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Made in fr
Fresh-Faced New User




Hi,

HQ:

CCS with Master of Ordnance 80 (barrage is str9 ap3 pinning no los large pie unlimited range)
CCS with Master of Ordnance 80 (same)

Troops:

10 vets 70
10 vets 70
10 vets with 3 meltas in chimera 155
10 vets with 3 meltas in chimera 155

Fast attack :

Bane Wolf 130 (template is auto 2+ wound ap 3)
Bane Wolf 130 (same)

Heavy support :

3 Leman Russ 450 (Battle Cannons are str 8 ap 3 large pie 72" range needs LOS)
1 Manticore 160 (fires 1 to 3 large pie pinning str 10 ap 4 120" range no LOS)
2 Colossi 260 (Str 6 ap 3 cover ignoring pinning 240" range no LOS)
1 Medusa with bastion breaker shells 130 (strengh 10 ap 2 or 1 range 36 or 48 Large or normal pie needs LOS)

Aegis defence line with quad gun 100

Litterally, you use a turtle formation with 3 leman russ behind aegis shields in front, artillery pieces behind (leave some los for medusa to shoot), while bane wolves and guards protect flanks from any incoming threat (that is theyre only duty for the first 4 turns, bane wolves templates wound on 2+ automatically with ap 3 and melta guards can destroy any drop pod SM/Dreads/Bikes/Scouts)
from turn 4 to 6 infantry "runs" (yay orders) towards close objectives, that should have been cleaned up by the impressive 6 large pie strengh 6 to 10 ap 4 to 3 non LOS needing often pinning and cover ignoring artillery shots, and the 4 strengh 8 to 10 ap 3 to 1 los required tank shots.

Seriously nothing should win this except something that could nuke the turtle at turn 1 in its very core or some full flyer list with tons of anti vehicule (necron stuff with death beamy thingy).

Turtle, vaporise, capture.

What can possibly ever stop this ?


Second question is I really like the idea of entrenched artillery vaporising things while fast units end up putting flags on rooftops clearing the way for the armoured company to go forward.
BUT I feel it lacks in conversion and painting possibilities, and might look cheesy at first sight. Thoughts ?

I have another list I'd like to talk about but I'll just stick to this one atm.


Automatically Appended Next Post:
Sorry for bump but the advice is really needed =/

This message was edited 2 times. Last update was at 2013/06/10 18:37:10


 
   
Made in us
Beast Lord





Switch the bane wolves to hellhounds, they are much better. One weakness that immediately comes to my mind is drop pod armies.
   
Made in us
Boom! Leman Russ Commander





Ohio

Drop pod armies will beat this, especially SW because a good majority will blow up everything in the front and they will still be at full strength.

Necron flying spam will have a field day with their beam attacks.

any chaos marine or daemon army that has a prince will just send him up and he will chew through your tanks like nothing.

Eldar bike lists get crazy cover saves with rerolls and pretty much your colossus can only take care of them, otherwise they will ride right up and smash your tanks.

Any flyer heavy list will chew through this because your only anti air is a quad which isnt to great, against lighter armor 10-11 it can be good but you only have 1.

Also your low on scoring troops. if your enemy kills them then you have to hope to knock him off his objectives.

Artillery is nice but if you play on terrain that has ruins that has multiple levels then guess what, your artillery cant hit the bottom level so scout snipers would just sit safely and if you split your forces up and send the mech vets and hellhounds out the flyers and pods and fast units will just go right for your artillery.

Its a nice concept for an army but I believe that its better if your playing 2v2 games or higher and you would need an ally that can go out while you provide fire support.

Also all the advice Ive listed is because I ran a list just ike yours and Ive ran into the same problems.

 
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

You should really consider investing in PIS to bubble wrap your tanks. Vets do that, but not as well.

4000
2000  
   
Made in us
Boom! Leman Russ Commander





Ohio

UnadoptedPuppy wrote:
You should really consider investing in PIS to bubble wrap your tanks. Vets do that, but not as well.


Only problem is it will get pretty pricey to run double FOC for his artillery

 
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

Another thing is if you equip the Medusa with bastion breaker shells you can only fire bastion breaker shells, which I feel like you may not need/want.

Any terminator list will do serious damage to you as you only have one AP2 template and the Meltavets.


Automatically Appended Next Post:
 tankboy145 wrote:
UnadoptedPuppy wrote:
You should really consider investing in PIS to bubble wrap your tanks. Vets do that, but not as well.


Only problem is it will get pretty pricey to run double FOC for his artillery


I agree. The HH variants and some Vets should be dropped, IMO. Artillery just needs a lot of bodies around them or, as said before, drop podding melta will go to town.

This message was edited 1 time. Last update was at 2013/06/11 04:46:06


4000
2000  
   
Made in us
Boom! Leman Russ Commander





Ohio

I originally was going to sugggest the Infantry squad bubbles because that will make them more survivable but then it becomes a little more pricey

 
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

 tankboy145 wrote:
I originally was going to sugggest the Infantry squad bubbles because that will make them more survivable but then it becomes a little more pricey


Hmmm...
Maybe just add flamers to the Vets, bubble with them, and beg your opponent to charge you while you pummel them with pie.

Since most of the artillery cannot shoot close range, maybe swap out the LRBT for Demolishers for some serious punch. If the enemy stays away from you, artillery goes bam. If the enemy gets close, Demolishers go bam. If the enemy charges, flamers go.... flame?

4000
2000  
   
Made in au
Imperial Agent Provocateur




Mystical Warp Storm

tybg wrote:
Switch the bane wolves to hellhounds, they are much better. One weakness that immediately comes to my mind is drop pod armies.


Just curious why are banewolfs better than hellhounds a 2+ poison with that torrent special rule sounds good to me

Anyway basically army that has excellent mobility *eldar, dark eldar* armed with some Anti-Armor is going to have a field day with your army. Basically
don't verse them.

"We need a new driver, this one is dead"



 
   
Made in gb
Rough Rider with Boomstick





Norfolk-England

Bane wolves do not have Torrent only the hellhound does. It makes them a point blank weapon that against most armies will never get a shot off. They are best used in armies that also you Creed which lets them outflank. Chances are they will drive on the edge get one shot and die but you will probably kill the unit it fires at.

I agree breacher shells are a waste of time as not that many people use bastions or forts. A basilisk would probably serve you better as it could fire over the tanks and is a massive threat to defence line armies as cover saves are taken from the center of the template with barrage weapons.
On that note don't expect the orbital bombardment to do gak. It scatters 3d6 and cannot hit as it moves the direction of the arrow and you cannot even minus your bs. Its poor for the same points you could take a fleet officer that will help hold of enemy aircraft some times and another 3 melta guns in your vets or 6 flamers to do the counter charge idea.

   
Made in us
Boom! Leman Russ Commander





Ohio

 Traffic Conez wrote:
tybg wrote:
Switch the bane wolves to hellhounds, they are much better. One weakness that immediately comes to my mind is drop pod armies.


Just curious why are banewolfs better than hellhounds a 2+ poison with that torrent special rule sounds good to me

Anyway basically army that has excellent mobility *eldar, dark eldar* armed with some Anti-Armor is going to have a field day with your army. Basically
don't verse them.


Banewolves dont have torrent which means you are in melta and assault range if you dont kill your target.

 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

This will sound way off from normal IG strategy. I have run a 2,000 point list with artillery as the main focus. Seeing as GW objectives are the main way to win or lose a game in 6th, troops need to be addressed. Also, troops have to protect your artillery pieces. So, this is what I have tinkered with.

CCS w/ MoO w/ camo cloaks
CCS w/ MoO

Penal legion squad x10

Basilisk squad (2)
Basilisk squad (2)
Medusa squad (2)
Hydra squad (2)

ADl w/ quad gun x2

This works because all the troops are stubborn. I have run this with the artillery lined up on the back of the board and behind the ADL. CCS mans the guns. Depending on which roles you get for the pls, depends on where you place them.

I knw I will get flak for this but it is just a different list.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in au
Imperial Agent Provocateur




Mystical Warp Storm

Ah okay read the codex more closely its the hellhound that only has torrent, I assumed the asterisk was on the chem cannon too

"We need a new driver, this one is dead"



 
   
Made in gb
Rough Rider with Boomstick





Norfolk-England

How have you gotten 2 defence lines. You only get a second primary foc at 2000 it does not say anything about a second fortification or allies chart

   
Made in us
Boom! Leman Russ Commander





Ohio

 Truffle wrote:
How have you gotten 2 defence lines. You only get a second primary foc at 2000 it does not say anything about a second fortification or allies chart


Reread page 110 middle of second paragraph. To be more specific the part where it says an additional allied detachment and an additional fortification. Not trying to sound rude but its in the same sentence that also states all the troops and other amounts of units you can have by doing double FOC.

This is unless there was an FAQ which states otherwise which I am completely unaware of.

 
   
Made in fr
Fresh-Faced New User




Wow thanks a lot for the advice (especially tankyboy).
I do understand most of your replies, but still I think the plan I'm exposing here might have been sometimes not fully understood :

Bane wolves, reading you, is totally useless except if you get Creed...
Well, let the space marines and eldar bikes come, they'll get fried as soon as my banes get to see them (they go full throttle, even if its suicide, and shoot on the same turn meaning they'll have some more "range". Oh and Deamons and MCs not gonna like the 2+ wounds).

Even if drop pods fall from the sky, they will have to first destroy the chimeras and bane wolves before hiiting the core of the artillery turtle, or land straight in front of the LRBT and try to melt his AV14... Yes with meltas it is doable, but then the dropped dudes will get vaporised while artillery takes care of the rest that is further away.

scouts/scoring units getting at base level would be the worse case scenario as my ennemy will just have to wait for me to move.

But anything else looks easy to win. Dark eldars with tons of dark lances and raiders ?
Well, with all them templates and pies, if they don't manage to kill at least 2 lrbt that are under cover at turn 1, then there is now way they are gonna survive my shooting phase.

And if i get turn 1, it will be just too easy, land the pies, throw the dice, all transports and at dead (most threatening at least), then shoot the rest.

Full flyers would be a problem but full flyers is... you know, its like playing doom 2's last level with invincible mode on.
You have all the time you need the find the boss weakness and can't get shot down.
It's not cool.
   
Made in us
Boom! Leman Russ Commander





Ohio

Dont forget if its night fight you only have 36" range and your artillery but the collosus ignore cover so everything will be useless and transport heavy armies will do a mad flat out move turn 1 and probably be in your lines turn 2.

Termie units would also go to town on your units.

Also not if your close enough to put 1 wound on a monstrous creature your close enough for it to smash you, aside from nids who have no invulnerable saves, most monstrous creatures get invulns and some like a nurgle daemon gets shrouded or something meaning +2 cover.


 
   
Made in gb
Rough Rider with Boomstick





Norfolk-England

Quite right on the fortification rule I stand corrected Duel forts of redemption for me at 2000 pts then

   
 
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