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Vehicles - hard to kill

Army lists, battle reports, and discussion of tactics

Vehicles - hard to kill

Postby KInG » Wed Jan 08, 2014 9:28 am

Played against typhus' IG other night with my DE. I have 12 dark lances, 4 blasters and 4 blast pistols in that list and every infantry model has a haywire grenade (40of them). You would think typhus' 9 vehicles would all be dead turn three. By the end of the game I was tabled and only had killed three vehicles.

The game was end to end, and kill points, with no fighting and me going second.. However I did steal the initiative and that helped, but I soon started taking damage and my damage potential was soon diminished.

So even though a melta can kill anything with one shot, I feel vehicles got quite a large boost in 6th. Not sure how I can make my list any more anti tank. Lol
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Re: Vehicles - hard to kill

Postby Darklighter » Wed Jan 08, 2014 9:36 am

At least you have some vialbe anti-tank units.
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Re: Vehicles - hard to kill

Postby Baragash » Wed Jan 08, 2014 11:37 am

KInG wrote:I feel vehicles got quite a large boost in 6th.


How so?
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Re: Vehicles - hard to kill

Postby killmaimburn » Wed Jan 08, 2014 1:45 pm

Baragash wrote:
KInG wrote:I feel vehicles got quite a large boost in 6th.


How so?

Have you played 6th yet?
firstly cover at 25% is massive boost, stack on nightfighting mods and its better than 5th ed cover at start of game.
Ditched chances of *damaging* vehicles with a glance, whole list of weapons that just got useless at constant suppression etc.
Vs ap2 getting better (but mostly long range see above) and AP1 being super duper deadly.. but mostly overkill against multiples.
I ran the maths for frog once and (best case scenario..night fight, huddle together ..no orbital bombardment).. it took a horrendous amount of autocannons to bring down a chimera wall.. ..but I've lost the maths and can't be bothered (you're welcome to mathtimate it out again.. assume autocannons nightfight+ cover (assume melta are relucant due to bait and switch contents pawn for pawn they'll win so you have to remove chimeras first, 8 chimeras in front of 3 leman russ or something, work out how many autocannons it takes to wreck all the chimeras).

-Yes when the enemy is sat right beside your tank and everybody from globbitz up have krak grenades they melt.. but meh thats what light armour does..same as advancing by cover of daylight into the lascannon batteries.
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Re: Vehicles - hard to kill

Postby KInG » Wed Jan 08, 2014 6:52 pm

lol so easy Toby ;)

But yeh bara, even my Skimmers lasted ages with their 5+ constant jink saves at the very least, 4+ when moving flat out and then start adding night fighting on first turn in just over 50% of games, as I always roll on strategic warlord traits and '1' is night fighting. That said I then usually start losing them quickly turn 2 when assaulting from them, and close range stuff also comes in.

@DL don't Tau have effective anti tank anymore? I remember you shooting me to hell even behind cover and offering no cover saves at all. :(
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Re: Vehicles - hard to kill

Postby Baragash » Wed Jan 08, 2014 6:57 pm

killmaimburn wrote:Have you played 6th yet?


The question was genuine on the basis that the answer is no. I'm slowly pondering what updates I need to make to my force to make it playable for meet ups/Gibraltar/local club*.

*mainly WHF, 40k and Malifaux so if I want to start turning up again......
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Re: Vehicles - hard to kill

Postby KInG » Wed Jan 08, 2014 7:21 pm

well lay it on us... actually, I think it warrants its own thread ;)
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Re: Vehicles - hard to kill

Postby berger15 » Thu Jan 09, 2014 8:26 am

Maybe it's because I only ever ran with 2-3 skimmers, a dread and a Razorback, but in the few games I played at the start of 6th I found vehicles fell quickly - mainly due to "glancey-death" hell! The hull-points system seemed to make tanks a breeze to kill. A few glances and any vehicle will stall, roll on it's back and stick it's tracks in the air. IIRC a LR only needs 4 glances and it's toast, dreads / skimmers normally only take 2, etc.

In the interest of balance and fairness, I have not played 40K for quite some time, so it could be that, early on at least, there were still a lot of 5th ed codices and the strengths of the hull-points system had not been fully realised. :D
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Re: Vehicles - hard to kill

Postby Baragash » Thu Jan 09, 2014 9:13 am

KInG wrote:well lay it on us... actually, I think it warrants its own thread ;)


Does buying 4 Helldrakes and an Aegis Defence Line really require it's own topic? :P

That's all there is to it right? :wink:

I'll start a topic in a few months when I've actually had a chance to think properly.
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Re: Vehicles - hard to kill

Postby Darklighter » Thu Jan 09, 2014 1:20 pm

KInG wrote:lol so easy Toby ;)
@DL don't Tau have effective anti tank anymore? I remember you shooting me to hell even behind cover and offering no cover saves at all. :(


If you are calling DE skimmers with only a gimick to keep them alive then yeah Tau can smash face.... Put a real tank on the board with an AV more than a paper bag and Tau have problems.
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Re: Vehicles - hard to kill

Postby KInG » Thu Jan 09, 2014 2:29 pm

might try my IG vs your tau then in our next battle report.. ;)
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