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Made in us
Focused Dark Angels Land Raider Pilot




Germany

Hey guys!

I play Ravenwing, Tau and now also Grey Knights.

My opponent likes to bring 2 Flyrants and sometimes even a nid flyer.
Whats the best counter strategy?

I like to build lists that are able to deal with most enemies.
My Tau are not having a Problem at all, enough AA with markerlights and velocity trackers.

Different Story for my Ravenwing.
I did not want to bring a flyer my own (because money and DA flyers kinda suck), so I brought a Morris pattern Dreadnought. He got shaken turn 1 and destroyed turn 2 by said Flyrants.

My Grey Knights are going to bring a stormraven that could bring down Maybe one of them if I am lucky, at least make him jink.
But the template haywire shots are going to destroyed me.

Any ideas?
Since Flyrants can fire whatever direction they want even smart positioning doesnt help a lot...
   
Made in us
Decrepit Dakkanaut




It is only two. Just enough Grav Guns will eventually hit and then they'll die.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Secretive Dark Angels Veteran




Canada

deredeo dreadnaught, you cant take him in any of your lists because you only play ravenwing like a lemming, but if you can integrate some more conventional marines you can take one and just end the flyrants in a pair of sessions. one dies the second he gets in the air, the second one dies on the following turn because hes strong enough that he can ignore any return fire, and hes good enough at shooting that they dont have much of a chance

i mean you get 7 dice (3 s6 normal, and 4 s8 twin linked). if your really lucky you can cause both of them to take grounding tests in the first round potentially injuring both of them and dragging them out of the skies

the flyrants strength comes from his ability to be anywhere by grounding him his combat effectiveness is halved and he can be picked apart by ground troops once hes grounded.


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Tunneling Trygon





NJ

Plasma is surprisingly effective. Because it's twin-linked, you hit once every 3 shots (that's about .6 hits per guy who shoots - not awful AA). Due to the high strength and low AP, the tyrannic player either has to use cover effectively or make a tough decision about whether to jink or not. If he does, his firing output is greatly reduced. If he doesn't and you get a lucky wound, then he loses a wound and will take a grounding check. If that is failed, you would be able to assault him and tie him up in combat (do this whenever possible).

In summary, plasma the ones that are out of cover and be in position to assault if a grounding check is failed.

Other options include the new forge world relic leviathan dreadnought. A 4++ save, 4 HP and a ton of high str ap 3 shots will mean terrible things for a flyrant. Also, you would want to look at a storm eagle/storm raven for an allied detachment. AV 12 and 4 HP is tough to crack for flyrants. Trust me, I've tried.
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

not sure about that plasma, I pretty much have the same chance to hurt myself rather than my target because of snapfire...
Even if it's twin-linked - the second throw might just be the one that kills my precious black knight.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





You still get an armour save, he's forced to jink. You get a 3+, he gets a 4+. He costs 240 points, your dudes are what, 40? I'd say it's a good trade for you.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Tau can be auto win versus flyrant spam. Sky fire is a 5 point upgrade.

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Made in de
Focused Dark Angels Land Raider Pilot




Germany

20p, but yeah tau have no prob (like I said)

This message was edited 1 time. Last update was at 2015/12/13 23:10:35


 
   
Made in us
Longtime Dakkanaut




could ally in the space marine formation that's two stalker and a hunter. Any opponent that is flyer or speeder heavy is in trouble against that.
   
Made in gb
Battleship Captain




Agree on massed AP3 fire; a hive tyrant forced to jink loses a lot of his effectiveness.

Also - I'm not sure you can use electroshock grubs against another flyer.

I'll be honest, with a million devourer shots they can probably bring the stormraven down anyway.


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Focused Dark Angels Land Raider Pilot




Germany

I thought since Flyers are skyfiring, they can use template weapons?
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

RAW, Flyers (Zooming) can use templates/blasts on FMCs that was in the air, but FMCs can't use templates/blasts on Flyers (Zooming).

If either are on the ground/skimming, all is fair game.

It's so silly. That's how Da Boyz GT ruled it as well. I can't argue with them, that is how it's written. But... but I run 5 Flyrants and I want to use my Haywire templates on Fire Raptors so-so-so bad. xD

This message was edited 1 time. Last update was at 2015/12/14 20:32:49


 
   
Made in us
Loyal Necron Lychguard




2 Flyrants? Depending on what you're playing, you can just kind of ignore them. AP- means that you can tank a lot of them and get Cover as well. It can be pretty devastating against MSU units or light vehicles, but against harder targets they can just kind of take it.
   
Made in nl
Regular Dakkanaut




Ravenwing should counter flyers, spam bikes and 1-2 dark shrouds move up and and wrap shrouds, 2+ re-rollable jink should tank well vs all that str6.
   
Made in hk
Steadfast Ultramarine Sergeant




Remtek wrote:
Ravenwing should counter flyers, spam bikes and 1-2 dark shrouds move up and and wrap shrouds, 2+ re-rollable jink should tank well vs all that str6.


Well, watch out for E-Grub, it is a template haywire weapon. Two flyrant would almost surely glance one to death in a single turn, with D3 auto hit ignore cover Vector strikes on skimmer, even a lone Flyrant can destroy one Darkshroud in a single turn. Unless Darkshroud has 3 HP or more.

This message was edited 1 time. Last update was at 2015/12/16 01:44:45


 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

Neophyte2012 wrote:
Remtek wrote:
Ravenwing should counter flyers, spam bikes and 1-2 dark shrouds move up and and wrap shrouds, 2+ re-rollable jink should tank well vs all that str6.


Well, watch out for E-Grub, it is a template haywire weapon. Two flyrant would almost surely glance one to death in a single turn, with D3 auto hit ignore cover Vector strikes on skimmer, even a lone Flyrant can destroy one Darkshroud in a single turn. Unless Darkshroud has 3 HP or more.


I'm pretty sure a Flyrant only causes D3 wounds to a Flyer/FMCs if they are in the air. The fact that a Darkshroud is a skimmer doesn't change the fact that it's on the ground and the Flyrant would only cause a single hit IIRC. It doesn't work like Skyfire.
   
Made in ru
Regular Dakkanaut





BY the way, one can try to take new "Emperor's Spear Aerial Company" formation from Mont'Ka book. For 510 point you take 3 Vendetta's with 3 TL LCs each that can carry up to 6 marines/scouts and drop them without scatter while zooming (melta-drop, late-game objective grab, etc.). I bet no FMC will be glad to face it.
   
Made in gb
Dakka Veteran




For GK, I probably wouldn't bother with the Stormraven, it's not that good.

If the Flyrants start on the table, shunt your Dreadknights up the table and shoot them with Gatling Psilencers turn 1.
Also Cleansing Flame is an option - 2d6 S5 Autohits, combo with Gate to get in range.
If all else fails, hide in combat.
   
 
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