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Made in gb
Longtime Dakkanaut





 Witzkatz wrote:
I am just trying to figure out what to do against these monstrosities. It doesn't help when there are LR Demolishers and Vendettas zooming around while trying to deal with these...

Don't play them.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in us
Humorless Arbite





Maine

 Witzkatz wrote:
I am just trying to figure out what to do against these monstrosities. It doesn't help when there are LR Demolishers and Vendettas zooming around while trying to deal with these...

I actually wrote an E-mail to FW and asked them whether they might adjust points cost for the RLD at least slightly. The new artillery rules probably won't change quickly, since GW probably doesn't want to errata something like that so soon after the rulebook came out.


I think tar pitting is the way to go. If you have some small fast assault troops you can Get into action fast. You figure they are going to be hunkered down in cover, and with going to ground and back in the fight with that T7 they are going to be hard to kill, via shooting. Unless you have sniper or poison or maybe shred It probably wont be worth shooting. Good news is that the unit isn't going to have lots of wounds. What army are you playing?

Voxed from Salamander 84-24020
 
   
Made in cz
Hurr! Ogryn Bone 'Ead!




CZ

You compare very bad infantry unit (LC HWT) to good heavy support unit. What did you expect? It is the same if I compare Armoured Sentinel with multilaser to Chimera. Different slots, different power, different type of unit...this just does not work.

 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

 Insurgency Walker wrote:
 Witzkatz wrote:
I am just trying to figure out what to do against these monstrosities. It doesn't help when there are LR Demolishers and Vendettas zooming around while trying to deal with these...

I actually wrote an E-mail to FW and asked them whether they might adjust points cost for the RLD at least slightly. The new artillery rules probably won't change quickly, since GW probably doesn't want to errata something like that so soon after the rulebook came out.


I think tar pitting is the way to go. If you have some small fast assault troops you can Get into action fast. You figure they are going to be hunkered down in cover, and with going to ground and back in the fight with that T7 they are going to be hard to kill, via shooting. Unless you have sniper or poison or maybe shred It probably wont be worth shooting. Good news is that the unit isn't going to have lots of wounds. What army are you playing?


Tar pit? If you get something in close combat with artillery, you have killed it. There is a single guardsman to kill (who reverts back to normal T3 when assaulted)

Ways to combat artillery:
Barrage, outflankers/deepstrikers to snipe the gunner, morale-check inducing stuff (fear of the darkness, necron wargear etc), fast close combat units and high strength shooting are all good ways.

This message was edited 1 time. Last update was at 2012/09/28 14:23:44


   
Made in us
Anointed Dark Priest of Chaos






 Testify wrote:
Yeah well I always took it for granted that Forgeworld stuff had no balance whatsover and that it was supposed to be a "fun" thing between friends. But some people on dakka get up in arms over that suggestion and insist that there's no reason not to allow FW in normal games.


So perhaps RLD can be added to the short list of FW units that appear "broken".

However, for every RLD there are what 5-10 FW units that are subpar and/or average at best and sometimes overcosted to boot?


The sky is not falling...

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in dk
Stormin' Stompa





 CT GAMER wrote:


So perhaps RLD can be added to the short list of FW units that appear "broken".

However, for every RLD there are what 5-10 FW units that are subpar and/or average at best and sometimes overcosted to boot?


The sky is not falling...


Which units do you find are the ones most often fielded?

The 5-10 sub par units or the few "broken" ones?

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in us
Anointed Dark Priest of Chaos






Steelmage99 wrote:
 CT GAMER wrote:


So perhaps RLD can be added to the short list of FW units that appear "broken".

However, for every RLD there are what 5-10 FW units that are subpar and/or average at best and sometimes overcosted to boot?


The sky is not falling...


Which units do you find are the ones most often fielded?

The 5-10 sub par units or the few "broken" ones?


And it is very easy for a club/TO/event organizer to post that list of 5-10 units that the majority thinks are broken and say 'they are not allowed".

it was imnplied that all of FW is broken and that as a result it should ALL be disallowed. This is untrue. many things in official codexes particularly the usual suspects(Necrons, BA, SW, etc.) are FAR more broken then the majority of the FW stuff. Making a blanket statement that all of FW should be banned becasue of a few bad entries is silly. IF that rule was applied to regular codexes a number of them would have to be banned as well...

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in us
The Hive Mind





 CT GAMER wrote:
And it is very easy for a club/TO/event organizer to post that list of 5-10 units that the majority thinks are broken and say 'they are not allowed".

That's reasonable.
And yet the majority of people who are for FW in normal games and tournaments are against that viewpoint.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Humorless Arbite





Maine

 Illumini wrote:
 Insurgency Walker wrote:
 Witzkatz wrote:
I am just trying to figure out what to do against these monstrosities. It doesn't help when there are LR Demolishers and Vendettas zooming around while trying to deal with these...

I actually wrote an E-mail to FW and asked them whether they might adjust points cost for the RLD at least slightly. The new artillery rules probably won't change quickly, since GW probably doesn't want to errata something like that so soon after the rulebook came out.


I think tar pitting is the way to go. If you have some small fast assault troops you can Get into action fast. You figure they are going to be hunkered down in cover, and with going to ground and back in the fight with that T7 they are going to be hard to kill, via shooting. Unless you have sniper or poison or maybe shred It probably wont be worth shooting. Good news is that the unit isn't going to have lots of wounds. What army are you playing?


Tar pit? If you get something in close combat with artillery, you have killed it. There is a single guardsman to kill (who reverts back to normal T3 when assaulted)

Ways to combat artillery:
Barrage, outflankers/deepstrikers to snipe the gunner, morale-check inducing stuff (fear of the darkness, necron wargear etc), fast close combat units and high strength shooting are all good ways.


I had not noticed that the toughness reverts back to crew base. Awesome!

Voxed from Salamander 84-24020
 
   
Made in de
Mekboy Hammerin' Somethin'




Lubeck

Yes, that's why I was looking into 1st turn assault capabilities against artillery. Stormboyz can work with a bit of luck on their rokkit roll and their assault move, their theoretical maximum assault range is 30" now. If your opponent places the Rapiers at the edge of his 12" deployment area and you don't play that long-side-to-side deployment, it could work.

I noticed RLDs also only have 36" range and not 48" like other lascannons. Not a big help if your opponent deploys centrally, but something to keep in mind.
   
 
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