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Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

Anyone have a concrete method for Ultramarines obliterating a land raider? Last night i had 3 tact squads run up on a redeemer in order to melta it, plus a MM x 2 Landspeeder, plus 2 Las Preds, plus 2 TL las Razorbacks, PLUS 4 Las Dev squad. Mind you all this punishment was in ONE TURN. I ended up stripping a grand total of 2 hit points which were regened by iron hands. Should I just ignore it? Frankly im not sure if i have bad luck or if im doing it wrong. Im almost tempted to ally in FW with haywire grenades in a devilfish at this point.

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Hellish Haemonculus






Boskydell, IL

Squad of sternguard vets in a drop pod. Several combi-meltas scattered around plus two heavy flamers means that not only can your combat squads eliminate up to two Land Raiders (or other tanks) on deployment, but a wide variety of other threats as well.

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Plastictrees






Salem, MA

8-10 vanguard vets with just meltabombs and jump packs (and nothing else). Assault it, hit on 3's, no cover save for the LR.

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Limerick

 generalchaos34 wrote:
Anyone have a concrete method for Ultramarines obliterating a land raider? Last night i had 3 tact squads run up on a redeemer in order to melta it, plus a MM x 2 Landspeeder, plus 2 Las Preds, plus 2 TL las Razorbacks, PLUS 4 Las Dev squad. Mind you all this punishment was in ONE TURN. I ended up stripping a grand total of 2 hit points which were regened by iron hands. Should I just ignore it? Frankly im not sure if i have bad luck or if im doing it wrong. Im almost tempted to ally in FW with haywire grenades in a devilfish at this point.


Don't mistake being unlucky with being unreliable. On average 3 Meltaguns does the job.

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
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ada,ohio

very unlucky game all those weapons tend to do well against land raiders

for the lion!!
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Battleship Captain




Oregon

Bad luck game.
Try running those same weapons against a Raider again and I'm sure you'll get it down.
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 minigun762 wrote:
Bad luck game.
Try running those same weapons against a Raider again and I'm sure you'll get it down.


This makes me feel better, I wasn't even trying for an anti-armor game as much as I was providing plenty of cover fire for my tacts in rhinos and I find Lascannons to be the most reliable ( plus i rarely play horde armies). On an extra note, my librarian also double sixed himself TWICE to death after deep striking with some terminators. On a positive note I discovered that Regular Terminators are not half bad when you consider mobility and shootiness, just as long as you send to them to the back lines and try to avoid massed AP 2

This message was edited 2 times. Last update was at 2013/10/07 01:22:14


17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Scouting Gnoblar Trapper



Maryland

5 man LotD squad. MM, combi-melta, meltagun, should pop it with one round of shooting. If you are taking the tig with his div and such buffing spells shouldn't be too tough.
   
Made in sg
Wondering Why the Emperor Left





Terra

OB from your CM

I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
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Limerick

 Senortaco wrote:
OB from your CM


Did you miss the word "reliable" in the thread title?

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
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Fresh-Faced New User





Arizona

Grav gun centurions with the grav boosters. At first it sounds silly, but shooting three centurions at a land raider is like shooting fifteen S8 shots that reroll armor penetration at it. Not bad at all when you think about it. I've seen them wreck a land raider in a single turn of shooting. Nasty business.

Imperial fist centurions don't need to take the grav boosters to this either, since they have tank hunter anyway.

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 Godless-Mimicry wrote:
 generalchaos34 wrote:
Anyone have a concrete method for Ultramarines obliterating a land raider? Last night i had 3 tact squads run up on a redeemer in order to melta it, plus a MM x 2 Landspeeder, plus 2 Las Preds, plus 2 TL las Razorbacks, PLUS 4 Las Dev squad. Mind you all this punishment was in ONE TURN. I ended up stripping a grand total of 2 hit points which were regened by iron hands. Should I just ignore it? Frankly im not sure if i have bad luck or if im doing it wrong. Im almost tempted to ally in FW with haywire grenades in a devilfish at this point.


Don't mistake being unlucky with being unreliable. On average 3 Meltaguns does the job.


This. You brought plenty. Make sure you are in melta range and you''ll bring it down.

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As a mechvet player I don't think 3 meltaguns are enough. 9 should do the trick though.

The plural of codex is codexes.
 
   
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xruslanx wrote:
As a mechvet player I don't think 3 meltaguns are enough. 9 should do the trick though.


I agree.

Unless my math is wrong, 3 Melta guns(in melta range) have about a 50% chance of even getting a single pen in one round of shooting(assuming Marine ballistic skill).

Then you still have to roll decent on the chart to destroy it.

If you're Salamanders with Vulkan, or Imperial Fists, then the 3 guns are more reliable.

This message was edited 2 times. Last update was at 2013/10/07 14:07:37


 
   
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Fyi grav cannon comes wih the grav amp in anycase. Cant purchase the cannons only. So IF ct doesnt really affect that part.
   
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Hanford, CA, AKA The Eye of Terror

 Bulldogging wrote:
xruslanx wrote:
As a mechvet player I don't think 3 meltaguns are enough. 9 should do the trick though.


I agree.

Unless my math is wrong, 3 Melta guns(in melta range) have about a 50% chance of even getting a single pen in one round of shooting(assuming Marine ballistic skill).

Then you still have to roll decent on the chart to destroy it.

If you're Salamanders with Vulkan, or Imperial Fists, then the 3 guns are more reliable.



Sadly i also had my doctrine running so they had rerolls, the pen rolls were just terrible all around

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Even the worst pen roll on a land raider with a melta is enough to ignore it for a turn. Unless someone bought Extra Armor.

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Limerick

xruslanx wrote:
As a mechvet player I don't think 3 meltaguns are enough. 9 should do the trick though.


9 is overkill. With 3 Meltaguns at BS4, you hit twice, usually pen. twice, and then one of them should get the Explosion. 4 is probably a bit statistically accurate, but 3 is usually good enough. Not sure why you would think it takes 9.

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Oregon

I agree with 3 normally being enough. If you're worried, take a fourth or twin link them.
Even with ten, there is always a chance for failure, it's just a matter of comparing the odds against your investment.
   
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Three is not statistically reliable, since you are most likely to get only one pen. And then need a 4+ to kill. Three melta guns is probably somewhere around 55%-60% off the top of my head, since there is a decent chance to get two pens.
   
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Limerick

Martel732 wrote:
Three is not statistically reliable, since you are most likely to get only one pen. And then need a 4+ to kill. Three melta guns is probably somewhere around 55%-60% off the top of my head, since there is a decent chance to get two pens.


58%. I did say in my last post that 4 is more statistically reliable, but 3 still pull through more often than not.

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
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This is when I miss my prescienced MM attack bikes from BA. One of the few good things in the codex.

Because there's still the problem that occupants can assault from an exploded assault vehicle. So you can kiss you sternguards bye bye either way.

This message was edited 1 time. Last update was at 2013/10/07 21:09:08


 
   
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A little math...

BS4 Meltas
1 = .19 Destroyed Results
2 = .39 Destroyed Results
3 = .58 Destroyed Results
4 = .78 Destroyed Results
5 = .97 Destroyed Results

Vulcan BS4 Meltas
1 = .26 Destroyed Results
2 = .51 Destroyed Results
3 = .77 Destroyed Results
4 = 1.03 Destroyed Results

BS5 Melta ie Ven Dread Drop
1 = .24 Destroyed Results
Vulcan = .28 Destroyed Results

BS4 Lascannon
1 = .04 Destroyed Results

TL BS4 Assault Cannon
1 = .03 Destroyed Results and a paltry .39HP/turn

It also takes 36 BS4 S8 shots, ie Missile, Melta Out of range, etc.

A minimum Imperial Fist Dev Cent (TLLas, Missile) earns .27Destroyed Results per turn and strips 2.2HP/Turn. A minimum Grav Cent Squad averages stripping all 4 HP in one turn once in range.

And just for fun a S10/AP1 Orbital Bombardments averages... .12 Destroyed Results using conservative Scatter penning 1/4 attempts.


Multiple Meltas, Grav Cents, and Imperial Fist Devastator Centurions are the only viable options. Single or Double Melta shots have a chance ie Ven Dreads, Vulcan Ironclads, Assault Bikes, LotD, etc.


Edit: May as well add in some Xenos options too.

Wraithknight Heavy Wriathcannons
.15 Destroyed Results

Hammerhead
.11 Destroyed Results

Nova Charged Ion Riptide
.06 Destroyed Results

Dual Fusion Suits
.29 per suit
.39 per suit with one markerlight
.49 per suit with two markerlights

This message was edited 1 time. Last update was at 2013/10/07 21:16:54


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 Godless-Mimicry wrote:
Martel732 wrote:
Three is not statistically reliable, since you are most likely to get only one pen. And then need a 4+ to kill. Three melta guns is probably somewhere around 55%-60% off the top of my head, since there is a decent chance to get two pens.


58%. I did say in my last post that 4 is more statistically reliable, but 3 still pull through more often than not.


Yup, 58% for 4, only 48% probability of kill for 3. Well, that just determined my sternguard's weapon loadout...
   
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Limerick

Dessorag wrote:
 Godless-Mimicry wrote:
Martel732 wrote:
Three is not statistically reliable, since you are most likely to get only one pen. And then need a 4+ to kill. Three melta guns is probably somewhere around 55%-60% off the top of my head, since there is a decent chance to get two pens.


58%. I did say in my last post that 4 is more statistically reliable, but 3 still pull through more often than not.


Yup, 58% for 4, only 48% probability of kill for 3. Well, that just determined my sternguard's weapon loadout...


No, it's 58% for 3, not 4. 4 is 76%.

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 Godless-Mimicry wrote:


No, it's 58% for 3, not 4. 4 is 76%.


Nope, you're finding the probability of Exploding (19.4%) on one attack and multiplying by 3. That's not how multiple dice work. If that was the case, you'd have a 117% chance of of 6 working, which is mathematically impossible.

You divide your dice space into two areas, Explodes and Not Explodes. Those are P(exp)=19.4% and P(no exp) = 80.6%. Now, the situation you care about is not getting an explosion on 3 separate attacks. Therefore the math is P(no exp)^3 or a 58% chance of failing to get an explode result 3 times in a row. 1-P(no exp)^3 is 48%.

The real math nuts will find the Immob, Immob, Glance+ option as well, which gives you another 1.2% chance (ish) of that happening. Again, 3 meltas doesn't appear to break 50% for killing a landraider. Take 4. If using combis, consider 5.
   
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A little math... To avoid confusion I've included the probability of destruction as well as the average number of destroyed results

BS4 Meltas
1 = .19 Destroyed Results 19% chance of Destruction
2 = .39 Destroyed Results 35% chance of Destruction
3 = .58 Destroyed Results 47% chance of Destruction
4 = .78 Destroyed Results 57% chance of Destruction
5 = .97 Destroyed Results 65% chance of Destruction

Vulcan BS4 Meltas
1 = .26 Destroyed Results 26% chance of Destruction
2 = .51 Destroyed Results 45% chance of Destruction
3 = .77 Destroyed Results 59% chance of Destruction
4 = 1.03 Destroyed Results 70% chance of Destruction

BS5 Melta ie Ven Dread Drop
1 = .24 Destroyed Results
Vulcan = .28 Destroyed Results

BS4 Lascannon
1 = .04 Destroyed Results

TL BS4 Assault Cannon
1 = .03 Destroyed Results and a paltry .39HP/turn

It also takes 36 BS4 S8 shots, ie Missile, Melta Out of range, etc.

A minimum Imperial Fist Dev Cent (TLLas, Missile) earns .27Destroyed Results per turn and strips 2.2HP/Turn. A minimum Grav Cent Squad averages stripping all 4 HP in one turn once in range.

And just for fun a S10/AP1 Orbital Bombardments averages... .12 Destroyed Results using conservative Scatter penning 1/4 attempts.


Multiple Meltas, Grav Cents, and Imperial Fist Devastator Centurions are the only viable options. Single or Double Melta shots have a chance ie Ven Dreads, Vulcan Ironclads, Assault Bikes, LotD, etc.


Edit: May as well add in some Xenos options too.

Wraithknight Heavy Wriathcannons
.15 Destroyed Results

Hammerhead
.11 Destroyed Results

Nova Charged Ion Riptide
.06 Destroyed Results

Dual Fusion Suits
.29 per suit
.39 per suit with one markerlight
.49 per suit with two markerlights

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
 
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