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![[Post New]](/s/i/i.gif) 2010/10/20 19:53:45
Subject: Destroying a reaver titan
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Furious Fire Dragon
Earth
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Theres alot of air units strong enough to take out titans
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![[Post New]](/s/i/i.gif) 2010/10/20 22:12:52
Subject: Destroying a reaver titan
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Furious Raptor
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example hellstrike missles str 8 ap 2 or 3 6's for glancing against front armour of 14 and 6's still against rear of 13
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This message was edited 1 time. Last update was at 2010/10/20 22:13:16
kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/20 22:17:52
Subject: Destroying a reaver titan
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Furious Fire Dragon
Earth
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crudcakes wrote:example hellstrike missles str 8 ap 2 or 3 6's for glancing against front armour of 14 and 6's still against rear of 13
no i meant Bright Lances, lascannons and Str D turbo Lasers... etc, etc.
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![[Post New]](/s/i/i.gif) 2010/10/20 22:44:03
Subject: Destroying a reaver titan
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Hardened Veteran Guardsman
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one outflanking stopma
filled to the brim with a choice of:
1:indentured gaurdsman Marbo's
2:Ghazghull's
3:Eversor assassins
4:Chainfists
5:Carnifexes
6  emon princes with warptime
7:Greater Daemons
8:Space popes, mainly for the look on your opponents face
at least one of these will have a vortex grenade
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Vompire, welcome to Dakka. Please use punctuation in the future. You’re arguments will be sign with greater merit and you’ll avoid people calling you on it.
Jfraz (MOD)
Jfraz thinks this phrase is 'more gooder'. |
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![[Post New]](/s/i/i.gif) 2010/10/22 00:19:10
Subject: Destroying a reaver titan
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Furious Raptor
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Nulipuli2 wrote:crudcakes wrote:example hellstrike missles str 8 ap 2 or 3 6's for glancing against front armour of 14 and 6's still against rear of 13
no i meant Bright Lances, lascannons and Str D turbo Lasers... etc, etc.
ok i see what you mean but lascannons are always upgrades and are very point hungry and hes an ork so none of that would matter anyway.
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/22 00:28:51
Subject: Re:Destroying a reaver titan
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Roarin' Runtherd
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Orlanth wrote:There are a lot of peanut gallery responses here. To make meaningful comment on how to kill a Reaver Titan you need to understand how it is used, so its starts with a tactica in reverse, how to protect the titan, then learn how to kill it. This is because if ther user doesn't know how to protect a Reaver it isnt going to last long. I decided to write a full comprehensive tqctica rather than a faction specific one valid fro anyone not just ork players. Also note that in apocalypse counts as rules. Because there are no army lists if you make a unit look like it fits your faction it doesnt matter what codex it is from. for orks this is easier than for everyone else, they dont even need to counts as, just take what rhey need with the prefix looted-.
HOW TO KILL A REAVER
Sure it has hull points Av14 and void shields, but its also expensive; anyone can mass 1450pts of nasty stuff that can kill it in short order. However its not as simple as that. Itys pointless to say 'use weapon x or unit y', you need to show why, and this may not be easy if the opponent decides not to make it easy. Someone who uses as Reaver titan as 1450pts of beatstick will lose it, even though its its actually grossly underpointed and rather tough. If however its true advantages of void shields and very long range is taken into account it can rain death down from outside regualr heavy weapon range and force the opponent to come to it. After all ignoring a Reaver is not an option. Now the below tactica will show how a smart opponent will use deployment and other units to defend the titan, it may be easy to think, if the titan costs this much and much of the army is allocated toweards defending it, very little is going to be shooting at me. This is not true because first the titan has a throw weight well in excess of its cost can can mount very long range sttength D weaponry that you cannot easily avoid and can disrupt your plans by killing command units and units givuing special abilitiers to formations. After the Masters of the Chapter/IG General/Court of the Young King/Seer Council has been turned to ash on turn one it can then pick apart the rest of your army, biggest threat first while you are still trying to adjust for not having all your artmy special rules anymore. Second by forcing you to come to it any efforts to defend the Reaver is going to be gunning for a large portion of the army it is facing.
Size of course matters, however in a multi table multi player mega game the Reaver tactica, for and against still works, but it becomes a dominant local feature rather than the lynchpin of the entire battle.
A. Reaver titans need escort, as some have mentioned a Reaver is most vulnerable against assault, this is not quite true its most vulnerable against massed melta weaponry, but heavy assault units are a close second.
A Reaver can titan stomp which means that the chainfist termies et al are going to have a rough time, they might damage the titan but the tian will also kill half of them. Anything able to swing a fist at a titan will be liable to be titan stomped. Sure it is very much worthwhile to sacrfice a squad of terminatiors to achieve, so most smart players wirth titajns will protect them via a large swarm of conscripts of other cheap infantry.
Now a guardswarm limits the mobility of the titan, but that isnt much of an issue, stopping deepstrikes, disembarking or otherwise advancing heavy infantry is the issue.
A titans support troops will normally consist of cheap light infantry, the idea is to have a lot of them, quality is irrelevant, your only quality considerations are some method ofkeeping them from running away. A guard platoon with Commissar comes to mind here, and is the suual answer. As an alternative to that take 'gaunts', or something that counts as gaunts eg 'adeptus mechanicus cyberhounds' with something to keep the Ld10/hive mind e.g. 'adeptus mechanicus control unit'. Imagination and some modelling skill can amount to anything here.
Titan killing lesson one: Clear away the support troops. Clearing away a titans support troops is a matter of large scale blast, or something that can pick off the cause of the unit sticking around. Most swarm units need to be fearless or almost fearless to stay and protect the titan, find the cause of that e.g. Commissar and sniper him.
So to do the job you either need a fair amount of blast templates, or a few blast templates and a sniper to kill the controller. Note that your opponent might have more than one swarm, in fac t its preferrable because long range artillery usually has a large aera of effect and may well target the titan, so the closest guardswarm might be vapourised anyway by turn two with the reserve moving in as close protection immediately afterwards. Later this is less of a problem because most weapons like that are one use, or are mounted on stuff that doesn't survive the volcano cannon shaped loving the Reaver titan itself is/should be sending back.
Titan killing lesson two: Choose what to send in. Be careful what you choose to send in, you have to plan your attacks carefully as the attack can only be launched when you have an opening to strike, so your troops must be on hand to exploit the window of opportunity before more troops close in around the titan. This means they need to survive being on hand, and that limits your options considerably.
First thing to think about is: are you going to deepstrike or advance your titan killing unit(s). Deepestrike means you will need more space covered to allow for scatter, after all a small well spaced guardswarm can make deepstrike very dangerous over a considerable radius. You also have to be able to clear the swarm and have clear terrain to place the unit safely. If you advance you will need to account for the units you advance, they may well not survive the attack run especially if the enemy figures out what they can do. please remember to make the attack worthwhile you need enough nasties to cause six damaging hits. It might nort even ber practical in one turns fighting.
Choice deepstrike options:
1. Dark Angels. The Ravenwing/Deathwing tag team combo is very nasty here, rush in a landspeeder close enough and teleport in Deathwing terminators with no teleport error. Nasty. This is one of the best titan killing methods. Deathwing have the tools, Ravenwing have the ability to get them there.
The only downside is that you have to both advance and deepstrike to get your attacks in, which limits your options, but the secure teleport and the number of teleport homers you can field makes this the safest bet. Two Deathwing squads should be enough to finish the job in a single turn.
This is fine in a way because Dark Angels are underused having a lacklustre codex, and it is fitting that the first chapter of the Imperium has something it can do something better than anyone else.
As an added bonus Deathwing mix assault terminator ability with regular, so after thundehammering and chainfisting the titan any survivors can turn around and shoot things up too.
2. Crisis suits. They deepstrike, and they have twin linked melta. Melta guns are hands down the best Imperial/Chaos titan killers, just at the range when the melta gun is rally getting good the titan is getting very vulnerable. Crisis suits need no warning of their presence, other than having Tau on your side. You make a hole for them to drop, drop them and do the job. Crisis suits however are very bulky and you will not get enough in to do the job without clearing a lot of swarm.
Choice advance options.
1. Fire Dragons. These are made for Titan killing, accurate, deadly and cheap. Also they can sail in on a wave serpent over what remains of the swarm and disembark neatly ready for the kill. they wont survive but you need not care. Suspicious looking wave serpents may/should get attention though.
2. Piranhas. they are cheap plentiful and have the right guns, when you choose the meltas weapon that is. Only trouble is the oppent will see you coming and piranhas are big and bulky making a close de;pomenty for the kill difficult to manage in practice. Piranhas are only mentioned by choice because of squadron size, as force org means nothing though you could replace them with any other similarly armed light flyer such as land speeders, though Piranhas are slightly cheaper than most equivalents.
The main reason to assault the titan this way with heavy melee attacks or melta weaponry is because it deals with the titan quickly, and even if a kill is not made it will force the opponent to focus its attention on the threat near he titan and may well not be able to afford to use the bigger guns for this job for fear of friendly fire. This should be very inconvenient. Furthermore a badly damaged titan is one that is not repairing void shielsds very well, and thus one weaasy to finsih off with regular gunfire.
B. Titans fear the regular heavy weapons. While heavy assault is the best meyhod of killing titans regular heavy weapons are the biggest threat. A humble lascannon, man portable, cheap and a frction of the size of the target is more than capable, with numbers, of doing the job on its own. Incautious players with titans tend to lose them this way above all else. So again a good player looks at how to limit this threat.
as a rule of thunb the reaver titan uses two guns to help win the battle and one to protect itself. This of course assumes the titan is armed correctly to begin with, which we will now cover.
On Reaver Titan arm armament. A Reaver titan is correctly fitted with one of the following weapons: gatling blaster, laser blaster, volcano cannon. None of the rest are of much use. The close combat weapon has lost its ability to attack anything less than a titan itself which makes it pretty useless really. anything seeing a titan CCW is either going to make sure the titan gets nowhere near, or is game for the challenge. As a Reaver needs to stand back to survive anyway (more on that in a moment) it must eschew all short ranged weaponry.
All three weapons remaining have decent range, well in excess of standard infantry heavy weaponry and so should be deployed sufficiently far away that those weapons are not a tyhreat unless they move forward, which is generally difficult unless vehicle mounted. Gatling blaster is good for the enormous rat of fire and volcano cannon for the range. The laser blaster for the optimum gun fitting neatly between the two. I would personally outfit a Reaver with a volcano cannon and one other gun (this will currently involve converting up your own titan arm). Do not settle for the melta cannon, it has similar firepower but a fraction of the range.
On Reaver Titan carapace armament. Because of minimum range only three weapons made the cut: turbo laser destructor, plasma blastgun, apocalypse launcher and vortex missile. The rules include some major brainfarts here. The minimum range of a carapace weapon mount exheeds the maximum range of one of the guns you can mount on it. Minimum range is a problem, and an advantage for an attacker to exploit. Remember the assault tactics listed above. All the titan weapons are either minimum range or have a blast effect, so the titan can opnly defend itself by titan stomp against very close range targets.
Turbo laser is worth having even though a large chunk is taken off the rear end of its range because the gun has decent range and is very powerful. Plasma blastgun also is worthwhile because it too has decent range, good large blast radii for its attacks. The apocalypse launcher is the default mount has a minimm range anyway ansd a very good weapons profile, most of the time this is what you want. The vortex missile is one use, but...well its a vortex missile, no further explanation needed.
If you assume the titan is armed with any of the seven weapons listed above it will fit with the recommendectactics here. Shoot twice for the army and once for itself. the once for itself is what we need to fosus on here. generally this means a gatling blaster or laser blaster available every turn it is neede to wipe out enemy heavy weapons that look like they are getting close enough to harm the titan, and of coure any footsloggers with melta weaponry/powerfists. So to engage a titan with regular heavy weaponry you have to account for the fact you are going to lose a lot of that firepower each turn, and the rest has to account for void shields.
On Void Shields. A Reaver carrieas four, that doesnt sound like a lot but it is. warhounds have two shields and less hull to bring them back so a warhound as most platyers know is quite killable, very killable for its points in fact. However four void shields and six hull is a lot more than twice as good as two shields and three hull. To clear an Av12 with average dice takes one IG heavy weapons squad (three BS3 lascannon or autocannon), so to clear four takes a lot of firepower before you even begin to get to work on the hull here puse to remember what the gatling blaster is reducing your forces by each turn. Any intact Imperial titan is liable to recover half its total void shields each turn also, so a lot of firepower is wasted.
With this in mind the four void shields, a deep deployment away from the majority of 36" and 48" gunnery escorting units and heavy return fire makes the job difficult.
Titan killing lesson three: Fire selection. The obvious answer is to take out the void shields swiftly so that the number of returning void shields is not more than you can compete with. From then you should have sufficnet surplus firepower to damage the hull.
Void shield downing units Fast advancing multi shot units are best. For example autocannon Sentinels, missile pod armed Crisis Suits, most fighter flyer units like the Lightning and Fighta-Bomma. aircraft because they can come from nowhere and carry a lot of Av12 defeating weaponry are a very good shield clearer for titans, though less efficient at damaging the hull in most cases. This is a sufficient problem that I do recommend a Reaver to be accompanied by some Hydras in addition to its guardswarm. This if course means some casualties amongst your air force which you may well have to just suck up.
Hull damaging units High strength preferably with a good long range: Basilisks! The perfect answer, cheap enough and able to stay away. Do not make the mistake of using baslisks as shield clearing weapons, unless you have an obscene number of them. If you have diverted your heavy artillery to clearing void shields the enemy titan has more of less paid for itself without having fired a shot, between bad scatters and rolls of 2 or less compounded by ther high price of a basilisk 'doing nothing' offsets a lot of the price of ther titan which will likely be doing quite a bit of damage back in turn.
You could of course use even bigger guns, but you dont need a tactica to know to fire a Shadowsword at a shieldless titan, and I hope you wont need to be told to wait until it is shieldless to fire. Besides just because you have a Shadowsword or scorpion doesnt mean its going to be around when the shields go down. the other two guns on the Reaver, the ones aimed at defeating you army, may well have done the job and killed such units before the Reavers own shields go down. We need to assume you have already had to go to plan B.
Any lascannon toting unit is good, including eldar lance weapons. You might need to rush forward mobile lascannon timed with when you think you will get the shields down, which can be tricky to judge and exposes a lot of your units to regular firepower.
Titan killing lesson four: Endgame. All the above require a lot of units to accomplish, and many may well die, but do not be dissuaded from pressing the attack. Once the void shields drop from 4 to 0 they will likely rise only from 0 to 2. Once the hull starts showing sdamage the titan can be eroded reasonably quickly. Remove half the hull points of ther titan, and its only regenerating one shield a turn on average, and will likely have lost a weapon by then too. here is the last peice of asdvice, press the attack, your losses get less as the titan grows weaker, soon it will fall. If you got in an early assault as per lesson one you could bein endgame quite early.
Titan killing lesson five: If you can't beat them try a bigger stick. If all else fails and a laser blaster is killing your 'klones of Ghaskull army' or your plastic Shadowsword is finding out the hard way that a Reaver volcano cannion is not the same as your own (btw it has 50% longer range). Then scratchbuild a bigger titan give it enough strength D weaponry to be unfair and melt that damn Reaver into a puddle.
thank you save this on my comp for my future battles
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![[Post New]](/s/i/i.gif) 2010/10/22 01:06:37
Subject: Destroying a reaver titan
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Furious Raptor
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im screwed!
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/22 13:22:00
Subject: Destroying a reaver titan
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Lethal Lhamean
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that long tatica explains alot of the imperial counters, but so much for orks. having fought against, and defeated a reaver as orks, heres what i suggest. you need to hit it from multiple directions at once. target saturation is the key here. that means doing the following:
loading up TONS of boys in fast trukks or battlewagons. thier goal is not the titan itself, but to threaten the gaurding troops and maybe draw some of that firepower. these WILL die, and probally quickly, so reserve troops are mandatory.
super heavys of orky varaty. this goes along the lines of the boys. throw down some skullhammas or squiggoths, etc. these will draw more of the titans fire, and should be able to soak at least a turn or 2. if he ignores it, they can do BAD things to the rest of his forces. plus cost for cost, you can bring 3-4 of these to his 1 titan.
the 1-2 punch. heres where the kicker comes. while hes busy shooting at the rest of your gigantic mob, emploiy this little trick.
2x 10 nob bikers with warboss on bike. EVERYONE has powerklaws. diversify with bosspoles if you want, and a painboy maybe.... but its not needed. next, grab some stompas. fill those stompas with as many boys as possible, and take ghaz along with one of em. timing is critical here, you need to flank march (a strategem) your stompas in behind the reaver and unload your boys inside charge range. the bikers should also be in charge range (from turboboosting the first few turns) you hit that reaver with your stompa, those nob bikers and warboss, and i promise it will drop fast. heres some math:
10x nobs at ws5 (banner) 4 atks each, hitting on 3 will give you about 20-25 hits. str 9 on the charge = 5-6 pens. the warbosses each bring another 6 attakcs. hitting on 3s, and penning on 5's, so another 3-4 pens. add in ghaz, plus the nobs from the boys in the stompas, for another 4-6 pens, ann then you have the stompa/s with its DCCW. with that setup your spending about the same cost, perhaps a touch more then his reaver, but it will drop like a ton of bricks.
keep inmind, that when it blows youll take some damage to your forces.... but so will he. plus, youve now got a significant force in behind his lines.
this works because A: it provides a ton of targets for him to worry about. the reaver is there to mess up your armys core forces, and other superheaveys. by providing a ton of these, you make him be very specific about what he kills. youve also got those flank marching stompas coming up on his backside, dropping off even more threat, if not the core of your force (ive also done Pk weilding foot nobs with these) a reaver is weak in CC, since all it can really do is stomp, and its guns wont be able to do anything since youll be inside minimum range. (wich is also why speed on your other forces is mandatory).
so for a quick tatica
:- lots of boys in trukks (at least 10),
-a few of your own ground force super hes, like skullhammas or battlefortress, squiggoths, or even ranged stompas like the mek stompa etc)
-the FLANK MARCH strategem. that one is critical.
-at least 2 units of nob bikers with powerklaws. bring some -warbosses with each to provide more damage.
-at least 1 stompa, preferablly 2 loaded with boys or nobs, and maybe ghaz. (these take advantage of flank march)
flank marching this works, since MOST reavers will deploy close to thier own board edge to max thier range and keep them from your own forces. i would reccomend keeping this strategem secret untill you need it, and maybe consider reserving other units, and bringing them on normally to disguise it. if he knows your flank marching he will block it with his own units... and you need that flank/rear charge arc open.
hope that is more ork specific help.
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![[Post New]](/s/i/i.gif) 2010/10/22 20:23:50
Subject: Re:Destroying a reaver titan
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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personally, i think Warhounds are tougher opponents to take down.
yeah, they are smaller, have less voids and SPs, but they are very mobile.
Warhounds are tough to catch with the ability to move 12" and run up to 2d6 in the shooting phase.
Reavers arn't anywhere near as mobile and are easier to catch.
the main thing is to use the tactics presented here and, most importantly, DON'T PANIC. Titans are big toys, but they arn't unkillable.
my warhound died in the first game i used it in and i really expected it to.
Titans are firebases NOT cc monsters.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/10/23 00:15:04
Subject: Destroying a reaver titan
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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DarthSpader wrote:target saturation is the key here.
Yes it is, but not that way. You need saturation of fire, or a very fast klaw assault.
DarthSpader wrote:
loading up TONS of boys in fast trukks or battlewagons. thier goal is not the titan itself, but to threaten the gaurding troops and maybe draw some of that firepower. these WILL die, and probally quickly, so reserve troops are mandatory.
Wise decision. Kill the guardswarm and free up the room for the follw up attacks, with poor ranged weaponry and no meltas you will have to use klaws if you want a faction pure approach. However I would use burna boyz, even if you only get one squad through the amount of save negating s4 hits you will get on a conscript squad from even a small unit of 8 or so burnas should be enough to vapourise a guardswarm. In this orks have it easy. The hard bit will be getting there.
DarthSpader wrote:
the 1-2 punch. heres where the kicker comes. while hes busy shooting at the rest of your gigantic mob, emploiy this little trick.
Is the little trick involving lots of klaws. Check. Is the titan toting a Gatling blaster. Check. You have a problem here.
DarthSpader wrote:
2x 10 nob bikers with warboss on bike. EVERYONE has powerklaws. diversify with bosspoles if you want, and a painboy maybe.... but its not needed. next, grab some stompas. fill those stompas with as many boys as possible, and take ghaz along with one of em. timing is critical here, you need to flank march (a strategem) your stompas in behind the reaver and unload your boys inside charge range. the bikers should also be in charge range (from turboboosting the first few turns) you hit that reaver with your stompa, those nob bikers and warboss, and i promise it will drop fast. heres some math:
Fine in theory. I will even accept your stats that it is enough to kill the titan. but you are thinking titan plus guardswarm, not army. I will take it as a given that yhou will eventually fight through with the nobz, but when. You will have to pass a parking lot of vehicles and numberous squads to get there. I will acceopt that you can clear a path in front wide enough to send forward a battlewagon full of burna boyz, ut not a nobz bike squad. They are nasty. A smart titan owner will probably choose a large mob of nob bikers as one of the battle priorities for the two offensively used weapons even if they were not a direct threat.
Are ther alternatives. Fortunately there are. Stompas and other ork super heavies are cheap and more importantly can carry orks. Ironically a stompa which has rather lackluste firepower for Reaver titan killing is neverthessl can be fast and can carry a fair few nobz. Even if the stompa is in no firt state to fininsh the job once it gets here the 30 ork capacity can be more than adequate. Given enough burna boys to clear the swarm and nobz to clip the titans toes you couls cause some cost effective mayhem.
DarthSpader wrote:
this works because A: it provides a ton of targets for him to worry about. the reaver is there to mess up your armys core forces, and other superheaveys. by providing a ton of these, you make him be very specific about what he kills. youve also got those flank marching stompas coming up on his backside, dropping off even more threat, if not the core of your force (ive also done Pk weilding foot nobs with these) a reaver is weak in CC, since all it can really do is stomp, and its guns wont be able to do anything since youll be inside minimum range. (wich is also why speed on your other forces is mandatory).
Sounds like the scenario you envision has a very poor Imperial defence. yes take superheavies, and yes fill some of hem with nasty orkses, but there is no adding to that. Its just that. All this sneaking around the side, with stompas takes up more time than you have. you needca frontal asault, stompa leading with some trukks for backup, get in damage tghe titan reasonably quickly, and dont hope to have anything left of your attacking force. It should be job done in turn three or four if you are focused and use the 1450pts extra you have wisely, even if he Imperials set up properly and protect the titan between lines of speed bump infantry and the inevitable traffic jam of tanks.
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This message was edited 1 time. Last update was at 2010/10/23 00:15:52
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2010/10/23 02:25:40
Subject: Destroying a reaver titan
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Lethal Lhamean
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true, the parking lot of imperial gaurd or spezz mehrines can be tricky to deal with, wich is why i suggested all those boys in trukks. they are cheap, fast, and can hit the lines quickly. (and a nob with a pk will eat a tank fairly easilly) also, with flank march nothing says how much can or cant. so maybe even flank march those biker nobs. even take a few normal bikers as distraction and turbo boost them "up the gut". all you really need is 2 turns. if you go second, you can reserve most things, and bring your reserves on when and where you need them. also keep in mind at 1500+ pts that titan is soaking ALot of his alloted point sink. for 1500 pts i can field 2 full biker nob units, a pair of warboss, and a stompa, plus assorted boys squads. as for bunras... i find them not really worth it too much. a single unit or 2 maybe, but against gaurd those power weapon attacks are useless really, since 5+ armor is garbage against that many attacks, and against space marines, you kind of WANT to lock in combat, since they cant then shoot at something else. generally the key i find (now keep in mind this is against the group i play with and my meta....yours may vary entirly from this) but a 1-2 combo works very well. lots of cheap fast and numerous units rushing the front, and then hit the rear on turn 2-3. obvisouly this requires some luck on the reserve rolls. but its orks here.... they never really were a carefully laid plan style. everything is sorta random so i think it fits. the other benefit to speed is that you can get inside that minimum range of his titan. if it cant shoot, and cant really charge thats 1500 pts of "hey look at my shiney!!" just standing around. you dont even really need to kill the titan, just ....nerf it. make it useless in that fight. and thats done by closing range quickly, so it cant unload those 9 pie plates on you.
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![[Post New]](/s/i/i.gif) 2010/10/23 02:47:13
Subject: Destroying a reaver titan
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Furious Raptor
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true that might work but your incinuating the titan dosnt have protection.
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/23 04:36:25
Subject: Destroying a reaver titan
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Roarin' Runtherd
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it will have protection but you could take that down with lootas
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![[Post New]](/s/i/i.gif) 2010/10/23 04:37:49
Subject: Destroying a reaver titan
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Furious Raptor
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or not landraider 14 armour all sides
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/23 04:40:11
Subject: Destroying a reaver titan
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Roarin' Runtherd
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so if they charge thats 5+ to penatrate and if i am correct than thats 20 S10 hits
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![[Post New]](/s/i/i.gif) 2010/10/23 04:42:55
Subject: Destroying a reaver titan
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Furious Raptor
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yes but my point is the landraider would be gone but the titan still there
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/23 04:59:20
Subject: Destroying a reaver titan
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Roarin' Runtherd
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yes but that leaves the titan open for attack
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![[Post New]](/s/i/i.gif) 2010/10/23 05:01:22
Subject: Destroying a reaver titan
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Furious Raptor
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but its already seen you so now it kills you!
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/23 05:02:42
Subject: Destroying a reaver titan
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Roarin' Runtherd
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which gives my stompa time to do some damage
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![[Post New]](/s/i/i.gif) 2010/10/23 05:05:49
Subject: Destroying a reaver titan
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Furious Raptor
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what do you think the titans been shooting at all this time
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/23 05:07:02
Subject: Destroying a reaver titan
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Roarin' Runtherd
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the stuff thats coming up to kill it
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![[Post New]](/s/i/i.gif) 2010/10/23 05:09:02
Subject: Destroying a reaver titan
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Furious Raptor
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e.g stompa
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/23 08:41:29
Subject: Destroying a reaver titan
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Lethal Lhamean
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that klast exchange gave me a headache. too much ale....oy.... the idea methinks is that the stompa, nob bikers, etc all come in off the edge andcharge said reaver BEFORE it can respond. when they hit it, reaver dies a glorious explosion of white fire death...and yea. nuff said.
however this all relys on the flank march being unexpected, and your other forces drawing out or eliminating the escorting forces if any.
it also relys on the dice gods being favorable and not gifting you the infinite 1 on multiple occasions. if you get your ass kicked, shake hands say good game, and try again next time. 's all about the FUN right?
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![[Post New]](/s/i/i.gif) 2010/10/23 15:53:31
Subject: Destroying a reaver titan
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Eternally-Stimulated Slaanesh Dreadnought
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you need to kill the titan at range. assaulting it creates too many opportunities for the titan controlling player.
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![[Post New]](/s/i/i.gif) 2010/10/23 21:02:18
Subject: Destroying a reaver titan
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Lethal Lhamean
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not sure if you noticed or not, but the strongest RANGED weapon an ork has at his disposal is str 8 rokkits or str 7 lootas. both of these are not really reliable at killing armor 14. the strongest attack the orks can weild is thier powerflaws, or a stompa. since both of these options require CC, a sneaky flank march trick to get them there fast is the best option. if an ork player tries to firefight at range with a reaver, the reaver has the MASSIVE edge, both in hit taking ability, and the amount of firepower it spits out. in CC, you negate his void shields, you negate his firepower, and all you have to worry about is the stomp, and any escorting troops. its not easy, but its the best shot an ork has at bringing it down.
now other races like tau, SM, eldar/DE,IG etc, all have respectable long range attacks like laz cannons, rail cannons etc. so definitly a firefight is more of an option there. they also posess meltas of some variant wich can be a decent finishing blow, or even suicide strike.
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![[Post New]](/s/i/i.gif) 2010/10/23 21:10:23
Subject: Destroying a reaver titan
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Eternally-Stimulated Slaanesh Dreadnought
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well like I said I'm not an ork player. everyone has strategic assets though. there may be a good solution in the apoc/reloaded book. str 8 is fine for knocking down void shields. There are alot of problems associated with going after it with an assault. Auxillary units can defend the titan, you have to leave cover, you have to cross open terrain, etc. You can start shooting immediately but when you rely on the assault you have to spend time getting close enough to hurt it. That's time that the reaver can spend blasting your orks. The whole scenario looks pretty bad. But maybe you ork players know more about it than me. I can only give you my perspective as a marine player.
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![[Post New]](/s/i/i.gif) 2010/10/23 21:10:41
Subject: Destroying a reaver titan
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Furious Raptor
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not sure hes much of a strategic player but that might work.
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kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"
Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."
Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)" |
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![[Post New]](/s/i/i.gif) 2010/10/24 02:39:06
Subject: Destroying a reaver titan
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Yellin' Yoof on a Scooter
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Kans, PKs, tankbustas, melta boms, sharp stikks, and you heard of the grot bomb, well just pick up the Ghaz bomb!
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![[Post New]](/s/i/i.gif) 2010/10/24 11:52:30
Subject: Destroying a reaver titan
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Lethal Lhamean
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the whole point of flank march assest is to do just that. flank march allows you to reserve forces and bring them in from any table edge. bring on your dirty tooled up CC right behind the reaver, charge amd chomp.
also, str D weapons ignore cover. the reaver has those in spades, so hiding in cover is not an option. for spezz mehrines maybe, (lots of bs 4 lazcannons there!) but not for orks. exp has taught me the best bet for killing those annoying superheavys is to flank march behind it, and charge with your nastiest CC stuff. (biker nobs, warboss, ghaz, etc)
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![[Post New]](/s/i/i.gif) 2010/10/24 13:39:14
Subject: Destroying a reaver titan
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Lord of the Fleet
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dr vompire wrote:one outflanking stopma
filled to the brim with a choice of:
1:indentured gaurdsman Marbo's
2:Ghazghull's
3:Eversor assassins
4:Chainfists
5:Carnifexes
6: Demon princes with warptime
7:Greater Daemons
8:Space popes, mainly for the look on your opponents face
at least one of these will have a vortex grenade
Why would you ever use this tactic? For starters, you can't even fit one of each of the models you suggest in the Stompa. Secondly, what the hell is Marbo going to achieve? For the points of all the characters and monsters crammed into the Stompa, you could just buy a second Stompa, which would perform much better than Marbo, Carnis or G. Daemons. Automatically Appended Next Post: Nulipuli2 wrote:Theres alot of air units strong enough to take out titans
The only ones that can take out Titans:
Vampire Hunter/Raider
Tiger Shark AX1-0
Thunderhawk
Manta
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This message was edited 1 time. Last update was at 2010/10/24 13:43:36
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