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Mindless Spore Mine





United states, Missouri

What would you bring to fight a landraider spearhead from your army?

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Trustworthy Shas'vre





Cobleskill

stormsurge

**edit** it depends. what is in the land raiders?

This message was edited 1 time. Last update was at 2016/03/30 15:17:30


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Eldar:
- from what I own: Fire Dragons, Bright Lances
- from what I don't own: Swooping Hawks w/Haywire Grenades
- from what I refuse to own: D-scythes

Harlequins:
- Fusion Pistols, Haywire Grenades, Solitaire

Chaos Space Marines:
- Meltaguns, Obliterators, Tzeentch Terminators w/Combi-Meltas

Orks:
- Tankbustas, and a prayer to Mork (well.. maybe Gork...)

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Stitch Counter





The North

One of these

Spoiler:



Or havocs / obliterators / things with Doombolt

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United states, Missouri

@carldooley
Lets say they ran out of points equipping everyone else and they're just a standard landraiders, heavy bolters, and lascannons.

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Decrepit Dakkanaut




The same things I'd use to HP out a Land Raider in the first place. That's a matchup in which Necrons excel.

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?

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ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
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Melta and Grav and MSU. Those three raiders don't have much fire power and what ever points are left are probably tied up in an expensive combat unit inside them. As a marine player MM speeders are a great counter since they are fast, and can stay out of the fire arc of the raiders weapons.

Conversely if the game is objective based I would likely ignore the raiders entirely and just focus on racking up points.
   
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Ghastly Grave Guard





Canada

What army do you play? Lots of good options have been suggested, but none of them are much use if you play Guard, for example.
   
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 Wulfmar wrote:
One of these

Spoiler:



Or havocs / obliterators / things with Doombolt


I would take multiple 5x raptors with 2x melta and a melta bomb champ.

   
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The North

Thinking about it, if I could take any models I wanted (not limited to what I have)

I'd take a pack of maulerfiends with magma cutters. I only have one irl but I'd take 2 or three to sort out the land raiders

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Mutilatin' Mad Dok





Georgia

I bring 2 squads of 3 meganobz with one pair of killsaws each (5 s9 ap2 armorbane attacks, 8 from the two others.) Tankbustas, with their tank busta bombs (melta bombs) would work, too. I'm honestly not that scared of land raiders. At least the ones I've fought, they dont have the volume of shots to deal with my numbers before I assault them.

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 Sitpaintandplay wrote:
@carldooley
Lets say they ran out of points equipping everyone else and they're just a standard landraiders, heavy bolters, and lascannons.


HB and lascannons?

then nothing. just bring more dudes and hold objectives.

its not going to do much. :/

 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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Anything. The land raiders won't be able to win against anything by themselves.

I'd just take a bunch of plaguebearers + herald if I could tailor against that list for the shrouded + touch of rust. Hull point the Raiders if they wanna get close, and cover save/fnp away the small amounts of wounds I would have to save against.

They really aren't scary at all if nothing is in them.

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Fareham

My usual 3-5 man castellax unit with darkfire cannons.

   
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Orks: Boyz with PK Nob, Tankbustas, Meganobz, Warboss, etc. Honestly for the Orks a bunch of landraiders are nothing to really worry about because they are a ton of points for something that isn't good against Orks. The redeemers are problematic but they have limited range so its not hard to play keep away until your ready to charge in to crump it to death.

Tau: Fusion Crisis Suits with target lock are standard in every list I run so its not much of an issue. EMP grenades are also quite effective if my list includes them. If I lose the Fusion suits I might be in a bit of a pickle but they should be fine to murder 1 or 2 of them.

Grey Knights: Cracking AV14 isn't my army's strength so its basically stand around and wait for the enemy to get out. Dreadknights on the other hand are quite capable of beating the gak out of a Land Raider.

Space Wolves: Thunder Wolves, Long Fangs, maybe the occasional Grey Hunter with melta guns.

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I would take a Spearhead of Macrocarid Explorators with a techpriest in each one (3 techpriests are a single slot in Heresy)

Good Luck trying to get past my Land Raider equilivents that have Scout,Flare Shields,2x Twin Linked Lascannons+Hull Mounted Lascannon and Servo Arms

The Servo arms ALLOW THEM TO REPAIR OTHER TANKS WITHIN 3" and the techpriests can use that or heal their tank

Checkmate, I win

   
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Halandri

Mutilators! Mutilators galore!
   
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Guard: The same way as I deal with everything else, meltavets.

Daemonkin: Raptor squads with two meltaguns and a combimelta champion.
   
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Canada

commander dante wrote:
I would take a Spearhead of Macrocarid Explorators with a techpriest in each one (3 techpriests are a single slot in Heresy)

Good Luck trying to get past my Land Raider equilivents that have Scout,Flare Shields,2x Twin Linked Lascannons+Hull Mounted Lascannon and Servo Arms

The Servo arms ALLOW THEM TO REPAIR OTHER TANKS WITHIN 3" and the techpriests can use that or heal their tank

Checkmate, I win



You've mentioned these before. I have to ask though, are they a 30K unit or a 40K unit? If it's for Horus Heresy, isn't that a separate game altogether or is there a way to play a HH army vs a 40K one?
   
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Simple Necron Warriors and their Gauss weapons!
Maybe a ghost ark or two to jink their way closer to the Land Raiders!

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A single 5-man squad of sicarian ruststalkers can break open a land raider in a single turn. So I'd bring approximately 2 squads of sicarian ruststalkers.

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 Lord Corellia wrote:
commander dante wrote:
I would take a Spearhead of Macrocarid Explorators with a techpriest in each one (3 techpriests are a single slot in Heresy)

Good Luck trying to get past my Land Raider equilivents that have Scout,Flare Shields,2x Twin Linked Lascannons+Hull Mounted Lascannon and Servo Arms

The Servo arms ALLOW THEM TO REPAIR OTHER TANKS WITHIN 3" and the techpriests can use that or heal their tank

Checkmate, I win



You've mentioned these before. I have to ask though, are they a 30K unit or a 40K unit? If it's for Horus Heresy, isn't that a separate game altogether or is there a way to play a HH army vs a 40K one?


There is a way to play HH vs 40k
You just ask your opponent if he wants to play HH vs 40k

And Judging by the Lack of information in OPs post, i guess HH would be allowed
   
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commander dante wrote:

There is a way to play HH vs 40k
You just ask your opponent if he wants to play HH vs 40k

And Judging by the Lack of information in OPs post, i guess HH would be allowed


How common is this though?
   
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More common than you'd think.

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.
 
   
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Hurr! Ogryn Bone 'Ead!





Gauss, lots of it.

 
   
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Courageous Space Marine Captain






Glasgow, Scotland

The Spearhead formation is only half-decent because it negates one (1) of the Land raider's weaknesses which Imobilisation or otherwise prevention of delivering its cargo. The spearhead means it has to be blown up to be stopped, and you need to destroy 2 (or the middle one) to stop the others getting the benefits.

That said, its 720pts minimum, and when you factor in cargo, its close to a 1500pt army that goes 1 place and that's it.

The upsides are that if playing in a large enough game it forces all your opponent's Str 8+ weapons to focus on the squadron until they destroy 2 Land raiders to stop the third getting the bonuses. Played right, it could easily deliver a First Company Task Force of Hammernators with accompanying characters straight into your enemy's face, but the issue is playing it right.


For a counter? Gravspam. Gravspam all day. GravCentution Devastators with 6 Gravcannons each. Within 24" you're playing fast and loose, but assuming 3 squads are all in range, thats 90 shots. As the Land Raiders ignore immobilised, you'll need to chip away a HP at a time. It equates to 60 hits per turn, and then 10 rolls of 6, which, chipping away 1 at a time, would destroy the first 2 Land raiders, then 1HP and immobilise the 3rd, with the 10th shot inflicting 2 HP (1 for grav, 1 for already being immobilised) leaving it with just 1 HP and the other 2 squads on foot. Each squad would have 6 missile launchers, so 18 Krak shots, with 12 hits, 2 glancing hits, which would rekt the last LR. Assuming the Land Raiders came into range, rather than started, the Terminators could be as close as 19" assuming the Cents also moved 6" back to put distance. So if the Hammernators run every turn, average of 4", they'll catch the Centurions in just 5 turns.

Again, 90 shots, 60 hits, and this time 50 wounds vs 3++ on the Terminators. Assuming maximum of 8 Terminators per squad (LRC), it would take just a single round of fire to inflict 16 unsaved wounds on the hammernators.

Basically, in 2 turns GravCents nuke your 3 tanks and kill your terminator cargo twice over, with missile launchers to spare.


The lists work out like this as well

LR formation; 1830 (bare Crusaders with 3x 8 Hammernators)
Centurions; 1440

Now, assuming 1850 lists, the LR's can take a MM or something each.

To make up the difference, I can, in addition to my Centurions, also take 2x 5man Tactical Squad with Combi-grav and GravAmpCannon and a Librarian with Combi-grav, adding an additional 10 Grav shots per turn, plus an additional 9 shots on on turn, plus 8-16 bolter shots every turn.

This message was edited 1 time. Last update was at 2016/03/30 19:12:13


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Sisters. My 1850 competitive sisters primary list has 22 melta shots, 15 of those ignore cover+2d6 S8 AP1 missiles+ a Skyhammer with 20 TL grav shots, 2 TL melta shots and 2 TL las shots with 2 squads of Assault marines with melta bombs just because.

Having typed that all out I think I have a problem.

Better put some melta on it...


 
   
 
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