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Made in gb
Pyromaniac Hellhound Pilot






I was thinking about this for ways to cheaply counteract either Knights or backfield tanks or artillery, which my foot guard army struggles against. What would be the best unit for this task? I've listed a few below:

5 tempestus scions, 2 melta guns 90pts
Optimal melta hits: 1.33
Melta hits per 100 points spent: 1.47
Pros: re-roll deep strike
Cons: Very weak defence, quite expensive for suicide unit

5 Legion of the Damned, multi melta, combi melta, meltagun 155pts
Optimal melta hits: 2
Melta hits per 100 points spent: 1.29
Pros: 1 multi melta (12" melt range), quite durable, ignores cover, re-roll deep strike
Cons: Quite expensive for probable suicide unit, Combi melta one use only

Land speeder with 2 multi meltas 80pts
Optimal melta hits: 1.33
Melta hits per 100 points spent: 1.66
Pros: multi meltas (12" melt range), can jink next turn
Cons: Very fragile, no re-roll so prone to scatter

2 Tau Crisis suits with fusion blasters 104pts
Optimal melta hits: 2
Melta hits per 100 points spent: 1.92
Pros: Fusion blasters give 9" melt range, can jump in assault phase, can be boosted with markerlights if needed
Cons: Quite fragile, no deep strike re-roll

Assault squad in Drop Pod with 2 melta guns and combi melta 135pts (points may be off a little?)
Optimal melta hits: 2
Melta hits per 100 points spent: 1.48
Pros: Fairly durable (when taking into account the pod too), never mishaps, first turn deep strike opportunity
Cons: Combi melta one use only

What do you guys think? I've covered a few of the common imperial ones. Sternguard may do well too though. Please feel free to post any more examples!

This message was edited 2 times. Last update was at 2015/02/18 16:49:56


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Longtime Dakkanaut



Cheyenne WY

I think that Pod full O'Melta, is tried and true. Sterngaurd with combi-meltas, and special ammo can gak just about anything. It is somewhat "meta" influenced though. If you have plenty of MCs, then Grav starts looking real good.

The will of the hive is always the same: HUNGER 
   
Made in us
Regular Dakkanaut




Space Marine Command Squad, 5 melta guns in pod, 185pts
Optimal melta hits: 3.33
Melta hits per 100 pts: 1.665
Pros: Pretty accurate deep strike with pod, 5 melta shots in one squad, always comes in turn 1 if you need.
Cons: Fairly expensive, requires an HQ that unlocks a command squad.
   
Made in gb
Regular Dakkanaut




I thought a command squad could only have 3 melta guns since the book says that veterans can take them and there are only three veterans in each squad. Ie you have to have an apothecary and champion.
   
Made in us
Tunneling Trygon






Blood Angels Assault Squad. Two Meltas and Sergeant with two Inferno Pistols (6" Melta pistols) in a Drop Pod. 135pts.

Make em Flesh Tearers and you don't need two Troops and can have six Fast Attack slots. Plenty of space to Melta Drop things.
   
Made in us
Locked in the Tower of Amareo




"Blood Angels Assault Squad. Two Meltas and Sergeant with two Inferno Pistols (6" Melta pistols) in a Drop Pod. 135pts. "

Don't use this. Use the 115 pt version with the combi-melta. It's super easy to block out the 6" guns.
   
Made in us
Tunneling Trygon






I need better opponents then. I've been having deceptively good results with the Inferno Pistols. But then again, I also have been whacking Land Raiders on the butt with Thunder Hammers so yeah, I need better opponents...
   
Made in us
Locked in the Tower of Amareo




 SharkoutofWata wrote:
I need better opponents then. I've been having deceptively good results with the Inferno Pistols. But then again, I also have been whacking Land Raiders on the butt with Thunder Hammers so yeah, I need better opponents...


How do you get close enough to the Land Raider with a thunder hammer without being assaulted by the contents of the Land Raider to begin with? Land raiders units have a 6+6+2D6 charge range.

My lists are the ultimate hard counter to drop melta: I have nothing worth dropping.

This message was edited 1 time. Last update was at 2015/02/18 18:43:12


 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Ally in Sisters of Battle.
Add a 5 girl dominion squad with 4 meltaguns for 100 points and stick in FA drop pod. Oh... btw, their act of faith lets them ignore cover as well. I doubt you are going to find melta cheaper than that.

 
   
Made in us
Locked in the Tower of Amareo




 Green is Best! wrote:
Ally in Sisters of Battle.
Add a 5 girl dominion squad with 4 meltaguns for 100 points and stick in FA drop pod. Oh... btw, their act of faith lets them ignore cover as well. I doubt you are going to find melta cheaper than that.


Okay; that's pretty nice. 4 meltaguns can actually do some work on MCs too.
   
Made in hu
Dakka Veteran




Vendetta? 170 pts, 3 TL BS3 lascannons, flyer.
   
Made in us
Locked in the Tower of Amareo




Zsolt wrote:
Vendetta? 170 pts, 3 TL BS3 lascannons, flyer.


Not as good after price increase and AP 2 nerf. Very good anti-flying MC, though.
   
Made in us
Tunneling Trygon






Martel732 wrote:
 SharkoutofWata wrote:
I need better opponents then. I've been having deceptively good results with the Inferno Pistols. But then again, I also have been whacking Land Raiders on the butt with Thunder Hammers so yeah, I need better opponents...


How do you get close enough to the Land Raider with a thunder hammer without being assaulted by the contents of the Land Raider to begin with? Land raiders units have a 6+6+2D6 charge range.

My lists are the ultimate hard counter to drop melta: I have nothing worth dropping.


Land Raiders drop off their Plague Marine cargo back at an Objective beforehand. And since I wouldn't waste Rage on a unit with Blight Grenades, my Death Company go for the Raider instead of the contents. Low point games means there is more of a rush to get those Objectives and less patience of keeping a unit in their Transport.
   
Made in us
Locked in the Tower of Amareo




Okay. That kinda makes sense.
   
Made in nz
Fresh-Faced New User




Christchurch - New Zealand

This is easy.

I have been playing foot guard since 2nd edition.

Your answer is Elysians out of IA4? (2nd edition) I normally take:

HQ Elysian CCS with 4x Meltas < Anti knight or AV 13-14 + Orders, RR everything melta or plasma!
HQ Elysian CCS with 4x Meltas < Anti knight or AV 13-14 + Orders, RR everything melta or plasma!
T Elysian Vets with 3x Plasmas < Anti TEQ & MC (something my foot guard struggle with)
T Elysian Vets with 3x Plasmas < Anti TEQ & MC (something my foot guard struggle with)

Best taken with an inquisitor with 3 servo skulls for DSing shanagins.

Most of your problems solved and weaknesses filled, and also a good way of getting linebreaker in most missions.
This also allows you to react to Maelstrom mission that are hard to walk too. I normally add:

T Elysian Vets with 3x Plasmas < more Anti TEQ & MC (something my foot guard struggle with)
FA Vulture with 2x TL punisher cannons.

Tactics: Drop into one place with everything! DON'T drop/deep strike peace-meal all over the board. Once knight/AV14 has been removed by the meltas then people leave your CCS alone to run free and dump orders everywhere!

The best equipment for goblins ... is MORE GOBLINS! 
   
 
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