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Made in us
Regular Dakkanaut




Parshall, ND

This will seem backwards, but I have my army ready, but not sure what chapter to use, all units are minimum numbers. My partner will be extremly close combat, so going for more gunline...

Captain (Thunder Hammer, Combi-Plasma)
Primaris Librarian
Captain in Gravis

2 squads of Tacticals (Power fist & Missile Launcher)
1 Intercessor (aux grenade launcher)

2 Hellblasters

1 Inceptors


Supported by IG Battalion (basic troops and some HQ's

   
Made in us
Stoic Grail Knight






Yendor

Woah there, slow down a minute. This is going to depend on a lot of different things. It sounds like you are doing a *team* event. In order to effectively play in a team event you need to consider what your ally is building, and make sure that your armies support eachother. Its not a good idea to have two separate armies doing two entirely different things fighting against one well oiled machine.

Also get an ancient and put him with the Hellblasters. People hate Hellblasters, its nice to give them a chance to shoot at stuff as they die.

Anyway... to answer your questions
Ultramarines are the best gunline assuming you choke down the points for Gorrilaman and have lots of space marine heavy weapons.

Raven Guard are nice, as they give your long range stuff a good defensive buff, and you can use the infiltrate strategem to infiltrate in a close range shooty / assaulty unit of your own to support your allies advance.

Imperial Fists isn't bad for helping dig enemy ruins out of ruins by ignoring their cover saves. If you think about it, even for units like Helblasters, it doubles their effectiveness when shooting at MEQ in cover. (Dark Reapers for instance) : 3+ Save goes to 2+ in cover -3 from Plasma = 5+ save. With Imperial Fists that 5+ is reduced to a 6+- literally half as effective.

Really though, its hard to give effective advise without knowing what your teammate is actually fielding and how your armies are intended to work together in any meaningful way

This message was edited 2 times. Last update was at 2018/05/22 14:13:34


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Regular Dakkanaut




Parshall, ND

He is using a blood angels, has a gunship, couple scout units and assault terminators with some nasty characters

Are basic strategy is I shoot, he charges....

This message was edited 1 time. Last update was at 2018/05/22 14:30:06


   
Made in us
Stubborn Prosecutor





Gotta give a shout out to Dark Angels for a pure gunline. The rerolls of 1s for free is a huge force multipler to Hellblasters and Plasma Devastators. People really underestimate how useful it is to be able to spread your gunline anywhere you want, outside of the usual auras and will get useful shots downrange.

Other advantages:

Plasma Inceptors + WoTDA is a 177 point unit that can erase a 400 point unit in a single drop. They tend to explode when doing so, but you can't beat a 200 point disparity like that.

Not paying for toHit rerolls means you can buy some nice cheap lieutenants for a reroll on wounds. Nothing like opening up with plasma and knowing that an entire dice facing is a mere formality for you.

DA Librarians are terrible at supporting thier own units, but can massivly screw over other gunlines and melee lists with Mind Wipe and Aversion

Some of the Cheapest ground attack flyers. 175 points to throw 16 shots (plus two missles) and a horde of your choice is nice.

Dark Shrouds. This is an aura limited unit, but it's a -1 to hit bubble. These things can easily be leveraged to make your gunline outperform even a tau one.

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in hk
Steadfast Ultramarine Sergeant




For shooting firepower efficiency, no Astartes Army can surpass Ultramarine composed by Venerable Dreadnought, Aggressors, Devastator, Hellblasters, Predators, buffed by Guilliman. Not only because the rerolls after rerolls, but also their ability to fall back and shoot despite with lowered accuracy. Their downside, compared to Ravenguard or Azeral Dark Angel, is the lack survivability. However, considering your partner of the game is taking Blood Agnels, hopefully the enemy would be kept busy and not enough focus on your guys. So taking Ultramarines might be viable.
   
Made in fi
Locked in the Tower of Amareo





 akaean wrote:


Imperial Fists isn't bad for helping dig enemy ruins out of ruins by ignoring their cover saves. If you think about it, even for units like Helblasters, it doubles their effectiveness when shooting at MEQ in cover. (Dark Reapers for instance) : 3+ Save goes to 2+ in cover -3 from Plasma = 5+ save. With Imperial Fists that 5+ is reduced to a 6+- literally half as effective.

Really though, its hard to give effective advise without knowing what your teammate is actually fielding and how your armies are intended to work together in any meaningful way


Doesn't double. 25% boost to casualties. 6 wounds, 4 dead goes to 5 dead.

-1 against 2+ doubles efficiety.

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut




Parshall, ND

Only problem with changing the units is that I don't own much, and this is the best I got (I have more inceptors and intercesors)

   
 
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