KInG wrote:The gause weapons are obviously a worry for any vehicle, but when you have another 9 tanks behind you, you can afford a few losses.
Not just Gauss... Disruption Fields as well.
KInG wrote:Not sure why PB thinks they would be such a nasty opponent for
AC.
Just from experience - my standard 2500 list cut down to size ( 2250 ) would look like this:
Lord with Orb and Warscythe
Warriors x15
Warriors x15
Warriors x15
Flayed Ones with
DF x8
Flayed Ones with
DF x8
Monolith
Monolith
Monolith
Scarabs with
DF x5
Scarabs with
DF x5
Scarabs with
DF x5
-- The Lord protects the Warriors and remains stable until they can all become more effective ( ported through Liths into Rapid Fire range ).
-- Flayed Ones use Infiltrate + Terrain to enhance their chances for assaulting vehicles. Use the Liths Power Matrix to bump them closer to vehicles. Each unit of FOs can produce 24 attacks on the charge: auto-hit vs stationary or standard to hit vs moving vehicles. Need only 6s to Glance the vehicles with preferred results like Immobolised and Destroyed to serve as walls for the FOs until they can relocate. Even at minimum damage ( cannot shoot ) the tanks become essentially useless for a round.
-- Monoliths arriving via Deep Strike and primarily using the Power Matrix to either port Warriors ( reroll
WBB and Rapid Fire range ), or reposition the Flayed Ones. The Gauss Flux is also helpful for additional Anti-Tank measures in an area effect.
-- Scarabs run the interference route using their Size - Turbo - Terrain to get into assault range: each unit is capable of 20 attacks on the charge - again Glancing on 6s and again using downed vehicles as lines of defense. And as with FOs even the minimum damage prevents the vehicles from shooting for a turn.