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Made in us
Stalwart Dark Angels Space Marine





I'm trying to come up with some options for hunting monstrous creatures, from units who can possibly pull double duty, to some who can have it be their priority.
In the list I'm planning now, I want Sternguard, and a gunslinger dread.
How do they tend to perform against them?
For double duty, I have 2 storm talons, one with skyhammer and one las. Is that sufficient?

Lastly, how do dev centurions with grav hold up? My list is fairly mobile/mechanized so normal devs won't be mobile enough for me.

 
   
Made in us
Locked in the Tower of Amareo




I'd go to all skyhammer to be honest. I love lascannons, but on the talon, the skyhammer is cheaper and has a higher wound output vs MCs.

I think your loadout is solid against MCs. I mean marines suffer horribly against MCs, so there's only so much we can do.

You might not be able to put it in this list, but grav cannon cent devs dropped out of Stormravens are quite good. They are the best unit ever for skies of blood because of their fat bases. And grav cannons kill many MCs dead if they aren't flying.

This message was edited 1 time. Last update was at 2014/01/25 01:25:46


 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






It depends on the MC at hand.

Sternguard with plasmaguns will make short work of a riptide at close range, yet will struggle vs a wraithknight.

Similarly Grav centurions are fantastic vs both the riptide and the wraithknight, yet are terrible vs a greater daemon without armour.

Overall Grav bikes are fantasic at hunting most MC's. Grav centurions are good vs most targets, but are a little unwieldy (they may need a landraider and tigurus/ DA librarian for support.
   
Made in us
Legendary Master of the Chapter






Well firstly how many points and what else is in your list.

Simple things would be Sternguard with poison ammo,
Cheap sniper scouts kinda can work.

I haven't tried centurions yet so cant comment.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Regular Dakkanaut




Alaska

Sternguard are great vs Tyranid style MCs and T8 Eldar wraiths with only a 3+ or worse. Drop pod in, rapid fire 20 poison shots, 16/20 hit, 13/16 wounds, and they fail 3 saves (although easily more).

Grav Centurians will annihilate any MC in one shooting phase. 15 shots vs a Riptide, 10/15 hit @Ap2, wounds on 2's rerolling, 9~10 wounds, makes 4/10 5+ invul saves, and dies. This is before hurricane bolters or missile launchers.

Centurians are less mobile but walk them midfield and there is a 48" bubble of death for any MC.
   
Made in us
Stalwart Dark Angels Space Marine





The stormtalons first job is air superiority and the lascannon is for flying armour 12 pot shots.
Going off memory the list is
space sharks chapter tactics, if you don't know, it makes the army a bit better at close combat. Tyberos moves one lightning claw term squad to troops.
Hq Tyberos
Troops
Lightning claw terms + redeemer
10 man tac squad, melta gun, rhino x3
elites
stern in rhino
dread x 2 autocannons
fast attack
storm talons as mentioned above
heavy support
vindicator with siege shield x 2

I think that's all, and comes out to 1995 points. The list is at home, and I'm at work on my phone, though.

 
   
Made in nz
Pile of Necron Spare Parts



Kapiti Coast New Zealand

I use 10 man sniper scouts to counter mc. there cheap on points and are scoring so can pull double duties quite easily. although it all depends on how the dice gods are though.

I now know im going to heaven for ive served my time in hell  
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Kdoggian wrote:
I use 10 man sniper scouts to counter mc. there cheap on points and are scoring so can pull double duties quite easily. although it all depends on how the dice gods are though.

Just letting you know, this squad does, on average, slightly less than 1 wound to a wraith knight with shield or a riptide per turn.
If you dice are blessed enough that they can reliably bring down MCs with this, then great. Personally I feel there are better choices in the book.

For example, for around the same price as 10 scout with cammo cloaks, you could get 5 bikers with 2 gravguns and a combi grav.

They would do 3 wounds to a riptide, and 2.5 to a wraithknight in one turn. More than double the damage output of scouts.
   
Made in gb
Prophetic Blood Angel Librarian




A few options not mentioned yet: fully tooled chap master with SE, Mephiston, Lysander, Calgar (all immune to ID smash) suppose Culln could go here too but his damage output isnt as good. Units with hidden powerfists (one thing BA excels at), psychic shriek libbys, th/ss termis, seige assault vanguard predator squadron with las side sponsoons, monster hunter usr and a prescience wielding inquisitor (6.7 wounds against a carnifex brood with no cover 3.3 with a 3+ cover at 48" range.)
   
Made in us
Locked in the Tower of Amareo




Can you justify TH/SS termis in a TAC list anymore? The characters, sure, because you need an HQ anyway.
   
Made in gb
Prophetic Blood Angel Librarian




Not a TAC list, an anti mc list. TAC list - no not even close to consideration.
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




After a lot of games under my belt, i can safely recommend grav centurions. They need to be accompanied by Tigurius or a DA Librarian with PFG to maximize performance but then they are devastating. Get them midfield, 30" range and decimate everything with 4+ armor or better.
In a 3.000 pts game against gray knights, 3 centurions killed 1.200 pts alone in 5 rounds !!!
   
Made in us
Executing Exarch





McKenzie, TN

Most of the suggests here are very good.

I would like to reinforce that for a TAC list a stormraven + grav cents and grav bikers are probably the best options. In a salamanders list the sternguard can be a great addition as well since you are probably already going DP heavy.

I will also add that there are several FW tanks, flyers, and defense platforms that also work well for these purposes.
   
Made in us
Locked in the Tower of Amareo




I find that rolling with BS 4 with no Tiggy works pretty well. Being dropped from Stormraven is very valuable for positioning.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

as many have said... sternguard are the way to go. From low AP weapons, special ammo (AP3 or 2+ poison), and DS ability, they will be the best tool you'll have

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Made in us
Flashy Flashgitz






NJ

There's always 5-man legion of the damned with MM, MG, and combi-grav. Has anybody found any serious issues with that? Because that's what I plan on using

   
Made in us
Ferocious Blood Claw




Force weapons
   
Made in us
Legendary Master of the Chapter






Njtrent59 wrote:
Force weapons


Then getting challenged then pasted

Though i suppose with a high enough lv lib with invisibility it actually could work out well.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






 Desubot wrote:
Njtrent59 wrote:
Force weapons


Then getting challenged then pasted

Though i suppose with a high enough lv lib with invisibility it actually could work out well.

Putting your librarian in cover can cause him to be a real pain vs MCs. Even if challenged he will be striking first vs most targets (as they don't have grenades) or at least simultaneously if he is armed with an axe.

It doesn't work as a tactic to actively take down MCs, as you need them to come to you, but it is a great way to deny an objective against them.

My FMC list hates dealing with SW Runepriests in cover. They hit my Greater daemons/DPs on 4+, wound on 2+, then I only have my 5++ save to fall back on (grimoire and psychic powers aside).
That's a high risk for my 300+ point model imo.

Whilst SM librarians aren't as good as runepriests in this role, the threat is still there.
   
Made in us
Ferocious Blood Claw




Not all MCs can challenge


Automatically Appended Next Post:
I took down a mawloc who had all his wounds still very easily

This message was edited 1 time. Last update was at 2014/01/28 17:32:13


 
   
Made in im
Long-Range Land Speeder Pilot





a chapter master with burning blade and shield eternal can go toe to toe with an MC, although he does cost pretty much the same too so while its not points efficient it is cinematic.
   
Made in us
Regular Dakkanaut





 Big Blind Bill wrote:
Kdoggian wrote:
I use 10 man sniper scouts to counter mc. there cheap on points and are scoring so can pull double duties quite easily. although it all depends on how the dice gods are though.

Just letting you know, this squad does, on average, slightly less than 1 wound to a wraith knight with shield or a riptide per turn.
If you dice are blessed enough that they can reliably bring down MCs with this, then great. Personally I feel there are better choices in the book.

For example, for around the same price as 10 scout with cammo cloaks, you could get 5 bikers with 2 gravguns and a combi grav.

They would do 3 wounds to a riptide, and 2.5 to a wraithknight in one turn. More than double the damage output of scouts.


Are you taking into consideration that sniper wound on 4+? Not great for riptides but good on knights. One wound seems low. I use kroot against knights all the time, but I boost my BS and have 20 shots instead of ten. Haven't seen a knight survive a volley yet.


Automatically Appended Next Post:
Sorry I misread.


Automatically Appended Next Post:
Wait no I didn't. On 16 hits I do 8 wounds at bs 5. So 6 hits should do 3.

This message was edited 2 times. Last update was at 2014/01/28 18:26:20


 
   
Made in us
Legendary Master of the Chapter






Well once your talking about boost bs then its not just kroot.

Still assuming 20 shots with BS 5 is 16.6 hits with 8.3 wounds 2.76 of them rending. that is .88 unsaved wounds from armor, 1.83 through invul.

better than less than 1 but not a dead riptide or knight.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Imnewherewheresthebathroom wrote:
 Big Blind Bill wrote:
Kdoggian wrote:
I use 10 man sniper scouts to counter mc. there cheap on points and are scoring so can pull double duties quite easily. although it all depends on how the dice gods are though.

Just letting you know, this squad does, on average, slightly less than 1 wound to a wraith knight with shield or a riptide per turn.
If you dice are blessed enough that they can reliably bring down MCs with this, then great. Personally I feel there are better choices in the book.

For example, for around the same price as 10 scout with cammo cloaks, you could get 5 bikers with 2 gravguns and a combi grav.

They would do 3 wounds to a riptide, and 2.5 to a wraithknight in one turn. More than double the damage output of scouts.


Are you taking into consideration that sniper wound on 4+? Not great for riptides but good on knights. One wound seems low. I use kroot against knights all the time, but I boost my BS and have 20 shots instead of ten. Haven't seen a knight survive a volley yet.

Run it on math hammer, the numbers are right. Scouts only have a bs of 3, so there's 5 missed shots right away. Wounding at 50% leaves 2.5 wounds. If the knight has a shield, then its around 0.9 wounds per turn. If he doesn't then it would do 1.3 wounds.

Kroot are ok at MC hunting because they are cheaper than scouts, yet just as effective at dealing damage. They can also come in large squads which the scouts cannot.
   
 
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