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Discussion Starter · #1 ·
Hey there,
I'm thinking about starting up a IA army and the new codex with tank commander can provide me with a list I've always wanted to try. My question is is this list viable in games? (My main opponent is chaos)

HQ - knight commander in executioner with plasma sponsons and camp netting.
Unit - punisher cannon with HB sponsons and camp netting
Troop 1-3 (all the same) - Vet squad with 3 plasma guns in chimeria
Fast - vendetta
Heavy 1 & 2 - battle cannon leman Russ tank with HB sponsons and camo netting.
Roughly 10pts shy of 1500pts.

The LM tanks sit by my board edge with the troops bubble wrapping and protecting suicide meltas. The vendetta is my anti air.

Thoughts?
 

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If you really want to bubble wrap your tanks, blobs are much better option for that, than veterans. They cover large area making a deepstrike at half range of a melta gun impossible.

I would also personally put Pask in the punisher, because having rending on it is really great, much better then firing large plasma shot, because if you wanted that kind of shot, you could take a demolisher in the first place, which is S10 and does not get hot.

I am not a big fan of leman russes armed with battle canon, because a basilisk is cheaper and it can do a similar kind of work with its barrage earthshaker cannon.

Against Chaos, you really need more AA guns. If your vendetta gets shot, you'll be powerless against heldrakes. You could perhaps give some AA missile launchers to your veteran squads. Not exactly the best option available, but it's a possibility.
 

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Discussion Starter · #3 ·
If you really want to bubble wrap your tanks, blobs are much better option for that, than veterans. They cover large area making a deepstrike at half range of a melta gun impossible.

That is a good idea. Because I know there would be some DS Brutes with MM that could cause some problems. However, I feel I wouldn't get the most out of them with no one to give them orders.

I would also personally put Pask in the punisher, because having rending on it is really great, much better then firing large plasma shot, because if you wanted that kind of shot, you could take a demolisher in the first place, which is S10 and does not get hot.

Does the punisher have rending? Is that in a FAQ because the codex doesn't say rending. I went with the plasma's, because, maybe this isn't correct, but with preferred enemy, I can re-roll the 1's for get's hot? (Plus the plasma have increased range)

I am not a big fan of leman russes armed with battle canon, because a basilisk is cheaper and it can do a similar kind of work with its barrage earthshaker cannon.

I would love to take basilisk(s), however, the minimum range on the earthshaker concerns me, as after turn 2-3, every enemy unit will likely be withing 36".

Against Chaos, you really need more AA guns. If your vendetta gets shot, you'll be powerless against heldrakes. You could perhaps give some AA missile launchers to your veteran squads. Not exactly the best option available, but it's a possibility.

Yes, I agree with that. Maybe add the aegis defense line with AA gun, to be manned by vets (remove the chimeria, or replace the group with a blob).
 

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Does the punisher have rending? Is that in a FAQ because the codex doesn't say rending. I went with the plasma's, because, maybe this isn't correct, but with preferred enemy, I can re-roll the 1's for get's hot? (Plus the plasma have increased range)
You get preferred enemy for the whole tank squad, so it does not matter where Pask is if that's you're worried about. However as far as I know, you don't get to re roll the one's for get hot anyway since you don't roll to hit. Pask however gives the punisher the rending rule, which in addition to his superior bs boosts the tank a lot more than it boosts an executioner in my opinion.

I would love to take basilisk(s), however, the minimum range on the earthshaker concerns me, as after turn 2-3, every enemy unit will likely be withing 36".
In my opinion people freak way too much because of the basilisk's minimal range. All it means is that you can't make direct shots under 36", but who cares? Your basilisk needs to be hidden all the time, due to its weak armor, so you won't likely make direct shots a lot anyway. Besides that BS 3 does not help that much, when it comes to deviations.
 

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As per the Gets Hot special rule in the rulebook any blast weapons with the ability to reroll to hits also get to reroll failed Gets Hot. And as Preferred enemy confers a reroll on a 1 and a failed Gets hot is a roll of a 1 I'd say you get to reroll.

Also, OP find Pask's unit entry in the detailed rules section where it has all the bonuses he confers to Leman Russ variants. That's why the punisher has rending. It's around page 60 somewhere.
 

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As per the Gets Hot special rule in the rulebook any blast weapons with the ability to reroll to hits also get to reroll failed Gets Hot. And as Preferred enemy confers a reroll on a 1 and a failed Gets hot is a roll of a 1 I'd say you get to reroll.

This is not correct. Preferred enemy confers a re-roll on a TO HIT roll of 1. This is separate from the "Gets Hot!" roll. Blast weapons with preferred enemy can never gain the ability to re-roll hits from preferred enemy.

Since you can never roll a 1 to hit, you are never granted a re-roll to hit. Without this re-roll to hit you cannot re-roll the "Get's Hot!" die.
 

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Without this re-roll to hit you cannot re-roll the "Get's Hot!" die.
Good thing Pask comes with a re-roll not from preferred enemy then.
 

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"On the issue of BS6+ and Get's Hot:
BRB Page 33
"If a model has the ability to re-roll its rolls To Hit (including because of BS6+, or Twin-linked), a Wound is only suffered if the To Hit roll is also a 1; it may also re-roll the Gets Hot results of 1 for weapons that do not roll To Hit""

So a model with preferred enemy has the ability to "reroll it's rolls To Hit of one", yes? The argument is that preferred enemy instils the ability to reroll to hit and there the last part of the sentence applies, "...it may also reroll the gets hot results for weapons that do not roll To Hit." Regardless of the fact of the number required. As per the BS6 part too apparently.

I don't want to open a can of worms. So there's the two sides of the rules interpretation. And generally if these rules were to crop up in a game id ask the opponents view on them before playing and sort it like that.

Also, Pask doesn't have an ability to reroll Executioner to hits through any other means than preferred enemy. Only Battle cannon, Vanquisher and demolisher iirc?
 

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A re-roll on armor penetration, but not to hit. So he still cannot re-roll the "Gets Hot!" die as that requires the ability to re-roll misses.

Am I missing some rule that allows Pask to re-roll all misses?
Oh dammit, mistook the eradicator for the executioner again. No your not missing anything, my reading comprehension was a little off is all.


Honestly though, gets hot has such a low chance of stripping a single hull point, let alone several in the case of a full barrage from the executioner, that the re-roll isn't too necessary. I mean yeah, your ~8% chance of losing a hull point becomes just under 1.5%
 

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A model with preferred enemy does not have "re-roll to hit." It is granted this re-roll if, and only if, you roll a 1 to hit.

Let's focus on OP's list and continue this rules discussion here:
http://www.heresy-online.net/forums/showthread.php?t=152881
Don't all weapons that can reroll to hit only have a reroll if they miss? Regardless of it being a miss roll of a certain number? Also, page 13 of the rulebook says models with a BS of 6 or greater only gain a reroll on a to hit roll of 1, yet these are allowed a reroll on the gets hot.

Anywho. I did say I don't want to open a can of worms further. Both sides can and are hotly debated everywhere in many forums. Decide at your gaming club or on an opponent to opponent basis be it die roll or just an agreed stance. I only mentioned it in the first place because OP wasn't sure. Personally I'd take Pask in a punisher and an exterminator with a seperate executioner as a HS.
 

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I agree with the above sentiments to strip off the camo netting from the Wyvrens. I'd also strip the heavy bolters from the battle cannon russes due to their ordnace weapons. Then I'd strip a plasma gun off each vet squad as they can only fire 2 out of the hatch.

Dropping all these nets you 115pts. That's 125pts free factoring in the original 10.

Using this I'd add an aegis line w/ quad-gun for more AA and guaranteed 3+ cover for your tank line.

But you've no one to man the gun so I'd drop one vet squad for a platoon. After dropping one, you have 180pts. With this I'd add:

Platoon Command: - 30
Priest - 25
Infantry: autocannon, flamer - 65
Infantry: autocannon - 60

This gives you a unit to fire the quad-gun and fearless bubble wrap for your tanks.
 
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