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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I've almost completed my Plasma Obliterator and I'm looking for some tricks and tactics with it. I've already thought about putting specific units inside to fire the gun. I was thinking a Vendicare assassin or a IG command squad for their orders because who doesn't want to have a str 7 ap 2 massive blast cannon that ignores cover, precision shot, and tank hunter/monster.

Any other suggestions?

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in ru
!!Goffik Rocker!!






It's still a building - very easy to destroy, so try to not over-invest. CCS with orders (if you can perform orders inside a transport other than chimera - don't know) is good enough. If it has firepoints, take MOO.

This message was edited 1 time. Last update was at 2017/03/15 13:04:35


 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

It does have 2 fire points and 2 access points. I don't think I can issue orders from inside the building... So the next question is what about issuing orders to a unit inside the building with a Vox caster?

I don't have a problem taking a chimera to gain this ability. I figure i'll probably get 1-2 shots off a game with this. My guess is since most players don't see it often they will not prioritize it, til you hit them with ignore over. Basically either my opponent has to Alpha strike me or I'll alpha strike them.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

could just keep it cheap as its a pricy fortification and go for a naked inquistor

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Latro_ wrote:
could just keep it cheap as its a pricy fortification and go for a naked inquistor


What would be the benefit of having an inquisitor fire the cannon?

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in ru
!!Goffik Rocker!!






The fact tha he's cheap and provides an extra warlord trait. Though, he's t3 and will get killed with a s6 ap4 hit that he'd suffer when anything shoots at the building. If you choose him, i'd suggest taking 3+ armor.

I have very limited experience with a plasma obliterator. The only time i've seen it in play is when i added it as a bastion defence centerpiece alongside a couple emplaced weapon batteries in a campaing. Needless to say that plazma obliterator got exploded in the first round of combat with a renegade artillery ap2 shot.

Fortifications have old damage table which was worse than the one for vehicles even back than to begin with. They get destroyed on 6-7 and have more catastrophic reslts for their passangers. Also they get wall damage. So, fortifications are quite fragile. If only you could have a plazma obliterator on a bike.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Dominions get ignores cover, IIRC the spess woofs have ignores cover as a relic hat, fast shot on a DReaper Exarch, the Start Collecting! marines can fire twice, white scars can have hunters eye - all the standard stuff that people pull with a macrocannon applies to the plasma oblit, though special consideration for the gets hot obviously.

As for other tricks, some tank traps can make it annoying to get to some some things, if you can spare the second fortification slot, one of the new haemotrope reactors makes you str8 so you can double out multi wound T4, twin linked via prescience or similar lets you mostly ignore gets hot as well as getting you a re-roll on the scatter and buildings can be invisible or shrouded just as much as anything else, so again, all the usual tricks work on your AV14 bunker just as well as anything else.

If you do take an inquisitor, consider grabbing some plasma cannon servitors too - they can use the fire points, are well protected, can eat wounds for the inquisitor and generally want to shoot the same thing their big brother does too.

No orders into or out of a building though which is unfortunate. An OK place for ratling snipers to camp out though. IIRC, they're BS4 and inexpensive while also being capable to plinking off the last guy in a squad that the plasma cannon rolled a 1 to wound against.

Also, don't let anything with melta bombs or a chainfist charge it since they're hitting the building automatically and that's usually the bad times for a building.

Don't forget that you can target other stuff with the blast and "accidentally" scatter onto something invisible or that can normally jink, so that's a bonus too. Nothing better than erasing a ravenwing squad because they were standing a bit too close to a drop pod. Bonus points if you pop the pod while you're at it.

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