormshield Terminators.

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Made in au
Utilizing Careful Highlighting





Australia

Agree

I regard Sternguard very highly

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
 
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