Switch Theme:

Space Marine Horde Killing Question  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Ultramarine Scout with Sniper Rifle




Seattle

I'm working on building a Space Marines army that can take all comers. I'll likely be running Raven Guard chapter tactics. I've found lots of options for tank killing (lascannons, hammers, multi-melta) with lots of platform options. I'm really struggling to find good horde killing options. Assault cannons seem to be the best option. There are also some troop options that can put out a lot of shots, but usually at short range so you'd better wipe out the horde in one turn or they will be into your line. Does anyone have suggestions on units that I should take in a well balanced list that can fill the role of horde killer? Razorbacks seem like a great option, but I will mostly use scouts for troop choices to screen. Razorbacks seem like a bit of a waste if I don't put anything into them. Stormraven and Stormtalon also seem like good options, but I don't love the idea of taking a couple of large, high cost models, that will get focus fired in the first round.

Also as a follow up. Is there any point to taking a weapon/troop option that doesn't fit into one of these two buckets? Both can be used to shoot down MEQ or TEQ.
   
Made in us
Legendary Master of the Chapter






Bolter aggressors shooting twice with decent enough big punch fists for getting in close.

especially since you are running raven guard.

alternatively assault bolting inceptors

a storm raven with hurricanes and stuff would probably also do well

it all depends on the amount of points you want to spend.


 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!

 
   
Made in gb
Slaanesh Chosen Marine Riding a Fiend





If you are going for anti-horde:

Heavy bolters

Assbacks

More assault cannons - via Dreads, etc

Get some hordes of your own e.g. ally in Impy Guard with Russes and Hellhounds, etc.

Please note, for those of you who play Chaos Daemons as a faction the term "Daemon" is potentially offensive. Instead, please play codex "Chaos: Mortally Challenged". Thank you. 
   
Made in de
Witch Hunter in the Shadows



Aachen

 BigErn wrote:
I'm working on building a Space Marines army that can take all comers. I'll likely be running Raven Guard chapter tactics. I've found lots of options for tank killing (lascannons, hammers, multi-melta) with lots of platform options. I'm really struggling to find good horde killing options. Assault cannons seem to be the best option. There are also some troop options that can put out a lot of shots, but usually at short range so you'd better wipe out the horde in one turn or they will be into your line. Does anyone have suggestions on units that I should take in a well balanced list that can fill the role of horde killer? Razorbacks seem like a great option, but I will mostly use scouts for troop choices to screen. Razorbacks seem like a bit of a waste if I don't put anything into them. Stormraven and Stormtalon also seem like good options, but I don't love the idea of taking a couple of large, high cost models, that will get focus fired in the first round.

Also as a follow up. Is there any point to taking a weapon/troop option that doesn't fit into one of these two buckets? Both can be used to shoot down MEQ or TEQ.

I don't really have to deal with hordes in my local meta, but I'd say Stormbolters and Hurricane Bolters are probably your best bet for thinning hordes efficiently, so Agressors and veterans (not sure which ones are the best choice here) with stormbolters. I believe Vanguard Veterans with twin Chainswords could work, but I haven't been able to test that yet - the one time I brought 3 squads of Black Templar Vanguards all of them failed both of their charge rolls after DS'ing,

On the follow-up: Autocannons (of any kind) are a one-size-fits-all solution to killing heretics and xenos. Get a bunch of dreadnoughts, slap two autocannons on each side. maybe get a Deredeo, too. Well, and Predators.
   
Made in au
Pestilent Plague Marine with Blight Grenade





I've been on the receiving end of Inceptors fairly often. A bit more on the pricy side, but 18 Heavy Bolter shots that you can drop exactly where you need them isn't bad at all.

"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

totally agree with the bolters Inceptors and assault cannons.

Crushing charge and 18 shots is no joke. just drop them in and let loose.

Storm talons, Redemptor w asscan, and razorback asscan have been really helpful in clearing swaths of cultists, boyz, & gaunts (actually havent played guard). they also do a pretty good job of hurting marines (imp&chaos) and light vehicles (speeders, bikes, rhinos) as well.
   
Made in us
Decrepit Dakkanaut




Tarantula Sentry Turrets are still my go-to.

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 us
Heroic Senior Officer





Western Kentucky

Only thing I've ever feared as guard were the assault cannons, hurricane bolters, stormbolters, and aggressors/inceptors depending on situation. I've also found the thunderfire cannon to be annoying at times but not sure if it's actually that great for price.

Heavy bolters are a trap, you rarely are going to have enough shots to justify it for the points. Even a full Dev squad with heavy bolters is going to be lucky to kill about half a guard squad. They're great against Marines, genestealers, stuff like that, but they're overkill for guardsmen.

You need volume of fire more than anything else. AP is secondary. Keep that in mind when thinking about your anti horde options. Also think about how that weapon is going to get to it's target. For example, bolter aggressors. I've often found them a bit of a joke as guard. They're a very fragile target, and anyone they're a threat to, like guard, will focus the heck out of them. If you hide them, they lose their double tap ability and then I'm just going to kill them next turn.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Willing Inquisitorial Excruciator




Scout Bikes.

Scout Bikes.

Really just take Scout Bikes.

I will say, though, spamming Aggressors as RG is hilarious and actually mildly effective. But Scout Bikes.

This message was edited 1 time. Last update was at 2018/03/14 06:29:19


 
   
Made in de
Nihilistic Necron Lord






Germany

 meleti wrote:
Scout Bikes.

Scout Bikes.

Really just take Scout Bikes.

I will say, though, spamming Aggressors as RG is hilarious and actually mildly effective. But Scout Bikes.


Aggressors will outperform scout bikers when it comes to horde killing. Scout bikers cant use stormbolters, btw. You said they can in my poxwalker/cultists thread.
   
Made in gb
Sneaky Lictor






All about the using RG Strategem to get those agressors in range to remove a horde.

A Song of Ice and Fire - House Greyjoy.
AoS - Maggotkin of Nurgle, Ossiarch Bonereapers & Seraphon.
Bloodbowl - Lizardmen.
Horus Heresy - World Eaters.
Marvel Crisis Protocol - Avengers, Brotherhood of Mutants & Cabal. 
Middle Earth Strategy Battle game - Rivendell & The Easterlings. 
The Ninth Age - Beast Herds & Highborn Elves. 
Warhammer 40k  - Tyranids. 
 
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

 p5freak wrote:
 meleti wrote:
Scout Bikes.

Scout Bikes.

Really just take Scout Bikes.

I will say, though, spamming Aggressors as RG is hilarious and actually mildly effective. But Scout Bikes.


Aggressors will outperform scout bikers when it comes to horde killing. Scout bikers cant use stormbolters, btw. You said they can in my poxwalker/cultists thread.


I dont have the book on me right now, but I'm fairly sure that the Sargent can take a storm bolter. The rest of the squad cant though.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






No one mentioned storm ravens yet? Two hurricane bolters and twin assault cannon will decimate any horde unit, no matter if you keep your heavy bolters or not. As a nice bonus, most horde units have no way to retaliate against it, since they cannot charge it and usually don't have the guns to harm them through shooting.

nekooni wrote:
I believe Vanguard Veterans with twin Chainswords could work, but I haven't been able to test that yet - the one time I brought 3 squads of Black Templar Vanguards all of them failed both of their charge rolls after DS'ing,

Don't bother. You get 41 S4 AP0 attacks out of one full unit - barely enough to kill 10 guardmen, let alone a unit of 20 pox walkers or 30 boyz.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in de
Nihilistic Necron Lord






Germany

 EagleArk wrote:

I dont have the book on me right now, but I'm fairly sure that the Sargent can take a storm bolter. The rest of the squad cant though.


Ok, yes and no. SM can, BA cant. The BA scout bike sarge only can use pistols or close combat weapons.
   
Made in it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:
No one mentioned storm ravens yet? Two hurricane bolters and twin assault cannon will decimate any horde unit, no matter if you keep your heavy bolters or not. As a nice bonus, most horde units have no way to retaliate against it, since they cannot charge it and usually don't have the guns to harm them through shooting.


I second this, the stormraven is an absolute nightmare for orks.

Razorback are very good even without anything embarked. In fact they shouldn't move for the entire game due to their heavy weapon so they're not generally used as transports but as gun boats. Their transport capacity is useful to reduce the number of the total drops, but basically nothing else.

This message was edited 1 time. Last update was at 2018/03/14 11:59:57


 
   
Made in us
Fresh-Faced New User




I haven't tried it out yet but looks promising is the Relic Sicaran Arcus Strike Tank. It can fire 2d6 shots hitting at strength 5, AP -2 that negates cover bonus saves with 24 in range. It can also 4d6 that turn but can't fire the next turn.
   
Made in gb
Longtime Dakkanaut




The issue with the sicaran or any marine tank right now is they are exempt from chapter tactics, are only T7 3+sv so bread and butter killing for any list. Marines tanks need some love but right now their rules are pretty bad. Static Razorbacks will do work with no real durability drop. The hull feels overcosted so you need to max your dakka and never move to have any points efficiency. They realy suffer from being the yard stick to beat, outside of comp.
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

 p5freak wrote:
 EagleArk wrote:

I dont have the book on me right now, but I'm fairly sure that the Sargent can take a storm bolter. The rest of the squad cant though.


Ok, yes and no. SM can, BA cant. The BA scout bike sarge only can use pistols or close combat weapons.


That's odd, does that mean he can't take combi weapons either?

This message was edited 1 time. Last update was at 2018/03/14 13:39:17


 
   
Made in us
Deathwing Terminator with Assault Cannon






AC and hurricane bolters are SM's go to anti horde currently.

Issue is that most of platforms that carry them are a bit over priced to be effective.

If HB's were heavy 4, it could make a viable sub for AC, but for 2 more points AC performs better than two HB's.

This message was edited 1 time. Last update was at 2018/03/14 13:42:11


 
   
Made in de
Nihilistic Necron Lord






Germany

 EagleArk wrote:
 p5freak wrote:
 EagleArk wrote:

I dont have the book on me right now, but I'm fairly sure that the Sargent can take a storm bolter. The rest of the squad cant though.


Ok, yes and no. SM can, BA cant. The BA scout bike sarge only can use pistols or close combat weapons.


That's odd, does that mean he can't take combi weapons either?


Yes. Thats why i thought regular scout bikers sarges can't use stormbolters either.
   
Made in nl
Crazed Spirit of the Defiler




Budzynam wrote:
I haven't tried it out yet but looks promising is the Relic Sicaran Arcus Strike Tank. It can fire 2d6 shots hitting at strength 5, AP -2 that negates cover bonus saves with 24 in range. It can also 4d6 that turn but can't fire the next turn.


Arcuses are much better against MEQ. S5 AP-2 is overkill against Guardsmen or Hormagaunts.
   
Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

Assault Cannon Razorbacks are decent. Don't feel like something absolutely has to go inside them. Fielding a Dev Squad? Why not take a Razorback?

Bolter Aggressors are good stuff. They can pump out a terrifying amount of shots.

Scout Bikes. Each model has a twin bolter, and each rider can be equipped with either a bolter or a shotgun. At close range, that's 6 shots per model. Plus they have high mobility, and a strat that can cause mortal wounds.

Missile launcher Devs aren't bad. 4d6 shots is nothing to sneeze at, and they have the flexibility of also having decent anti-armor capacity. Plus, there's a strat that can cause mortal wound to targets with Fly.

Check out my brand new 40K/gaming blog: Crafting Cave Games 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

Heavy bolter Devs and Aggressors are your best bets IMO. I like the Aggressors with FS gauntlets but they can be a bit more tricky to play.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

 Primark G wrote:
Heavy bolter Devs and Aggressors are your best bets IMO. I like the Aggressors with FS gauntlets but they can be a bit more tricky to play.


Meh to the HB Devs. Seems like it ought to be impressive, but that's only 12 shots. That hasn't been impressive for a couple editions now. It is worth having at least one infantry-toted HB in your list because there's a strat that (wait for it) inflicts mortal wounds, but it's usually best to let a Scout tote it. ML Devs are apt to crank out more shots, and also have better anti-armor capacity than HB Devs.

Flamers in general are bad in this edition, but there's a snap-fit kit for FS-Aggressors that's cheaper than the regular box, so there's something to be said for them there.

Check out my brand new 40K/gaming blog: Crafting Cave Games 
   
Made in gb
Regular Dakkanaut




Rapier weapons batteries from FW are really good. The Quad launcher option is comically underpriced. 4d3 S5 shots at 60" that don't need LoS, plus the close range anti tank option, all for 85 points.
   
Made in us
Potent Possessed Daemonvessel





 p5freak wrote:
 EagleArk wrote:
 p5freak wrote:
 EagleArk wrote:

I dont have the book on me right now, but I'm fairly sure that the Sargent can take a storm bolter. The rest of the squad cant though.


Ok, yes and no. SM can, BA cant. The BA scout bike sarge only can use pistols or close combat weapons.


That's odd, does that mean he can't take combi weapons either?


Yes. Thats why i thought regular scout bikers sarges can't use stormbolters either.


Pretty sure index scout bikers can take storm bolter sarge as such all scout bikers can.
   
Made in us
Willing Inquisitorial Excruciator




Breng77 wrote:
 p5freak wrote:
 EagleArk wrote:
 p5freak wrote:
 EagleArk wrote:

I dont have the book on me right now, but I'm fairly sure that the Sargent can take a storm bolter. The rest of the squad cant though.


Ok, yes and no. SM can, BA cant. The BA scout bike sarge only can use pistols or close combat weapons.


That's odd, does that mean he can't take combi weapons either?


Yes. Thats why i thought regular scout bikers sarges can't use stormbolters either.


Pretty sure index scout bikers can take storm bolter sarge as such all scout bikers can.
That's the correct interpretation. It's the same reason that some BA characters like Sanguinary Priests can take Jump Packs even though that's not a wargear for them in the codex.

For those who don't have an index nearby, a Scout Bike sergeant can take a wargear from the sergeant equipment list, which includes a boltgun or any combi-weapon.

This message was edited 1 time. Last update was at 2018/03/14 21:58:57


 
   
Made in gb
Sadistic Inquisitorial Excruciator




Ally in some sisters of battle.
[Nod]

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Aggressors, repulsors, fire raptors, gman lol

12,000
 
   
Made in us
Clousseau





East Bay, Ca, US

Ally in Imperial Guard and just bring Punishers or HWT. Paying for the Relic of Lost Cadia is also smart. You can build a serious anti-horde contingent of guard for like 400 points.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
Forum Index » 40K General Discussion
Go to: