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Made in us
Flashy Flashgitz




Clarksville, TN

We are doing 3 FTN missions on a 4X4 table.

HQ
Tank Commander LR Punisher , LR Executioner

Troop
Vet Squad, Chimera
Vet Squad, Chimera

Fast
Vendetta 3 TL Lascannons

Heavy
LR Battle Tank S8 AP3 Large Blast
Wyvern

960

Should I pay for Pask or 4 Melta Guns for my Veterans?

Thoughts or suggestions?

This message was edited 4 times. Last update was at 2015/04/22 01:10:50


FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Nice set up ...plenty of anti Tank..Anti horde , and anti MEQ, anti TEQ, and Anti-Air shooting ...so 7 vehicles on the board max ..
(3 Leman Russ Chassis, 3 Chimera Chassis, and one Flyer)
Looks like it should do well as it stands ...













'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in gb
Boosting Space Marine Biker




midlands UK

morfydd is correct

Blood Ravens, 1700pts

Empire 40 wounds

Astra Militarum 2250pts

Khorne 750pts

Space Wolves 1550pts

Orks 500pts

 
   
Made in us
Flashy Flashgitz




Clarksville, TN

I made a mistake.

I thought I had clicked the Pask button, but I didn't.

Should I have Pask as my commander or 4 Melta Guns with the Veterans?

Thanks,

This message was edited 1 time. Last update was at 2015/04/22 01:23:04


FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Been Around the Block





If you're going to include a punisher at all, include Pask. The punisher's table full of dice is fun rolling, especially if you have sponsons and/or a heavy stubber as well, but it's 5, 6, and then -nothing- for the 20 shots from the gatling. Pask makes a Leman Russ into a swiss army knife; with 20 shots rending, he has a chance of knocking down flying vehicles and MCs alike. He can slice and dice hordes, tear into buildings, and glance AV 14 to death in the face. About the only thing he can't do is MSU, and you have some nice filler for that in the form of your Battle Tank and the Executioner.

As for the vets, making the chimeras into knife fighting maniacs-- melta short range plus the fragility of a chimera with the firing points in the back is what I call going into a knife fight, even if you have da big cuttah-- would be nice, but not as much as Pask. To be honest, I might suggest dropping the chimeras entirely; I don't know if you have any special features on the tanks, but presuming you don't:
No chimeras = -130 points
Forward Sentries on both vet squads +20
Camo netting on Paskisher & Executioner +30
Techpriest with 4 servitors +80

Put the vets a little in front-- maybe 1" if the enemy has deepstriking singletons, 2-3" if not-- of the HQ Tank Squad. Until enough holes are blown in them, they and the camo netting give your face-forward russes a 4+ camo save and help them in case of assault types. They can even dive for dirt to bring their own camo saves up to 5+; if the enemy has blasts/large blasts, either hang the HQ tanks back and pummel whatever's shooting the vets; if not, the tanks can nudge up to get more boom into range. In either situation, the tanks can maneuver around as well. If you get hit anyway, the techpriest can PUMP YOU UP... cough... and if you get someone who pops in from the rear, he can swarm them with his servitors.
   
Made in us
Flashy Flashgitz




Clarksville, TN

@IsawaBrian: Thanks for the review of Pask. I'll add him and look at dropping the Chimeras.

The only job I had in mind for them was parking on Objectives.

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Been Around the Block





Well, for objective ganking, they _are_ superior in the chimeras; the problem is letting them hold the objectives. You've got a secret weapon, though; your Vendetta. If you're willing to risk it and/or take two turns, you can have it switch into hover mode and spin its facing towards the enemy to seize an objective. You'll suddenly be vulnerable, which means you'll need to jink a lot, but fast skimmers can, indeed, jink, and you'd only have the one turn like that before you can go back to flying. Best yet, since the 'detta's guns are Twin-Linked and you have six of them, you still have a decent shot of hitting someone on the post-jink turn. Statistically, you should get at least one hit for each post-jink turn, but remember, that means you'll get something like 4-8 hits out of every 6 post-jink turns, not that you're "guaranteed" a hit even when you jink. Statistics can tell you whether your dice are fair or not; probability doesn't care how many you roll.
   
Made in us
Flashy Flashgitz




Clarksville, TN

I took the top list with 4 Melta Guns.

Game 1 I was tabled.
Game 2 I had 1 lonely Guradsman alive.
Game 3 I had 1 Chimera with crew. Oppenent still had Sicarian, AA Plane from FW and the AA Dreadnaught from FW.


Automatically Appended Next Post:
I was massacred!!!


Automatically Appended Next Post:
Top player had 68 points I had 16

This message was edited 2 times. Last update was at 2015/04/29 21:17:23


FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
 
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