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Showing posts with label Anti-Tank. Show all posts
Showing posts with label Anti-Tank. Show all posts

Which To Choose:Immortals or Warriors?

This has been a topic of debate with myself really and I can imagine with most of the rest of you.

On the surface I immediately went straight to Immortals being that they had a better save....Then I thought how cheap the Warriors are, I can take say 30 of them for a mere 390 points. That is pretty impressive. That is not to say you will take 30 but I would for that cheap haha. The thing that makes them more tempting is they have Gauss which you can auto glance on a 6, if you bring 30, very tasty. And I think if this is coupled with a couple of big units of Scarabs, obviously one of the stars of the Codex, I think those shots could get scary. Very scary. This is just one case for them. There is also the case for bringing a Ghost Ark. What has surprised me is the lack of use this seems to get in peoples lists. Especially when they are running Warrior units. It's open topped so can be fired from, AV13 protection and if you disembark or if you have a unit nearby on a roll of a 2+ you get D3 Warriors back from the dead. That could be objective sitting to the max while keeping those lovely Gauss shots. That being said I also think they benefit from large squads. I think the thing I find most funny is how people have been putting up lists with small 5 man Warrior squads, that will not last long. I won't go any further with these but I will say I like the look of having a couple of big units of these guys and maybe one unit of....

Immortals, coming in at 17pts per model with a 3+ save and with a Gauss Blaster rather than the Warriors Flayer with a point increase in Strength and AP bringing it to S5 AP4. Or and this is the part I like, exchange those to Tesla Carbines with that lovely ability of a roll of a 6 for two hits. The AP - hurts it but I think this is fair due to it could get rather nasty. Overall I think these would do nicely for thinning out infantry. A unit of 10 with these could be nasty. You don't need to go Tank Hunting with these as you more than likely have a bunch of Scarabs munching to give the rest of your armies weaponry good chance of destroying everything. I think a unit of 10 Tesla Carbines coming in at 170 is a good deal. If you want to make them your main troops I think Night Scythes (when they are eventually released) will be brilliant. I would recommend possibly having one 10 man unit with a few 5 man units dependant on points level if these are your main troops.

Personally I like the idea of mixing them but it seems alot of 'net lists' have made the Immortals the only logical choice. I think a good idea would be to have two big groups of Warriors backed up by small groups of Immortals with Tesla say for example you have 20 warriors back them up with two 5 man Immortal Squads.comes in at 430 points. This is just for an example and I'm not saying that's what you should run exactly but you get the idea. I personally think that the Ghost Arks maybe getting sold short a little especially if your running a predominate foot list. I think they are a viable choice seen as they make your warriors even more survivable.              

I don't think I have to say anything about the Night Scythe seen as most people think that's the only choice haha.

This is just my thoughts, please leave your thoughts on what you think are the best configurations for Troops are.

I shall leave you with a list I find to be the best I've written so far.


HQ
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Overlord - Warscythe - Command Barge - 180 pts

3x Crypteks - 105 pts
- HoD
- HoD
- HoD w/ Pulse

Troops
----------

10x Immortals - 170 pts
15x Warriors - 195 pts
15x Warriors - 195 pts

Fast Attack
----------------
10x Scarabs - 150 pts
10x Scarabs - 150 pts

Heavy Support
---------------------
Annihilation Barge - 90 pts
Annihilation Barge - 90 pts
3x Spyders - 150 pts     

Thanks,

Warflake Out.
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Necron Anti-Tank Tactics: Part II


While this post could apply to any army, Necrons it applies more so…

Necron Anti-Tank, what are your options? Heavy Destoryers, not bad for 65 points a model, especially when you consider the mobility of the model, T5, and a WBB roll. Problem is they occupy a heavy support slot that competes with monoliths and tomb spyders- depending on your build you need one or the other. Second problem is that they only come in units of three. Kill one and it is a LD test, and LD is not fearless, maybe close, but you could still roll and 11 or a 12! Take out the three of them and no WBB roll, unless you have another group and then we are back into cutting our heavy support choices.

Regular destroyers work well enough on light tanks like Rhinos, but as soon as you hit any AV 12+ armor you are back to the glancing game. While it is true that you should be using their mobility to hit the weaker side armor, that is not always the possible, and a good general will know this and try to minimize such shots of opportunity.

If you can’t destroy the tank then what is the plan? Well, for Necrons, immobilizing it is just as good. With our WBB rolls we can stand most of the shots coming from said tanks, even a predator dakka tank, and preventing them from shooting is easy on a glance so even vindicators and Tau rail tanks aren’t much of a threat. BUT, things like land raiders and assault vehicles are a huge problem since they need to be stopped before they deliver their payload into the ranks of our warriors. SO, if you can’t destroy the tank, stopping it is the next best thing. Once it is immobilized move on to the next tank, and fortunately we can still immobilize vehicles on the glance. In this capacity, immortals and destroyers work best since they have the range and volume of shots to pull off a few glances each round of shooting.


Ok, so Fritz, what is the third option for stopping tanks? Well, have you ever considered terrain? Yes, terrain. Roll through terrain and there is a one in six chance of getting immobilized- remember and immobilization is just as good as being destroyed. Get your opponent to crash his own army on terrain.

At the start of the game depending on the mission, use objective placement or annihilation deployment to maximize terrain. Where can you castle up to force your opponent to move through at least one or two pieces of terrain on the way in? What units- destroyers, VOD lord/destroyer lord can you send out to bait them into terrain?

1 in 6 odds are pretty good, and for Necrons we’ll take anything we can get!

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Necron Anti-Tank


With no melta option and the rise of mechanization in 40K what is the anti-tank plan for Necrons? Heavy Destroyers? Regular Destroyers? Nothing!?!

Heavy destroyers are an option, but are they the best option? 65 points a model isn’t that bad and they do count as “Necrons” so you are adding to the phase out number. A las cannon + the 12” move gives some awesome range and T5 + WBB is also sweet. Here is the problem with them in my opinion- they only come in groups of three and are a heavy support choice. Three groups limits tomb spyders, or monoliths if you play them, so how many are you going to take? They will get targeted and as soon as you loose one it is leadership test time. Also, is S9 really that good? Not without a melta options.

I’m not saying HD’s aren’t an option, just that they are not the best option for the points and force org loud out. Here is my suggestion and solution with Necrons- once you immobilize a vehicle then forget about it. A land raider is only dangerous for its ability to deliver what is inside- get that unit out by forcing it to walk and it can be killed. Necron players need to shift their thinking from destroying tanks to stopping them and then move on. The only real exception here is with destroyers and S6 shots on rhinos and side armor where volume of shots actually stand a chance of doing something.
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