Ranged Anti-Armor

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Ranged Anti-Armor

Post by Rion on Wed Jun 26, 2013 10:55 pm

So a friend of mine was telling me about his I.G. Armor lists and I wont lie....tears were in my eyes Sad so rather then wait till I had the job to pay for fielding my own I.G. force I was struck by an idea for a Ranged Anti-Armor list. Ranged simply cause I figured it would be more reliable then trying to get a bunch of guys across a battle field while being shot at by tanks.

HQ
2x OXI Inquisitor - 114
- Conversion Beamer, Power Armor, 3 Servo Skulls

Elites
3x Techmarine - 507
- Conversion Beamer, Orbital Strike Relay, 3 Servo Skulls

Troops
2x 5 Man Strike Squads - 200

Fast Attack
1x 10 man Interceptor Squad - 260
2x Stormraven -410

Heavy Support
3x Psyflemen Dreadnoughts - 405

Fortification
1x Aegis Defense Line with Lascannon - 85

As you can see it's LIGHT on scoring units. But then again it wasn't built with objective taking in mind. Although sit your objective's behind the Aegis wall with your Strikes and wait till the last turn of the game to Shunt your Interceptors to at least contest an objective with all those Servo Skulls lying around would be fun :twisted:Debating on the OSR. Worth it? Or is there something better I can use?

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Re: Ranged Anti-Armor

Post by DOMIN4TRIX on Thu Jun 27, 2013 10:08 am

Can the Techmarine's fire both the Conversion Beamer and the OSR in the same turn?

If you dropped the 3 OSR's you could add some Servitors for the OXI's to babysit perhaps.

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Re: Ranged Anti-Armor

Post by SmokinBrown on Thu Jun 27, 2013 10:20 am

+1

Add some plasma cannon servitors by removing one of the weapons from the techmarines.

SB

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Re: Ranged Anti-Armor

Post by Sai on Thu Jun 27, 2013 10:47 am

I don't think the conversion beamers are going to be all that brilliant. Your targets will make their way to inside of 42" on the first turn and use the terrain to block your LoS because you can't move and fire. 600 points is a lot for 5 S8 AP4 blasts.
Especially when you already have 12 twin linked S8 shots from 400 points of spamnought.

The other problem you have is kill points- your inquisitors face plasma instant death and your tech marines are on single wounds.

Most Grey Knights don't have to walk: if you're facing an armoured gun line consider using teleporters to get heavy weapons to the side or rear armour. You don't have to land close, just at a good angle.
That said, teleporting close and slagging tanks will probably start blocking LoS from the other enemy vehicles.

Power armour isn't going to be much good against battle cannons though so terminators would probably be better for the deep striking.

Teleporting is always risky but is less risky than trying to outshoot leman russ with their front armour towards you using S8 weapons.

Having a grand master allow a couple of units to outflank would work too. I played a game last weekend where I outflanked with terminators and a dreadnought to tear up an ultramarine armoured group. Having interceptors to shunt into support positions helps too.

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Re: Ranged Anti-Armor

Post by Rion on Thu Jun 27, 2013 10:06 pm

Some tweaking taking into account the suggestions made.

HQ
2x Grandmaster -470
- 3 servo Skulls, Psycannon

Elites
Techamrine - 119
- Conversion Beamer, 3 Servo Skulls.

Troops
2x 10 Man Terminator Squad - 900
- 2 Psycannon, 10 Hammers
1x 5 man Strike Squad - 100

Heavy Support
3x Psyflemen Dreadnought - 405

New Battle Plan: Stick the Techmarine and Strike Squad as bodies in some ruins with the Techmarine doing his thing to boost it's cover save. Also if I have objectives I'll stick them in with them and have the Strike constantly going to ground. Meanwhile the Techmarine having no other purpose will simply sit on top of the Ruin and have some fun with the Servo Skulls and his Conversion Beamer. The ruin shall also be placed as far back as possible so as to keep them at a distance.

The GMs and Termies will be waiting in deep strike while combat squaded. And when they arrive from reserve, scattering less thanks to all the Servo Skulls, have them start going to town with Psycannons and Hammers. The Dreads shall stick to what cover they can and shoot, or come in outflanking thanks to the GMs along with one or two 5 man group of Terminators.

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Re: Ranged Anti-Armor

Post by DOMIN4TRIX on Thu Jun 27, 2013 10:59 pm

You of course realise that at 2000pts we can field 54 lascannons.

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Re: Ranged Anti-Armor

Post by Rion on Thu Jun 27, 2013 11:02 pm

pardon my ignorance but how?

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Re: Ranged Anti-Armor

Post by DOMIN4TRIX on Thu Jun 27, 2013 11:04 pm

Cortaez
6 x 9 Jokaero
1990pts

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Re: Ranged Anti-Armor

Post by Rion on Thu Jun 27, 2013 11:10 pm

scratch that may work. Just have to get my friend to let me declare my Strikes as Jokaero.

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Re: Ranged Anti-Armor

Post by Constantine on Thu Jun 27, 2013 11:31 pm

What about having Mordrak dropping in with some ghost knights to shake things up?

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Re: Ranged Anti-Armor

Post by Rion on Thu Jun 27, 2013 11:34 pm

well I'm thinking of only working with 4 Jokaero squads, 3 Dreads, and an Vindicare, and an Aegis with a Lascannon. Keeps the suggestion and throws in more then one option.

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Re: Ranged Anti-Armor

Post by Enkiel on Fri Jun 28, 2013 6:09 am

DOMIN4TRIX wrote:Cortaez
6 x 9 Jokaero
1990pts

And then you can call it Corteaz's zoo.... I'd pay to see that many ape on the table...

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Re: Ranged Anti-Armor

Post by DOMIN4TRIX on Fri Jun 28, 2013 8:47 am

I was only joking about the Jokaero (well kind of)

I would look at something like this if you want ranged anti-armor:

Cortaez

Inq / Power Armour / psyker / 3 Servo Skulls

Vindicare

2 x 5 Jokaero / 6 Acolyte / Chimera

3 x 7 Psyker / 3 Plasma Acolyte / 2 Acolyte / Chimera

6 Terminators / Psycannon

3 x Psydread

If you wanted extra tactical flexibility you could drop one of the Psyker units and a Terminator and add in 10 Strikes to deepstrike - mop up the guardsmen and score.

Cortaez will give you a better chance at having first turn and with a threat range of 36" you're throwing out 12 TL autocannon shots, 10 TL lascannon, 3 S9 AP1 large blasts, 15 multi-laser and 1 exitus round.

The Psyker / Plasma squads can move and fire everything so be aggresive with them - they are suicide units designed to distract away from the Dreads, Terminators and the 2 Jokaero / Inq squads.

Don't forget to do flamer runs with the Jokaero when things get closer late game - 5 TL flamers will hurt.

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Re: Ranged Anti-Armor

Post by DOMIN4TRIX on Fri Jun 28, 2013 10:32 am

@ Enkiel - enjoy:

http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1363/29/1363292099890.jpg

http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1341/70/1341700141722.jpg

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Re: Ranged Anti-Armor

Post by Constantine on Fri Jun 28, 2013 1:53 pm

LOL!!!
Planet of the apes!Shocked 

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Re: Ranged Anti-Armor

Post by Rion on Sun Jun 30, 2013 9:29 pm

Surprisingly enough I first heard of an all ape list about a week after I started playing

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Re: Ranged Anti-Armor

Post by Enkiel on Sun Jun 30, 2013 10:04 pm

DOMIN4TRIX wrote:@ Enkiel - enjoy:

http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1363/29/1363292099890.jpg

http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1341/70/1341700141722.jpg

that second one.... wow.. best use of Ork ever.

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Re: Ranged Anti-Armor

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