IllumiNini wrote:Hey guys,
I've got a Linebreaker Squadron and having trouble using it. I usually try to deploy it at the very front edge of my deployment zone and drive it forward as much as possible in order to attack my opponent first. However, this tactic usually only works if I have first turn. If I don't have first turn. it becomes increasingly difficult to figure out how to use them and I've never actually got to use the Apocalyptic Blast. I've considered trying to deploy them in reserve, but I don't know how this will turn out (I'm using this tactic for the first time tomorrow).
I'm curious to know two things:
(1) If you have used this squadron, generically speaking - how have you used it (relatively) successfully?
(2) Conversely, is it even worth taking? Is it better to run the Vindicators individually or not at all?
Cheers guys
1) I haven't used the squadron (my 7th edition
MEQ army is Space Wolves right now and we don't have the option to squadron our tanks). However, in playing
against the squadron I might be able to provide some insight that could be useful to keep in mind when you're running the squadron. A huge, squad-wiping blast is a scary prospect, especially for armies relying on lots of infantry without transports (such as Skitarii or blob guard). However, taking three vindicators costs well over 300pts--but preventing just
one of them from firing (and thus precluding the use of the scary pie plate of doom) rarely takes more than 300pts of shooting. And the decrease in scariness from the Linebreaker blast to just 2 Large Blasts (even if they are S10, AP2) is considerable--on a table with a decent amount of terrain a unit of strategically-spaced infantry have a good chance of weathering two normal Demolisher rounds.
In order to actually use the Linebreaker effectively you have to do at lesat one of two things: 1) do something to ensure the squadron can firing its Feth-you blast, or 2) get the enemy to commit at least 360pts of units to stopping you from using that blast. The second option there is terribly rare for most engagements, as one crew shaken result robs you of the ability to fire the Linebreaker blast, and any army that can't find a way to shake/glance to death a single 13/11/10 vehicle without committing a few hundred points of units to the task probably has a lot of other problems to worry about, on top of the vindicators. So to get use out of the blast you'll need to find a way to keep the tanks safe until they're ready to shoot.
LoS-blocking terrain is pretty much a necessity here, and you'll have to creep the tanks up 'neath the cover of terrain and in a way that makes all three tanks show their AV13 front to the enemy line--the AV11 sides just aren't going to hold up to a serious attempt to silence one tank. You need to distract enemy units with faster units of your own to help take pressure off of the vindicators while also doing your damnest to squeeze every last cover save out of the board in a desperate attempt to make sure all three Vindicators survives unshaken to fire their blast.
I've played against the squadron twice. Once I glanced one tank to death on the 1st turn and never had to worry about the blast. The second time the damn squadron crept around some ruins (with windowless first-floors, so there was no line of sight) and fired on a pricey (though not as pricey as the Linebreaker squadron itself) squad of Skitarii. The poor guys just ceased to exist.
2) Is it worth it? That depends on the list and the points limit you're playing. The Linebreaker blast itself hurts some armies a lot more than others, too, but I'm assuming we're talking about a take-all-comers context here. If your list is full of a ton of immediate in-your-face threats--drop pods, bikes, skyhammer, etc.--then a Linebreaker Squadron might be a good addition to the force. If every unit in your army is going wreck anything close to it, the the Linebreaker is either going to 1) draw enough fire to take the pressure off another one of your scary units, and then that unit will pick up the slack created from the inevitable stunned/dead Vindicator or your other units will eat all the fire and the Linebreaker will hopefully not get enough hate to stop it from firing and it gets to flatten something with its big blast.
Another sort of situation where the Linebreaker is good is if you're playing games with huge point limits, but only 1
CAD or something like that. If your heavy support slots are filled and you don't have enough free slots for 3 solo vindicators then you might as well run them as the Linebreaker squadron.