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Made in us
Morphing Obliterator






Virginia, US

What are the weaknesses of super heavies? I am not talking about tailored lists or other super heavies. I want to know ways that they can be exploited so a normal army can at least stand a minor chance. (If one does not exist, Emperor help us all. and sorry for bothering you people.)

"I don't have a good feeling about this... Your mini looks like it has my mini's head on a stick..."

"From the immaterium to the Imperium, this is Radio Free Nostramo! Coming to you live from the Eye of Terror, this is your host, Captain Contagion, bringing you the latest Heretical hits!"
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Flyers (except against SHV that have actual AA capabilities. Which is rare)

Mass Firepower

Melta

Haywire

Psychic Powers (for a good time, use mind control, aka puppet master)

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Executing Exarch





McKenzie, TN

#1 check out Jy2's tacticas. Good read. http://www.dakkadakka.com/dakkaforum/posts/list/567956.page

Extreme MSU and flyers. The SH are all non scoring, non denial deathstars. This means they can at max target 2-3 units (depending on the SH) and that if you can kill their support then you can win the game without ever touching the SH.

The SH themselves are so varied they do not have a common weakness except that they are deathstars and that they have minimal AA abilities and will massively overkill extreme MSU builds;
Revenant
-DS melta, high volume of S7+, and tarpitting can all work. Just be aware the holofield makes it tougher than you might think and it is super fast. Haywire can work but people seem to think catching a 36" jump move unit in assault is easy...it is not.
Stompa
-Not that scary at range but very scary to let get close. Don't try to tarpit as it is very nasty in melee. Otherwise easier to kill than the revenant with standard AT weapons. There is a regen build that has been posted so you may have to kill it in a single turn.
Tau Flyer...so bad I don't remember the name...ignore
Thunderhawk - aka I am not IG so I get this
-This could end up being one of the better builds with it being a flying transport you will need significant AA to kill it or it will be able to drop troops on objective end game. There is even a regen build around this that could make it essentially immortal. It is still bad against other flyers and even worse against MSU than the others. I recommend ignoreing it unless you have the AA to kill it.
C'Tan
-I really do think this will be the best balanced build. Flyer superiority could work but you will have to fight for it as necrons have excellent flyers of their own (and give up nothing in scoring to get them). D weapons are the best answer to these. Failing that you need a ton of S9 shooting to take these down. You could theoretically tarpit it with a very big unit of zombie or IG, etc. However it is fast enough that this is unlikely. The answer to necrons is going to be very army dependent.
IG - Tank^Tank
These are all essentially leman russ squadrons taped together. They will change the game very little other than you needing to know what their weapons do. All the normal AT works fine against these. In fact escalation changes IG very little but stronghold is a total transformation of the army.

Hopefully that helps some.
   
Made in us
Douglas Bader






The biggest weakness to superheavies is the psychic power that lets you shoot with your opponent's superheavy.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Thane of Dol Guldur




Gauss and Haywire are killing it for me so far.
   
Made in gb
Deranged Necron Destroyer






you cant keep gargantuans pinned in hth, and with superstomp it can trample a unit of zombies without sweat...

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in se
Honored Helliarch on Hypex




I've been trying to find that rule. Where is it? I don't see anything that says gargantuan creatures and superheavy walkers can't be locked in CC, even though I KNOW that should be the case.

Can you please point me to the page?
   
Made in us
Thane of Dol Guldur




40-60+ Gauss RF + 5-10 Voltaic staffs = one f'd up Super Heavy.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Valek wrote:
you cant keep gargantuans pinned in hth, and with superstomp it can trample a unit of zombies without sweat...


Yes you can, they changed it. In the old apoc gargantuan creatures and titans can leave combat. In the new version they get locked in CC just like everyone else.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in fi
Longtime Dakkanaut




Yes, lets all switch to Necrons.

Otherwise just put enough high str shots at them and use flyers. Most of them are quite vulnerable as they can be glanced to death, gargantuan flying creatures do worry me, though.
   
Made in us
Regular Dakkanaut




How do damage results transfer over? Can you immobilize an super heavy?

Also, the revenant only gets holofields if it moves... 1st turn drop pod should take it out if there are enough melta stern guard in it.

I play Blood Angels... 9 combimeltas with prescience
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Thatguyoverthere11 wrote:
How do damage results transfer over? Can you immobilize an super heavy?

Also, the revenant only gets holofields if it moves... 1st turn drop pod should take it out if there are enough melta stern guard in it.

I play Blood Angels... 9 combimeltas with prescience


1) What do you mean?

2) No

3) Wrong. Holofields are always active. It just doesn't work as well if the Revenant holds still. 4+ to hit it again when it moves, 3+ when it doesn't.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Thane of Dol Guldur




As far as I was told,a glance and a pen remove a hull point. A roll of 6 on your Pen roll gives you 2 more hull points. But you can't Immobilize, Weapon Destroyed, Crew Shaken, Crew Stunned, or Explode a Super Heavy

This message was edited 1 time. Last update was at 2013/12/13 18:39:59


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Baneblades are very vulnerable in cc. Moreover, these tanks are very large so that 5'' blasts hardly scatter wide enough.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

jasper76 wrote:
As far as I was told,a glance and a pen remove a hull point. A roll of 6 on your Pen roll gives you 2 more hull points. But you can't Immobilize, Weapon Destroyed, Crew Shaken, Crew Stunned, or Explode a Super Heavy


Almost correct.

Glance and pen removes a hullpoint as normal. An explosion result removes D3 hull points in addition to the pen. You cannot Immobilize, Weapon Destroyed, Crew Shaken, Crew Stunned

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Thane of Dol Guldur




Its worth noting as well that attacks that reduce armor facing normally do not reduce armor facing on a super heavy.

So models like Canoptek Scarabs cant hurt it.

...or so I was told...I don't own the book.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
jasper76 wrote:
As far as I was told,a glance and a pen remove a hull point. A roll of 6 on your Pen roll gives you 2 more hull points. But you can't Immobilize, Weapon Destroyed, Crew Shaken, Crew Stunned, or Explode a Super Heavy


Almost correct.

Glance and pen removes a hullpoint as normal. An explosion result removes D3 hull points in addition to the pen. You cannot Immobilize, Weapon Destroyed, Crew Shaken, Crew Stunned


Right, sorry...forgot it was a D3. First time using these rules last night so its still new to me.

This message was edited 1 time. Last update was at 2013/12/13 18:43:29


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

jasper76 wrote:
Its worth noting as well that attacks that reduce armor facing normally do not reduce armor facing on a super heavy.

So models like Canoptek Scarabs cant hurt it.

...or so I was told...I don't own the book.


That is true. But it's only permanent removals that don't work. Weapons that reduce armor temporarily (such as lances) work as normal.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Thane of Dol Guldur




Thanks. Maybe I should just shut up and let people who own the book answer, lol.
   
Made in us
Regular Dakkanaut




 CthuluIsSpy wrote:
Thatguyoverthere11 wrote:
How do damage results transfer over? Can you immobilize an super heavy?

Also, the revenant only gets holofields if it moves... 1st turn drop pod should take it out if there are enough melta stern guard in it.

I play Blood Angels... 9 combimeltas with prescience


1) What do you mean?

2) No

3) Wrong. Holofields are always active. It just doesn't work as well if the Revenant holds still. 4+ to hit it again when it moves, 3+ when it doesn't.


I was asking if you could destroy a weapon or stun a Super Heavy. Someone already answered that though.

I thought I read that Holofields negate hits on a 4+ if the Titan moved during the last turn. So, if you go first or steal the initiative (5+ if you didn't bring a Titan, my main detachment is GK so I get a reroll from coteaz) then you should be able to drop in a drop pod and melta the titan on the first turn. Prescienced BA sternguards with combi-meltas should do the trick. Can the Eldar do anything to stop you short of bubble wrap? You should get 8 melta hits pretty much 6-8 pens depending on your rolls and on a 4+ you're dealing D3 hullpoints. Sounds like a turn 1 kill to me.


Automatically Appended Next Post:
Oh, and let's not forget that you scatter a apocalyptic template. It's D in the center so you could lose your melta unit (totally worth it) or it could scatter and destroy some more of their army!

This message was edited 2 times. Last update was at 2013/12/13 19:56:41


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

No, not exactly. What happens if that you have to hit it, and if it moves, you have to roll a 4+ per hit due to holo fields. If it hasn't moved, then all you need is a 3+

It's a roll made by the firing player, not by the Eldar player, and it doesn't work like a save.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Regular Dakkanaut




Oh really? So let's say a meltagun wielding space marine shoots at a Revenant. He rolls a 3+ to hit, then must roll another 3+ to get past the holofield, then rolls to pen on a 2D6 and then goes to damage?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

yep. If it didn't move.

If it did move he has to roll a 3+ to hit, then must roll a 4+ to get past the holofield, then the roll for pen, and then damage.

This is why Eldar titans are ridiculous. It's only AV12-12-10 with no air defense, but that hardly matters when it can move up to 36" a turn and pummel up to two of your units with Titan Killer weapons.

This message was edited 2 times. Last update was at 2013/12/13 20:19:38


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Regular Dakkanaut




Right now my GK/BA 'min bodies' list has evolved a lot since my 9 model iteration. It looks like this.

Coteaz
Vindicaire
Psifleman Dread
3 henchmen
3 henchmen
Dreadknight w/ personal teleporter, heavy incinerator, sword
Dreadknight w/ personal teleporter, heavy incinerator, sword
Dreadknight w/ personal teleporter, heavy incinerator, sword
1 Void Shield Generator with 3x shields

Lvl 1 BA Librarian with prescience and combi-melta
9 Sternguard w/combi meltas in a drop pod
5 scouts with cloaks and sniper rifles

I feel like it has the tools to take on anything right now. It would struggle against some of the deathstar lists but I'm confident that my vindicaire could take out the key characters to take apart the combos.

10 melta shots with rerolls
9 hits
6 that make it past holofields (if I go first) 4.5 if I don't
against AV 12 you have a 1 in 12 chance of failing to do anything and a 1 in 8 chance of glancing. We'll say 4 pens go through in all cases.

on a 4+ you do D3 hull points. 2D3 hull points is average of 4 plus two others is 6. You're down to 3. Any turbo-penetrator hits will also hit most of the time (especially when prescienced). We'll say you do 2/3rds of a hit (.5 if you go second) on average you roll a 14 so we'll just go with .5 hits in all cases because I'm too lazy to count all the combinations. That means 1 in 2 hits does another hull point, 1 in 4 does D3 hull points.

The psiflemen will hit with 3, do 2 or 1.5 after holos, we'll just say 1 hull point.


Roughly, very roughly, I can do 8 hull points to it in a turn. That doesn't kill it, but you can be sure that the revenant would be pretty uneasy about it's likelihood of going another round.


Automatically Appended Next Post:
And afterward, 3 of its D-weapon templates would be negated on my shields.

This message was edited 1 time. Last update was at 2013/12/13 20:44:20


 
   
Made in us
Executing Exarch





McKenzie, TN

I think you should count on opponent's deploying their titan in a far corner with some of their minimum size units acting as "DP blockers" (ie deploy ~5" from the titan spaced out so you cannot land the pod between them and the titan). This leaves you in the unenviable position of doing little to no damage turn 1 with large number of juicy targets.

BTW at 1750+ pts 3 void shields are normally going to absorb some chaff shots not the D weapons. I would not count on them to stop the revenant especially when the revenant can move 36" a turn. His movement is actually higher than your weapon ranges. You might want to think about modeling the void shields to block LoS for the dread knights and perhaps adding some defensive melta to the henchmen might help. Honestly such expensive dreadknights will probably struggle in the new D environment.
   
Made in jp
Proud Triarch Praetorian





Question: are Super Heavies/Gargantuan Creatures subject to morale tests?
Like, say, if they are forced to take one and end up failing it, do they flee like everything else does?

 
   
Made in us
Executing Exarch





McKenzie, TN

Well they are all fearless.

and SH are vehicles...
   
Made in fi
Jervis Johnson






Anrakyr the traveller is a pretty funny HQ choice against superheavies. On a 3+ you can shoot with it like it was your own, and you can get a re-roll for that with a Chronotek. Additionally, if you have Anrakyr in an army with an allied superheavy of your own, you can shoot twice with it every turn, since allies of convenience count as enemy units. Games will only last one turn too so that's a bonus for some people.

This message was edited 4 times. Last update was at 2013/12/14 01:33:04


 
   
Made in se
Honored Helliarch on Hypex




Allies of Convenience count as enemy units that you can't target. So yeah, no luck with double-firing. =P
   
Made in fi
Jervis Johnson






Corollax wrote:
Allies of Convenience count as enemy units that you can't target. So yeah, no luck with double-firing. =P

Well, atleast in an allied Warhound vs. Warhound battle you can first shoot with the enemy Warhound at his own troops and then kill the enemy titan with your own
   
Made in se
Honored Helliarch on Hypex




Well, sure. Puppet Master also lets you do this, but does so after a successful psychic test and failed Deny the Witch instead of on a flat 3+. I think Puppet Master also has longer range.

Just keep in mind the limitations of your firing arcs.
   
 
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