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Made in us
Sure Space Wolves Land Raider Pilot





Hey friends. I have been a fan of the Leman Russ tank for a long time. When space wolves could use one (maybe third and 4th edition?) I got my first, and that was long before I played guard. I always liked the ww1 look of the things and I think they are still amazing today. The objective secured rule on spearhead detachments makes them quite a potent detachment, when running a tank commander and a few rushes (sometimes I throw a manticore in the mix too...). So on to the questions.....

What’s everyone’s favorite load Outs? Since I tend to run them along side space Wolves, I tend to run basic LRBT with no upgrades (battle canon and heavy bolter). Should I be spending the extra points for lascanon on the hull? What about sponsons? Is triple heavy bolter the value pick, but single lascanon is the ideal pick for dropping in a corner and plinking away at range? I don’t tend to need the punisher variants, because I am always running Grey hunter with Dakka razorbacks and my lists usually lack dedicated anti tank, more than anti infantry firepower.

What are some of the beaten path ways to field the old Leman Russ that work well for people? What’s anything interesting people are overlooking that these beautiful tanks can do?

For Russ!!!
[Thumb - 2D5F080D-529C-4E9A-94F3-ABC42ED9D95B.jpeg]

[Thumb - E106FC26-79A8-4532-9CC7-50DC8C3CFC76.jpeg]

   
Made in us
Regular Dakkanaut




I use 3 Russ conquerers no upgrades. Conquerer is the fw version that is literally the exact same as the LRBT except it costs 3 pts more for a storm boltor(called a co-axial storm boltor) that says whenever you shoot at something with the co axial storm boltor, the main gun gets to re roll all failed to hits against the same target.

So essentially it's the exact same as a LRBT but for 3 pts you re roll all failed hits within 24" and get a storm boltor. It's amazing
   
Made in it
Lurking Gaunt




Dublin

I like to play 3 cadian Tank Commanders all of them with battle cannon, las cannon, 2 heavy bolters, hunter killer missile and heavy stubber.

And with the cadian relic once per game they can re roll to hit and to wound against everything with the CAOS keyword.

The Hive Mind hungers... 
   
Made in us
Longtime Dakkanaut





Ecdain wrote:
I use 3 Russ conquerers no upgrades. Conquerer is the fw version that is literally the exact same as the LRBT except it costs 3 pts more for a storm boltor(called a co-axial storm boltor) that says whenever you shoot at something with the co axial storm boltor, the main gun gets to re roll all failed to hits against the same target.

So essentially it's the exact same as a LRBT but for 3 pts you re roll all failed hits within 24" and get a storm boltor. It's amazing


Don't forget to buy ANOTHER storm bolter for 2 pts! Conquerors are amazing and possibly my favorite unit in the entire game. They are so sturdy, killy, versatile and cost efficient. They can fit into any list and find a niche.

 
   
Made in us
Sure Space Wolves Land Raider Pilot





So, only drawback of conqueror is technically mine have wrong canon modeled and main canon loses 2’ of range right?
   
Made in us
Longtime Dakkanaut





Erik the Red wrote:
So, only drawback of conqueror is technically mine have wrong canon modeled and main canon loses 2’ of range right?


The conqueror cannon is a tad bit shorter than a normal battle cannon, but I highly doubt even the most strict WYSIWYGers will throw much of a fuss. I do not believe the turret is even sold anymore. It has a 48 inch range instead of like a 72, but how often is a target outside of 48'? 24 inches is your sweet spot anyways

 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

The Punisher variant is pretty devastating to infantry. I highly recommend checking it out. Especially as a command tank, hitting on 3+ with re-rolling 1's to hit thanks to the Gunners, Kill on Sight tank order makes it a terror to behold once it lines a target up.

I play Vostroyans, so I get the added benefit of the +6" to range thanks to Heirloom Weapons, making it reach out to 30" range even if stationary. The added range makes a huge difference.

Another variant to consider is the Eradicator. I swear by mine. It doesn't have ST:8 like the battle cannon, but it has good range at 36" (Or 42" for my Vostroyans) and still is ST:6. It's the same AP as a battle cannon at -2, but has the added benefit of denying any cover saves to the targeted unit, so Space Marines in cover are going to be saving on a 5+ regardless and in every other respect it's identical to a battle cannon, 2D6 shots and D3 damage per successful wound. I highly recommend giving it a try.

Of course the standard Battle Cannon is likely the best all-rounder, but several of the variants are interesting and fill a unique spot.

Just my thoughts on that. Take it easy.

-Red__Thirst-


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





I run 3 as Tallarn so sponsons have no -1

A Tank Commander with Battle Cannon, Lascannon and Plasma Sponsons
A standard LR with Lascannon and Heavy Bolter Sponsons
A Punisher with 3 Heavy Bolters

Tend to deploy the long range tanks on the backline and screen them then put the Punisher up front to try and do its 40 shots... and almost as bait for a charge with Defensive Gunners and something nearby to countercharge, like a Shield Captain on Dawneagle.

This message was edited 1 time. Last update was at 2018/03/18 01:22:25


TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
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Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

I run a Tallarn Tank Commander with the Punisher Gatling cannon. Loadout is 2 Heavy Bolters, a Stormbolter and a Lascannon.
As Tallarn he can move and still shoot all weapons at BS3+.
I always run him as part of my Ambush outflank Force so that he cannot be alpha targeted. When he comes on I have several options:
1. I can order him to reroll all 1’s with all his weapons;
2. I can order him to move an additional 6” after shooting (the unique Tallarn tank order) - with this move I can either get behind some cover, or I can do one of my favorite Tactics: I move him to within 3” of an enemy unit, then use the Crush Them Stratagem to charge into that unit hitting on 2s.... I only do this against non-fly shooty units that I know the opponent will pull back so it can shoot the following turn.
Another thing I usually do is keep him within 6” of my Ambushing Warlord (who usually has the Old Grudges trait) so that it can reroll failed wounds against a selected unit.

 
   
Made in no
Liche Priest Hierophant





Bergen

These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.

   
Made in gb
Combat Jumping Rasyat




East of England

They are really good, yes, but have their weakness. They have to move more than normal russes, rendering their sponsons pretty bad. And they are much easier to tie up on CC because they want to be 24" away from their primary targets, which are often in their oppoenent's backfield. They also can't take eradicator or punisher guns.

Really, they're great for non-cadian IG lists. Cadians as so accurate anyway, and can sit back and pound from a distance, with accurate sponsons too.
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

 Niiai wrote:
These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.


The Conqueror Battle Cannon is a 48” D6 weapon, so if you have to get within 24” for the rerolls you’re losing the advantage of the long-range potential and putting yourself into the range of just about every weapon and fast melee unit out there. Also D6 shots is not that great, especially with an AP-2 and d3 random damage.

 
   
Made in no
Liche Priest Hierophant





Bergen

 davidgr33n wrote:
 Niiai wrote:
These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.


The Conqueror Battle Cannon is a 48” D6 weapon, so if you have to get within 24” for the rerolls you’re losing the advantage of the long-range potential and putting yourself into the range of just about every weapon and fast melee unit out there. Also D6 shots is not that great, especially with an AP-2 and d3 random damage.


But the trade off is 3 points, and going from 72 to 48 range? You hardly need more then 48 range. At some point they come within 24" and lo you have re-roll to hit.

Just play them like your regular russes, and when something comes within 24, bonus. And they will be within 24.

   
Made in us
Regular Dakkanaut




 Niiai wrote:
 davidgr33n wrote:
 Niiai wrote:
These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.


The Conqueror Battle Cannon is a 24" D6 weapon, so if you have to get within 24” for the rerolls you’re losing the advantage of the long-range potential and putting yourself into the range of just about every weapon and fast melee unit out there. Also D6 shots is not that great, especially with an AP-2 and d3 random damage.


But the trade off is 3 points, and going from 72 to 48 range? You hardly need more then 48 range. At some point they come within 24" and lo you have re-roll to hit.

Just play them like your regular russes, and when something comes within 24, bonus. And they will be within 24.


I take 3 catachan conquerers who sit next to Harker for re roll 1s outside 48" and being able to re roll my d6 shots. They come within 24" I get all failed re roll. It's pretty sweet and 100% worth 3 pts

This message was edited 1 time. Last update was at 2018/03/18 17:46:20


 
   
Made in us
Douglas Bader






 Niiai wrote:
These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.


It's only "off the hook" if you assume that the LRBT is a very good unit, making a buff to it overpowered. In reality, when the LR Conqueror's rules were written, the LRBT was utter trash and it's still a very unreliable unit.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

 Niiai wrote:
 davidgr33n wrote:
 Niiai wrote:
These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.


The Conqueror Battle Cannon is a 48” D6 weapon, so if you have to get within 24” for the rerolls you’re losing the advantage of the long-range potential and putting yourself into the range of just about every weapon and fast melee unit out there. Also D6 shots is not that great, especially with an AP-2 and d3 random damage.


But the trade off is 3 points, and going from 72 to 48 range? You hardly need more then 48 range. At some point they come within 24" and lo you have re-roll to hit.

Just play them like your regular russes, and when something comes within 24, bonus. And they will be within 24.


The problem is that even with the rerolls this isn’t that great... assuming you shoot twice because of Grinding Advance - versus MEQ you’re looking at 3.65 (call it 4) dead Marines per turn; your best target will be transport equivalents (T7 / 3+) in which case you’ll be chipping off 4.67 (call it 5) wounds per turn if you’re shooting twice and in 24” range. I don’t think that’s great for a MBT.

 
   
Made in us
Longtime Dakkanaut





 davidgr33n wrote:
 Niiai wrote:
 davidgr33n wrote:
 Niiai wrote:
These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.


The Conqueror Battle Cannon is a 48” D6 weapon, so if you have to get within 24” for the rerolls you’re losing the advantage of the long-range potential and putting yourself into the range of just about every weapon and fast melee unit out there. Also D6 shots is not that great, especially with an AP-2 and d3 random damage.


But the trade off is 3 points, and going from 72 to 48 range? You hardly need more then 48 range. At some point they come within 24" and lo you have re-roll to hit.

Just play them like your regular russes, and when something comes within 24, bonus. And they will be within 24.


The problem is that even with the rerolls this isn’t that great... assuming you shoot twice because of Grinding Advance - versus MEQ you’re looking at 3.65 (call it 4) dead Marines per turn; your best target will be transport equivalents (T7 / 3+) in which case you’ll be chipping off 4.67 (call it 5) wounds per turn if you’re shooting twice and in 24” range. I don’t think that’s great for a MBT.


For the versatility is provides as well as how darn tanky (hur hur) for the points you pay I think tis a great deal. Also remember you always make it Catachan.

 
   
Made in ca
Sagitarius with a Big F'in Gun




Canada,eh

I've found Battle Cannon, HB and 2 HFs is best for me when I run pure Objective Secured tanks. Whether I'm getting charged or clearing an objective the HFs pull their weight.




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1000pt Skitari Legion 
   
Made in gb
Combat Jumping Rasyat




East of England

Lascannon with no sponsons is how I run my Conquerers. Cheap, tanky and killy.
   
Made in us
Sure Space Wolves Land Raider Pilot





 davidgr33n wrote:
 Niiai wrote:
 davidgr33n wrote:
 Niiai wrote:
These qonquerer tanks seems judt off the hook. 3 points for a re-roll 2 within range 24? Who does not say yes to that? Forge world seems off the hook.


The Conqueror Battle Cannon is a 48” D6 weapon, so if you have to get within 24” for the rerolls you’re losing the advantage of the long-range potential and putting yourself into the range of just about every weapon and fast melee unit out there. Also D6 shots is not that great, especially with an AP-2 and d3 random damage.


But the trade off is 3 points, and going from 72 to 48 range? You hardly need more then 48 range. At some point they come within 24" and lo you have re-roll to hit.

Just play them like your regular russes, and when something comes within 24, bonus. And they will be within 24.


The problem is that even with the rerolls this isn’t that great... assuming you shoot twice because of Grinding Advance - versus MEQ you’re looking at 3.65 (call it 4) dead Marines per turn; your best target will be transport equivalents (T7 / 3+) in which case you’ll be chipping off 4.67 (call it 5) wounds per turn if you’re shooting twice and in 24” range. I don’t think that’s great for a MBT.


You really don’t think they are good!?! I think just how hard they are to kill, combined with the fact that they get objective secured in Spearhead detachments makes them ideal backline scoring units.... maybe I’m missing something...
   
Made in us
Painlord Titan Princeps of Slaanesh




Tanks no longer get ob sec unless granted by the scenerio or some special rule.

This message was edited 1 time. Last update was at 2018/03/20 01:19:12


 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Leo_the_Rat wrote:
Tanks no longer get ob sec unless granted by the scenerio or some special rule.


I believe they (Leman Russes to be specific) do, but only if if you use the Spearhead detachment. The downside is they're one model, and if your opponent has just two troops on the objective they are trying to contest, you don't/can't claim it.

Just figured I'd offer that clarification. Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Heroic Senior Officer





Western Kentucky

Leo_the_Rat wrote:
Tanks no longer get ob sec unless granted by the scenerio or some special rule.

Imperial Guard specifically get objective secured on all leman russe's taken in spearhead detachments. Unless something came out in chapter approved to specifically override that rule in the codex IG tanks still have a way to make their russ variants objective secured.

Granted the times this matters is incredibly rare, it's basically just a bone thrown to players running pure tank companies.

'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
Sure Space Wolves Land Raider Pilot





I get that enemy troops can take objectives from the leman russ tanks but they can contest objectives against all non troop options and will still hold backline objectives against enemy elites and fast attack. Seems useful to me. What other shooty tanks are people running lately? I use these guys and manticores for the most part....
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

I usually run a punisher tank commander with HBs paired with a regular LR executioner with plasmacannons and a lascannon. Using vostroyan regiment. Tank commanders fine on his own and usually use vostroyan strategem and gunners kill on sight on the executioner. Vostroyan range means I can keep it stationary easier and the strat stops overheating + boosts accuracy. With those two the executioner is nearly killing a rhino a turn. Or about 5 MEQ. Pretty reliable, a lot more so than standard LRBTs I've found.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
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