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![[Post New]](/s/i/i.gif) 2014/06/27 16:47:30
Subject: Jink Killers
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Killer Klaivex
Oceanside, CA
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What the most cost effective way to kill via shooting Ghost Arks and Wave Serpents?
I'm not interested in how good/bad/broken that targets are, I'm looking for option to kill them at range.
AV11 + Quantum Shield with 4+ cover and AV12 with 3+ cover.
Solutions I'm looking at so far are:
Dark Reapers with Starshot missiles; S8 ignore jink. Downside is that they need a bunker to keep them alive, putting a reliable killing unit at ~350 points.
Legion of the Damned melta spam; 3 S8 AP1 shots, ignore cover. Good, but it's a one shot wonder. Unlikely to be able to get a 2nd round of shooting off.
Thunderfire Cannon: Airburst for S5 ignore cover, and the shot being a barrage hits from the center of the marker, making it possible to ignore Quantum shielding and hit the AV10 rear armor of the serpent, while still ignoring cover. 4 S5 shots isn't great, and it's relying on a 'hit' on the scatter die to work.
Marker Lights- just remove the cover, but requires pretty much playing tau, don't think it will work as allies (making it a unique solution, rather than a universal one).
Anyone got any other ideas?
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![[Post New]](/s/i/i.gif) 2014/06/27 16:49:15
Subject: Jink Killers
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Noise Marine Terminator with Sonic Blaster
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Noise marines with blast masters. Str 8 AP 3 ignores cover.
You could try to get the sorceror with the Slaanesh psychic power to add +1 str to sonic weapons, but I wouldn't recommend it.
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![[Post New]](/s/i/i.gif) 2014/06/27 16:49:34
Subject: Jink Killers
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Legendary Master of the Chapter
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HawaiiMatt wrote:Thunderfire Cannon: Airburst for S5 ignore cover, and the shot being a barrage hits from the center of the marker, making it possible to ignore Quantum shielding and hit the AV10 rear armor of the serpent, while still ignoring cover. 4 S5 shots isn't great, and it's relying on a 'hit' on the scatter die to work. IIRC thats a no as barrage resolves side armor. unless they changed it Edit: Divination perfect timing with some anti tank unit Tau toolkit commander with ignore cover other wave serpents I think there are random template weapons with higher STr i cant remember Not as effective but space marine auspex Imperial guard order that ignores cover. There is probably a lot more.
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This message was edited 1 time. Last update was at 2014/06/27 16:53:50
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!
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![[Post New]](/s/i/i.gif) 2014/06/27 16:53:08
Subject: Jink Killers
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Regular Dakkanaut
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Tau solution wouldn't be very expensive point wise and is by far the most effective for killing Wave Serpents. Buffmander + 3 Missilesides with missile donres and a unit of Kroot infiltrating over to some object.
Ignore Cover, Twin-Linked, Tankhunter S7 spam. 12 shots from the Broadsides themselves, another 12 from the drones. Take Target Locks so you can split fire this stuff and you can kill two wave serpents a turn.
Needless to say the AV13 of a Ghost Ark is trickier but still works out.
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![[Post New]](/s/i/i.gif) 2014/06/27 17:08:31
Subject: Jink Killers
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Battleship Captain
Oregon
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Assault them.
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![[Post New]](/s/i/i.gif) 2014/06/27 17:16:28
Subject: Jink Killers
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Decrepit Dakkanaut
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Focused Death Ray pylons. Incredibly deadly, enemies cannot jink against it.
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![[Post New]](/s/i/i.gif) 2014/06/27 17:18:04
Subject: Jink Killers
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Enigmatic Chaos Sorcerer
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Hive Guard too. Though they took an unnecessary BS nerf.
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BlaxicanX wrote:A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
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![[Post New]](/s/i/i.gif) 2014/06/27 17:41:37
Subject: Jink Killers
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Towering Hierophant Bio-Titan
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Flyrants + outflanking Tervigons. 4 Haywire templates for ignores cover auto-wounds (multiple skimmers too). The Flyrants can also easily pump 3 glances into the rear armor as a bonus, even if they don't ignore cover. Crones are less effective but can park directly behind them, Vector Strike and Drool Cannon (goddamn that's a stupid fething name) for 2 autohits scratching on a 4+, ignores cover. Can also hit and wound multiple with the templates.
Heldrake can do some damage if he can line up a shot but it will be super hard and unreliable to get the aangles. If you're the god of trigonometryhowever he has the potential to well and truly make his points back.
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This message was edited 2 times. Last update was at 2014/06/27 17:45:23
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. |
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![[Post New]](/s/i/i.gif) 2014/06/27 17:47:44
Subject: Re:Jink Killers
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The Daemon Possessing Fulgrim's Body
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Skull Cannon,
S8 AP5, Large Blast, Ignores Cover
On an AV12 chassis and with BS5, a 5++ and a possibility of repairing itself.
125 points.
Not sure on the maths for missing with a blast @ BS5, but for missing a vehicle, they must be tiny.
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This message was edited 1 time. Last update was at 2014/06/27 17:50:04
We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.
The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2014/06/27 17:53:53
Subject: Jink Killers
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Longtime Dakkanaut
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Blastmasters, unfortunately, can't explode a serpent (and only just explode an ark). necrons are still very good at anti-vehicle. I imagine the fact that you can get 5 S8 AP2 blasts for 150 points for orks now means that they're pretty damn good at anti-tank. guard weapons teams are no doubt effective, and 15 lootas will wreck a serpent no matter what save it has. not sure on their effectiveness vs AV13 though.
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![[Post New]](/s/i/i.gif) 2014/06/27 17:57:05
Subject: Jink Killers
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Noise Marine Terminator with Sonic Blaster
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some bloke wrote:Blastmasters, unfortunately, can't explode a serpent (and only just explode an ark). necrons are still very good at anti-vehicle. I imagine the fact that you can get 5 S8 AP2 blasts for 150 points for orks now means that they're pretty damn good at anti-tank. guard weapons teams are no doubt effective, and 15 lootas will wreck a serpent no matter what save it has. not sure on their effectiveness vs AV13 though.
I never said it was a great option. We work with what we have.
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![[Post New]](/s/i/i.gif) 2014/06/27 19:29:14
Subject: Jink Killers
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Longtime Dakkanaut
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fair enough.
chaos's best bet is maulerfiends or volume of fire from forgefiends.
necrons is necrons, anything gauss will do
orks would be powerklaws or kustom mega-kannons
tau would need to synergise their markerlights with hammerheads or broadsides
eldar would use wraithknights to shoot then assault
nids would need to get a flyrant behind them with devourers or hit them with carnifexen
space marines would work best with combi-meltas on sternguard in drop-pods.
no idea for dark eldar, bright lance spam i guess
for the ghost ark, hit it with a unit of burnas and it'll be empty before you know it.
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![[Post New]](/s/i/i.gif) 2014/06/27 19:44:47
Subject: Jink Killers
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Killer Klaivex
Oceanside, CA
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Lanlaorn wrote:Tau solution wouldn't be very expensive point wise and is by far the most effective for killing Wave Serpents. Buffmander + 3 Missilesides with missile donres and a unit of Kroot infiltrating over to some object.
Ignore Cover, Twin-Linked, Tankhunter S7 spam. 12 shots from the Broadsides themselves, another 12 from the drones. Take Target Locks so you can split fire this stuff and you can kill two wave serpents a turn.
Needless to say the AV13 of a Ghost Ark is trickier but still works out.
What's the point cost on that group? It looks like twice the cost of the Dark Reapers, and the reapers have +12" more range, S8 and AP3 (which is much better than S7 AP4 tankhunt).
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![[Post New]](/s/i/i.gif) 2014/06/27 19:48:30
Subject: Jink Killers
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Longtime Dakkanaut
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Deep striking purifiers? Get off the S5 nova on the rear armour. Bonus if you can get multiple in range, plus psycannons.
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DFTT |
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![[Post New]](/s/i/i.gif) 2014/06/27 19:55:06
Subject: Jink Killers
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Willing Inquisitorial Excruciator
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Astra militarum - ignore cover order on 5 autocannon blob possible with prescience, or if you get perfect timing from the psyker just use the tank hunter order. Although this one seems expensive it is a 50 man blob after all, so very multipurposefull
I use dark reaper on a void shield generator and get a serpent for them. If i dont start they start ın the cozy serpent wıth voıd shıeld protection, if i do they go on top of the vsg; usually with a farseer attached.
Wave serpents themselves...
Stormsword, that ıgnore cover s10 ap1 wıll hurt the necron vehıcles ıf not the serpents.
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This message was edited 1 time. Last update was at 2014/06/27 19:56:06
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![[Post New]](/s/i/i.gif) 2014/06/27 20:09:30
Subject: Re:Jink Killers
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Fixture of Dakka
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Legion Sicaran Accelerator Autocannon - Twin linked, ignores Jink, Rending, Str 7, AP 4, heavy 6.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2014/06/27 21:18:51
Subject: Jink Killers
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Regular Dakkanaut
Shoreline
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In regards with the tau go buffmander with ignore cover, twinlinkage, and tankhunter with 3 dual MP suits. The unit will cost a little less than 300 points. Now you can add some marker drones, target lock and drone controller then the cost will be a little less than 400. That unit will put out 12 Twinlinked, ignore cover and tank hunter S7 Ap4 shots with JSJ and 6 marker light token/ablative wounds.
You could also go with FBSC but this will cost 600+. Now this formation will have 6 broadsides and a riptide all with tankhunter. The sheer amount of Twin-linked S7 (24) should rip apart any tank in their 36'' bubble plus the Riptide.
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This message was edited 1 time. Last update was at 2014/06/27 21:25:07
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![[Post New]](/s/i/i.gif) 2014/06/27 23:56:53
Subject: Jink Killers
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Battleship Captain
Oregon
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For Chaos don't forget Spawn. S5 and plenty of attacks will drop them fast.
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![[Post New]](/s/i/i.gif) 2014/06/27 23:59:25
Subject: Jink Killers
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Heroic Senior Officer
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Imperial guard can order units to ignore cover. So maybe a few squads of auto cannons or lascannons can be considered ok at the job with some kind of officer near by.
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![[Post New]](/s/i/i.gif) 2014/06/28 00:02:35
Subject: Jink Killers
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Legendary Master of the Chapter
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Divination primarius is way too good not to use with that as well. twinlinked and potential ignore cover on some auto cannons gives you a chance to give a 3man auto team rerolls to hit, rerolls to pen 6 shots is almost much 1 dead WS a turn Edit: (i believe its roughly 2.5 HP? potential to go through SS is being ignored) but the return fire will remove the whole team really quickly :/
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This message was edited 1 time. Last update was at 2014/06/28 00:05:36
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!
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![[Post New]](/s/i/i.gif) 2014/06/28 08:43:28
Subject: Jink Killers
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Longtime Dakkanaut
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FMC circus, probably one of the only times it can work in 7th.
Fatey
LoC
2 Horror units
3 Tzeentch Princes tooled up ml3 each. 2 Greater 1 lesser each
LoC and princes roll up to 2 powers on Tzeentch table to get bolt of change, only 3 choices so 66% chance, horrors can also roll on there if wanted. Rest of powers go on malefic or bio. Greater rewards help with survivability and lesser is auto swap for staff of change. You should get at least 3 bolts from the LoC and princes.
In game, just 2 dice bolts from the above 3 princes/LoC and from fatey, d6+4 for str with a re roll if needed should get a few high strength ones off, as they are beam they target point on the battlefield so no jinking is possible. Then if you pop them (its ap2) flickering fire what comes out as its ap4 (Eldar and Crons the ones that will have jinking spam are 4+ saves usually).
Eldar and crons dont have much in the way of ap shooting, so the 3+ armour save rr 1's while being hit on 6's is good, max of one grounding test per FMC with a fatey re roll also helps a lot. Ghost ark spam and anni barge spam being open topped means plus 2 on the pen rolls as well.
Also good against biker spam due to ap2 and no jinks and min of str5 (also psychic beams no longer drop in strength!).
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40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final |
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