Removal of Enemy Gun Emplacements Turn 1 - Wargaming Forum and Wargamer Forums
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post #1 of 13 (permalink) Old 09-26-13, 02:13 PM Thread Starter
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Default Removal of Enemy Gun Emplacements Turn 1

When using my new Crimson Hunter I find it tough to deal with those gun emplacements, In previous games I had to jink when I entered from reserves to survive and found that it made the CH nearly useless.
Now tactics i have tried is use the Autarch to delay arrival, which is good and helps give me time to remove the gun but..........
Lets be realistic I want that enemy gun dead turn 1 as I want maximum effect from my expensive plane!
Any cool ideas to share?

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post #2 of 13 (permalink) Old 10-12-13, 02:20 AM
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Well, I haven't yet had the pleasure of playing the new eldar, but this article may help a bit or at least provide some entertainment:

http://someeldarguy.hubpages.com/hub...-Eldar-Tactica

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post #3 of 13 (permalink) Old 10-12-13, 03:03 AM
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Dark Reapers could do the trick. It would mean they wouldn't be slaughtering some other unit, but that's the opportunity cost for saving your Crimson Hunter.

Alternatively, if you play with the normal rulebook way of setting up terrain, your opponent should deploy their ADL before terrain is deployed, so even though I hate it, it's a perfectly valid tactic to stick a massive sight-blocking ruin right in front of his quad gun or Icarus lascannon.

If it's only a unit like Guard or cultists on the gun emplacement, you can try to force an LD check for such units to get them on the run, forcing the enemy to divert a more valuable unit if they even have one to spare.

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post #4 of 13 (permalink) Old 10-12-13, 10:56 AM
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Quote:
Originally Posted by Mossy Toes View Post
Dark Reapers could do the trick. It would mean they wouldn't be slaughtering some other unit, but that's the opportunity cost for saving your Crimson Hunter.

Alternatively, if you play with the normal rulebook way of setting up terrain, your opponent should deploy their ADL before terrain is deployed, so even though I hate it, it's a perfectly valid tactic to stick a massive sight-blocking ruin right in front of his quad gun or Icarus lascannon.

If it's only a unit like Guard or cultists on the gun emplacement, you can try to force an LD check for such units to get them on the run, forcing the enemy to divert a more valuable unit if they even have one to spare.
I don't know anyone that sets up terrain using that system. Everyone opts for the "narrative terrain" option of setting up terrain. It is faster and fairer.

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post #5 of 13 (permalink) Old 10-13-13, 04:26 AM
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There's a handful of ways that will work, though most are semi-unreliable.

We're looking at T7, W2, with a 3+ save. Wanting a 1st turn kill means you'll need a gun with at least 24" range on it, and more likely 36" or better - the enemy general will rarely obligingly put the thing as far forward as he can.

Mossy Toes' Dark Reaper suggestion is an option, but S5 means you're only wounding on a 6... with BS4, that means you'll on average need to throw out 2 * 6(to wound) * 1.5(to hit) = 18 shots at it. Two shots per Reaper, so a squad of 9 Reapers and you still need to roll at least average. It gets a bit better when you've got an Exarch in there, but that's a lot of points in Dark Reapers shooting at a dinky 50-point gun emplacement. Obviously, we need a bigger gun.

Brightlances can do the trick, wounding on 3+. Which still on average requires (assuming BS4) 4.5 shots, which isn't going to be a cheap proposal either. Sadly, that goes for just about ALL the bigger guns. It takes a good 7 Scatter Lasers (27 shots) on average, which is even worse.

Try and ignore the Toughness then? Rangers might get us somewhere. 2 * 1.5 (BS) * 2 (Sniper) * 3 (Armour Save) = 18 shots. Near two full squads, but that's 'only' a bit over 200 points, which might actually be the cheapest way to kill the emplacement on turn 1... if you manage average rolls.

In short, shooting at the gun? Not the best idea. Focusing down the unit that's holding it is likely easier, but won't actually solve the problem as another unit can take it during his turn and your expensive plane will come in before you can fix THAT unit.

It's almost as if GW MEANT for that Gun emplacement to still be there. And they most likely did. Realistically, that gun is often the only thing the enemy has standing between semi-safety and your Crimson Hunter having free rein to kill things.

However, one thing to take note of: A single quad-gun can be overwhelmed with ease by simply throwing another Flyer into the mix. One of two will still have to jink... but not the other

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post #6 of 13 (permalink) Old 12-17-13, 11:08 PM
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Quote:
Originally Posted by Shandathe View Post
There's a handful of ways that will work, though most are semi-unreliable.

We're looking at T7, W2, with a 3+ save. Wanting a 1st turn kill means you'll need a gun with at least 24" range on it, and more likely 36" or better - the enemy general will rarely obligingly put the thing as far forward as he can.

Mossy Toes' Dark Reaper suggestion is an option, but S5 means you're only wounding on a 6... with BS4, that means you'll on average need to throw out 2 * 6(to wound) * 1.5(to hit) = 18 shots at it. Two shots per Reaper, so a squad of 9 Reapers and you still need to roll at least average. It gets a bit better when you've got an Exarch in there, but that's a lot of points in Dark Reapers shooting at a dinky 50-point gun emplacement. Obviously, we need a bigger gun.

Brightlances can do the trick, wounding on 3+. Which still on average requires (assuming BS4) 4.5 shots, which isn't going to be a cheap proposal either. Sadly, that goes for just about ALL the bigger guns. It takes a good 7 Scatter Lasers (27 shots) on average, which is even worse.

Try and ignore the Toughness then? Rangers might get us somewhere. 2 * 1.5 (BS) * 2 (Sniper) * 3 (Armour Save) = 18 shots. Near two full squads, but that's 'only' a bit over 200 points, which might actually be the cheapest way to kill the emplacement on turn 1... if you manage average rolls.

In short, shooting at the gun? Not the best idea. Focusing down the unit that's holding it is likely easier, but won't actually solve the problem as another unit can take it during his turn and your expensive plane will come in before you can fix THAT unit.

It's almost as if GW MEANT for that Gun emplacement to still be there. And they most likely did. Realistically, that gun is often the only thing the enemy has standing between semi-safety and your Crimson Hunter having free rein to kill things.

However, one thing to take note of: A single quad-gun can be overwhelmed with ease by simply throwing another Flyer into the mix. One of two will still have to jink... but not the other
Reapers can and should take Krak Missiles, a full squad can fire out 11 Str 8 shots at AP 3, typically thats enough to remove the Gun. It gets easier if you throw in a Tau Commander for Ignores Cover and Monster Hunter, meaning that gun is dead straight away.

Heavy Wraith cannons also have the range and str to kill it right off the bat, with the potential for a instant kill when rolling a 6.

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post #7 of 13 (permalink) Old 12-18-13, 06:03 AM
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What about Serpent shields, maybe an option of last resort but still! No one have proposed prisms? Wound on 2+ and no armour save.

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post #8 of 13 (permalink) Old 12-18-13, 07:26 AM
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I'd suggest a couple of DE allies on venom w/extra splintercannon. 24 poisoned shots should do the trick. For less than 250 you add a token troop, a nasty hq and 2 venoms with lots of poisoned shots.

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post #9 of 13 (permalink) Old 12-18-13, 10:02 AM Thread Starter
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Some good suggestions, the reapers sound like the best option with the krak missiles atm due to their uses in the next turns will be vital also.
I have been dealing with this currently by allying in some ultramarines and alpha striking it with a pod with 5 guys equipped with melta gun and combi-melta and activate the tactical doctrine, this and a krak grenade with the bolter fire is usually enough to get it.......Expensive though

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post #10 of 13 (permalink) Old 12-18-13, 11:08 AM
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Remember that in order to intercept, the gun needs to have line of sight to your finishing position. Unless you´re playing with a bad board, you should have somewhere to hide for the single turn it´s allowed to intercept you. Otherwise my suggestion is Fire Prisms small blast (you might be able to nail the character manning it as well if he fails his LOS roll) or Serpent Shields plus Scatter Lasers to twin link them provided you´re not going to have a lot of incoming fire.

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