Generaly tho they just sit there and waste the enemy's points. Last battle i had them as the only viable target for 3 enemy units. And instead of moving those units into a position that they could really hurt me. My enemy was shooting Harker and his unit while they went down to ground and got them self a 2+ cover save ;-).
not much anti armour ? in a IG list, what is your list (roughly?)
I think I am going to switch to grenade launchers for my footsloggers, and put the flamers that were there previously in my PCS. Any time I take Flamers in my line squads they end up being avoided or charged by something they are too slow to track on.
A 1,000 list might look something like this:
CCS; vox, medic, flames + MOO
PCS; vox, medic, flames
5 x 10 man squad; vox, 'nade launcher.
10 man Vet squad; 3 x sniper, 1 x autocannon
3 x autocannons
3 x mortars
3 x mortars
chimera w/ 2 x HBs
and then whatever I can fit into there, maybe a Russ or two? I have some magnetised sentinels that can take plasmacannons/lascannons, but I normally use autocannons
(Am at work, so can't check exact point values right now, apologies)
^ You do realize that they have an alternate fire mode, right?
Yes, S3 blasts are very impressive. <_<
I would much rather have versatility than a squad that can only do one thing. Different play styles I guess.
the topic I want to talk about to that I just recently got a about 20 or so storm troopers which i can configure to have either plasmas, grenades, or meltas for two squads. Im not familiar with what to do with them yet though but they seem really cool models and that they have different "special ops" rules. Anyone who loves these ultra hardcore troops, know how to use them let me know.
They (Stormtroopers) are generally regarded as overpriced for what they do. I use them as late game objective grabbers/contesters with the Airborne Assault special mission (typically with Flamer and Meltagun). I could see uses for the other two missions against certain armies, since they both give you rules that allow outflanking.
Also, the edit button.
Screening an advancing Demolisher with Chimeras seems to be a solid tactic, as the Demolisher is a bit taller than the Chimera hulls, allowing for a cover save plus the ability to fire over the top of your own tanks. I figure I will be advancing 4-5 Chimeras into my enemies' lines to take out transports, and what better than to have an AP2 Demolisher shell to take out anything that piles out of destroyed transports.
Either use a table edge to protect one flank of the Demolisher and use a couple Chimeras in front and on its side, or go for a full spearhead deployment right up the middle with 3 Chimeras all around it, with the LR in the middle of em all. Most of an enemy's army will be within 24" after turn 2 anyway, and nothing draws more AT fire than a Russ. Plus, it has better side/rear armor to prevent pesky infantry getting in too close. Use a hull HF and you're golden.
In my 1850pt army I am using three Russes, 2 MBTs w/ LC and 1 Demolisher w/ hull HF. Couple the Demolisher with a couple Devil Dogs to roast anything that piles out of a destroyed transport and things will turn nasty real fast.
The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.” - George Carlin
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Anyone have any luck with psychic battle squads too? theres a great tactic with the "weaken resolve" power and then forcing pinning checks or moral checks with sniper weapons. Put those in a 40+ body count of guard and they would be pretty hard to dig out.
The Psyker Choir is pretty good. I'm personally into getting more guns into my army than hearing a good song that happens to put the enemy into mortal agony.
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The only problem with psyker squads is when you rely on them too much against an army that can negate psychic powers (effin space wolves) or ignore them altogether (TIE-RANIDS) That being said, dropping an ordnance template for ~100 pts is sweeeet.
Oh , and someone mentioned to try and synergize this squad by using at least SOME ordnance barrages.
Just posted my 2000 point list in the army list section. It has gone through many iterations over the past few months, and is based mainly on what I've read here and over at librarium online. Would appreciate any comments, I think it's a pretty mean list but there's probably still some optimization to be done.
I am too excited about the tactic to argue against the usefulness of str 10 ap 2 range 24, however another project has begone .
Phil Kelly is Tzeentch!
I have a quick question. Any suggestions to fight a quick Blood Angel Space Marines army?
Shoot em. The only game I played against the Blood Angels, I didn't lose a single model.
Could you elaborate a little bit?
I have in my 1750 pts list: