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Made in fi
Regular Dakkanaut





I want to have infantry supported by artillery and tanks that drive the infantry close to the enemy while disembarking the legionairees who then proceed to approarch the enemy shooting at them. And in case any enemy survives getting shot at until my legionairees reach them up close, then the fight turns into a melee one.
   
Made in gb
Dakka Veteran





One of the best for that could be iron warriors.

Siege tyrants fit the bill as walking artillery with combat damage thrown in.
Add in some Medusa’s and quad guns and you have a big core of the army.

As a mechanicum player mainly, it’s a match up I hate.
Severe PTSD of playing against a friend that always runs at least 20 tyrants, 3 Medusa’s and 3 quad guns with phosphex.
   
Made in fi
Regular Dakkanaut





How would Iron Hands work for that?

I have a case of PRS. Perturabo Repulsiviness Syndrome. And his men aren't that much better.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Your description suggests the Iron Warriors because of the Ironfire (a Rite of War that makes their artillery more accurate if firing near their units); other than that most Legions don't do a lot for their artillery, it's good enough just on statline.

If you don't like the Iron Warriors I'd suggest looking at the following:

Iron Hands: Mechanized play mitigates some of their disadvantages (may not Go to Ground, Ld test to Run), Blessed Autosimulacra makes their tanks slightly tougher, and Head of the Gorgon is a good generalist Rite (Outflank to transports, LR DTs, and free Blessed Autosimulacra so you don't need to spend 10pts/Rhino). Their infantry are tougher when out of the transports, which offers greater flexibility once you've gotten out. Grav-guns exist but are largely a trap (short-ranged Heavy Blast means you need a Relentless platform to get much out of them).

Salamanders: Mechanized play mitigates their -1" to run/charge. The Covenant of Fire is a strong mechanized Rite, the 5++ against meltabombs can make a huge difference when you're getting vehicles up close, and Move Through Cover saves on dozer blades/rolling double 1s and immobilizing a Land Raider in an awkward position. The flamer strength buff, Pyroclasts, and master-crafted meltas from Covenant of Fire make for nasty close-range shooting.

Dark Angels: Tremendously flexible, can be built in a variety of ways. They have a mechanized Rite (Steel Fist) that offers some minor advantages (including DT Spartans for large infantry squads), but the big reason to look at them for this build is the masses of short-ranged souped-up plasma from the Dreadwing, Deathwing, and normal squads upgraded with plasma burners.

This message was edited 1 time. Last update was at 2021/03/02 08:46:36


Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in us
Fresh-Faced New User




Iron Warriors - shooty plus artillery, auto pass morale from shooting, re-roll pinning special pinning heavy bolters

Death Guard/Dusk Raiders - shooty, extra tough, chem flamers/hvy flamers have Shred

Imperial Fists - extra shooty with bolters & hvy bolters, including rapiers, attack bikes, and jetbikes. Add armistos consul for super extra shooty heavy bolter squad. Warmonger consul to deep strike 20-man shooty tac squad w/ extra CC blades. All Hvy support squads have Tank Hunters, so krak missiles and lascannon are extra good.

Raven Guard - all leg infantry Infiltrate, which also confers to dedicated transports, so deploy close to enemy and disembark turn 1 or 2, infiltrated squads with vox's bring deep striking jumpers and jetbikes in without scattering. All jumpers get Furious Charge. Dark Furies jumpers Rend, Shred, Furious Charge, & w/ Angels Wrath RoW Hit & Run

Blood Angels - choppy and special shooty weapons. Give tactical squads additional cc blades, disembark, shoot, charge. Vox's as above. Angels Tears jumpers can each take assault cannon or heavy flamers. Hvy Support squads can take all assault cannon, add Warmonger Consul to deep strike Assault Cannon Hvy Support Squads. Contemptors w/ dual CC fists and dual assault cannon

Shattered legion of Imperial Fists (Shooty) + Blood Angels (Shooty or choppy)
Shattered legion of Death Guard/Dusk Raiders (shooty) + World Eaters/Warhounds (choppy)
Shattered legion of Iron Warriors (shooty) + World Eaters/Warhounds (choppy)
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Imperial Militia (or their Chaos counterparts) would work VERY well for this list, with strong artillery options, superheavy dedicated transport (with the options for littler ones if you really must) and access to fantastic tanks (the Heavy Russ).
   
Made in us
Abel





Washington State

 Unit1126PLL wrote:
Imperial Militia (or their Chaos counterparts) would work VERY well for this list, with strong artillery options, superheavy dedicated transport (with the options for littler ones if you really must) and access to fantastic tanks (the Heavy Russ).


You skipped over the part about infantry disembarking and marching towards the enemy firing. Something the cowardly Imperial Militia NEVER do. They hide in the back field or inside their tanks until their is no threat, then jump out (if they have to!) to take objectives.

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Idk what militia armies you play. Mine with 3+ saves and strength 5 small arms find themselves hopping out all the time!
   
Made in us
Thunderhawk Pilot Dropping From Orbit





United States

If you dont like Perturabo and the boys, you could do a loyalist Iron Warriors force with Kyr Vhalen and the 77th Grand Battalion. Still Iron warriors, but they are extremely ass mad, enough to stay loyalist, and have some character to them.


Automatically Appended Next Post:
I also have PTSD from 20 siege tyrants and artillery support, literally easy mode engaged. Press the bang button and win the game.

This message was edited 1 time. Last update was at 2021/04/30 22:54:25


 
   
Made in hk
Longtime Dakkanaut





Rhinos are optional for DG. You can even have a whole mass of Plague marines and terminators moving up the field shooting and then charging in at the survivors once they are in range. Plague Burst Crawlers are good artillery pieces. Not quite as shooty as what the imperium can field, but they are super tough. So, it kind of fits your image you were talking about.

Unless you really like the idea of this whole transport business.
   
Made in ca
Poisonous Kroot Headhunter





Everyone's already listed the obvious Iron Warriors, Iron Hands, ect options. There is another lore wise though.

While generally not considered by most in this regard, the Alpha Legion did boast a surprisingly large armor and artillery division and when their usual stealth and subterfuge wasn't up to the task, they would take to the field much in the way you describe.

Not sure about their rules on the tabletop though, I'm just speaking fluff wise.

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Made in gb
Preparing the Invasion of Terra






AL aren't worth it for an Armoured force IMO. You wouldn't be taking advantage of their abilities which only apply to units with the Legion Astartes special rule, which vehicles (apart from Dreadnoughts) do not have.
   
Made in us
Gore-Soaked Lunatic Witchhunter







DTs do gain Infiltrate or Scout if the passengers have it; they don't get a lot for a tank force, but Alpha Legion can do a really fast mechanized foot force.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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