Poly Ranger wrote:Glad to know it's been tried out extensively. Thanks for the feedback Ansacs. Also thanks for the suggestions HawiiMatt.
No problem. It was an interesting combo so we wanted to try it.
Poly Ranger wrote:-Did you try it out with servo skulls? Being able to place 2 10" blasts wherever you want as long as the centre point is over the same unit and the same again with 2 7" blasts, should mean that far more than 1 unit is hit with the blasts surely?
We tried servo skulls. The problem is that they don't actually make much difference as at the time we used a Maugen Ra when he had fast shot to pull this off. So the template already didn't scatter the 1 turn of shooting it usually got. The lack of scatter was actually somewhat of a problem with the 10" blasts as I just spaced my units out so that one unit at a time could be hit. Depending on the army I was playing I would essentially space out a bunch of mobile threats, have long range stuff behind an
ADL with a get back into the fight order available (2+ cover bounces these off with little problem).
This sort of thing is a case of on paper it looks great. It is a lot of damage to put out. However when you play an actual game you find that having 60% of your pts tied into direct fire units that either cannot move or whose range shrinks to 24" when they move means you opponent can very easily duck out of
LoS, claim all the objectives, and will almost always have a good cover save. When my brother combined several heavy hitters (a baneblade and this macro cannon combo) against my soft
SoB list with only 2 dom units, no long range firepower, and a knight lancer; I was able to drive the doms right up into the strongpoint, blow it up, and then use the anex to block
LoS to the baneblade. I could then just dart from
LoS blocker to
LoS blocker for 2 turns after that and even managed to trap the baneblade between a knight lancer charge and 2 units of doms turn 4. That is the unpleasant aspect of big fortifications, they give your opponent
LoS blockers and 3+ cover saves to use against you.
Poly Ranger wrote:-Did you try it combined with a coatez oblit to stop any melta drop? If an opponents counter to a knight is anything to do with DS, this should prevent that being used against the Macro Cannon. Haywire is also useless against it. That leaves lances and D. Or mass st9/10 shots.
Did units taking 2 st10 ap1 or 4 stD ap1 shots each somewhat counter the cover save? Did you have any other ignores cover (like a Typhon) to get rid of those pesky units hugging a 2+ cover?
Haywire does a great job against buildings. A large building (aka the macrocannon part of the strongpoint) has 5
HP according to
pg 383 of the
BRB. This means it is very easy to glance it down to a total collapse with things like haywire which don't care about
AV. Total collapse is also usually the result you want as it leaves a
LoS blocker in the middle of the opponent's deployment zone to screen your unit from retaliation.
IMO regular DSing melta is a joke. You have little to no chance for your melta to land in range, hit, pen, etc. My elysians are the only army I bother with this gimmick anymore as they have locator beacons all of the army for no scatter
DS. I put my melta on units that can either move 12" a turn, scout, infiltrate, or Drop Pods sometimes. I also have moved away from melta with a lot of units. Haywire, D weapons, tank hunter lascannons, tank hunters earthshaker heavy artillery, and heavy artillery medusa bastion breacher shells are the methods I tend to use to take down high
AV targets.
Also remember with big blasts you cannot touch any of your own models. I found it very easy to move right on top of the opponent's fortifications and thus not be a valid target for their big blasts.
Poly Ranger wrote:Your conclusion that the cover and LoS proved a huge problem sure does indicate an ignore cover Vindicare seems the way to go.
The vindicare worked a lot better overall. There has a better alliance level so psychic powers could be shared,
IoM is much better suited to being immobile around a large fortification than
CWE who usually prefer to shimmy about the board dancing out of
LoS and range of your stuff, and cover saves were a serious concern.
Poly Ranger wrote:One more thing to consider: with a lot of future tourney lists probably including drop haywire/melta, scatbikes, WKs, grav etc. Then this would throw a spanner in their works right? As in a tournament you can't change your list half way through, and if your lists AT isn't long range high strength weapons or lances - you're screwed due to coatez dealing with the melta and buildings ignoring haywire and grav.
Not particularly. Most drop haywire doesn't have to be within 12" to be effective. Even if it does and you happened to bring coteaz what will you really accomplish it the opponent is willy enough to
DS on your own fortification. You will not be able to target them as you would have to hit your own model. As for wraithknights...they have 2 36" range D cannons. It kills the strongpoint vastly easier than the strongpoint can kill it, heck the opponent can always fight from reserves if he thinks you will get him.
Building don't ignore haywire and grav
btw. Grav just doesn't get the extra
HP from immobilize result stacking. Haywire is also specifically mentioned on
pg 384
BRB as working on buildings.