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Tactics

Spotlight: Legion Artillery

In this article we take a brief look at some of the different types of artillery available in the core Legion list.

During the Great Crusade, the range of vehicles available to the Legiones Astartes was vast. In the core legion, players have access to five different artillery vehicles. The Whirlwind, the Whirlwind Scorpius, the Basilisk, the Medusa and the Typhon Siege Tank. Each vehicle offers differences in flexibility and lethality. When selecting artillery, it is important, as always, to consider your opponent, the terrain you will be fighting on and how you envisage your units working together during the battle.

Positioning

When thinking about how you want your artillery to influence your opponent’s deployment and movement across the board, the Basilisk’s Earthshaker Cannon range, at 120cm direct and 240cm in indirect, is far greater than the Whirlwind, at 45cm direct and 90cm in indirect fire mode, a standard tournament match is fought on a board 120 cm deep. If you take into account the 15cm deployment zones, a Whirlwind Battery, set up centrally can target units on the majority of the battlefield. However, the Basilisk can be set up on a flank deep in your own deployment zone and still target units indirectly on the opposite flank of the battlefield, providing you flexibility and giving your opponent something to consider when placing their units during the deployment phase

Targeting

When considering targets, the standard Artillery Battery of four Basilisks or four Whirlwinds generates the same number of Barrage Points (4) when firing. However, the Whirlwind’s Vengeance and Castellan missiles Ignore Cover. If your opponent favours using vehicles or terrain to provide their units with cover, the Whirlwind is more successful at generating hits against those infantry in cover than the Basilisk is. As a rule, Barrage Weapons are not as effective at destroying vehicles (AV), as they are at destroying Infantry (INF) or Light Vehicles (LV). It is also common to see infantry units in base contact with vehicles to gain the -1 to hit from being in cover as they cross open ground. When you combine the common practice of moving infantry in cover with vehicles, with the Whirlwind’s benefit of ignoring the -1 to hit units in cover, you can start to have an effect on how your opponent moves their infantry. Your opponent will have to choose whether to dismount troops at the end of a move and leave them in contact with the vehicle, exposing them to your Whirlwind’s barrage or alternatively, moving them inside the vehicle, and leaving them vulnerable to an assault which could trap them inside the vehicle, preventing them from fighting.

Well, that’s just a quick look at two of the artillery vehicles available to you in the Heresy Supplement, in our next spot light article, we will take a look at the short range artillery monsters, the Medusa and the Typhon as well as some points on the current method of employing the Scorpius. Stay tuned..

 

 

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Tactics

Spotlight: Glaive Super Heavy Tank

In this article we take a brief look at one of the Legiones Astartes Super Heavy Tanks, the Glaive.

Offensively, the Glaive is a fantastic unit for softening up a large majority of the targets you will come across during your Heresy battles. The Glaive’s primary weapon, the Volkite Carronade boasts the Disrupt and Ignore Cover special rules ensuring your target sustains a high number of blast markers, decreasing the targets combat effectiveness when shooting, pushing the target closer to breaking point and increasing your chances of gaining the “less blast markers” bonus during an assault resolution against that target.

In the Epic Armageddon, Horus Heresy Supplement, a Glaive is capable of moving up to 40cm during a “double” order with a good chance of placing four blast markers on it’s target. If you position the Glaive appropriately during that move activation, a subsequent assault on the target formation will be able to benefit from the Glaive’s four “supporting fire” attacks, this will increase the benefits you gain from the 250 points you allocated on a Glaive.

Defensively, the Glaive boasts a 4+ Reinforced Armor save and the Thick Rear Armor special rule. Against standard attacks, the Glaive is likely to save 75% of the standard hits or 50% of the macro weapon hits it receives. When compared to the Fellblade and Falchion, the Glaive is less susceptible to being outmaneuvered, with Thick Rear Armor, the Glaive can position itself in the thick of fighting without fear of an enemy gaining cross fire reducing its protective characteristics.

During battle, a Glaive positioned well has a potent shaping affect on your opponent, while the other Super Heavy vehicles will influence the positioning of their Super Heavies, the Glaive will influence where your enemy places  infantry formations. A Glaive can surge forward mid game to weaken an enemy formation attempting on an objective critical to your or your opponents victory conditions. A follow up assault from another ground formation or an air based attack will often see your opponents battle plan in tatters and shifting the balance of power on the board.

While the Glaive doesn’t boast the range of some of the other Legion Super Heavy Tanks, its offensive and defensive capabilities make it a fantastic addition to your army. The development team would love to hear your thoughts on the  Glaive, you can contact us on Discord, email or Facebook.

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News Tactics

Gate over Germana talks Dark Eldar

Our friends over at Gate over Germana have released a fantastic article for anyone thinking about starting a Dark Eldar army for Net Epic Armageddon. The article looks at army construction, cost and where to get the miniatures from. It forms a great foundation for anyone interested in Net Epic Armageddon and is located here. The blog features a number of great write ups and is well worth a look.

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Tactics

Collegia Titanica

The titan legions of the Adeptus Mechanicus are amongst the most powerful military entities within the Imperium. Ancient and implacable, titans are colossal engines of war, known as God-Machines to the Tech-priests, who revere them as the physical embodiment of the Machine God. Even the smallest titan is mighty enough to destroy an entire tank squadron or level a city block. Fierce and proud, each titan legion possesses it’s own alliances, rivalries and unique character that makes it similar to it’s counterparts amongst the chapters of the Adeptus Astartes.

A titan legion is generally a low activation army, it’s very common to see a maximum of 7-8 activations in a list. However, what they lack for in numbers they almost invariably make up for in firepower. The current edition, version 3.24 has seen a significant amount of work invested to achieve it’s current form. Many would argue that the current version remains overpowered, however I believe that the efforts thus far have achieved a strong balance of power versus cost.

To ensure your formations are able to activate when required you will want to boost your activation count with low cost units such as Thunderbolts. A conscientious player won’t leave home without at least one formation of Thunderbolts. Additionally, Thunderbolts offer you much needed air defence, the titan legion has very little in the way of air defence. Thunderbolts will work overtime on Combat Air Patrol against air assaulting formations or help to break a formation that one of your titans didn’t volley off the table.

Another important formation for boosting your activation count is the Crusade Knight Maniple. These guys are a bit of a jack of all trades, used for screening with their Scout ability, they can hold their own in Close Combat as well as mop and bucket for cleaning up already depleted units.

When facing an AMTL army you will generally see a mix of Reaver Battle Titans and Warhound Scout Titans with the odd Warlord Battle Titan mixed in. Personally I don’t think Warlords are as cost effective as the smaller Reavers and Warhounds, you can’t split fire with a Warlord and you really can only shoot so many weapons. The Warlord is really just a “delete that formation” kind of option.

My MVP award and I think many AMTL players would agree, is the Reaver. There are so many options for weapon load outs offering players a variety of roles. From a blitz guard packing two Quake Cannons and a Landing Pad pouring a 6 Blast Point Macro template of fiery death indirectly. To the ultimate anti War Engine variant running 2 Volcano Cannons and a Gatling Blaster or Laser Blaster. With another popular option of double Gatling Blasters and a Plasma Destructor. Your builds could be quiet different depending on your local meta but often these variations offer you great flexibility on the battlefield. Last CanCon I chose to take a “Close Combat God” variant, a Reaver packing all manner of close combat goodness but turned out to be more heart-ache than he was worth, although unstoppable in close combat, getting him into close combat was not as easy as it first appeared.

The last titan I’m going to talk about is your workhorse, the Warhound. This little fella is so common these days because everyone knows just how handy they can be. The difference between the AMTL version and your run of the mill Space Marine or Imperial Guard lists is you can customise their weapon load out. In some cases it’ll cost you more than its worth and I’ve become a fan of the standard Vulcan Mega-Bolter & Plasma Blast Gun load out, because I can apply him in much the way I use him in marine or guard armies. However it can be hand to swap the Plasma Blast Gun out for a Laser Destructor for both extra range and more effective AT firepower.

A wise AMTL player will likely place his objectives in your half, on the centre line exactly 30cm apart from each other to be held by a single formation late in the game. When facing the AMTL a player should place their objectives far apart. When opposing the AMTL your first goal should be to eliminate smaller weaker units that provide a buffer for the titan formations. Destroying scout titans like Warhounds early will also reduce the options available to an AMTL player. This will open up more breathing space for you to establish favorable engagements with the larger titans. For further discussion on fighting against or with the AMTL, head on over to our forums located here.

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News Tactics

Servants of the Star Gods

The Necrons are a mysterious race who sacrificed their humanity to become soulless machines in a war spanning millennia. The Scarab Conflict list exemplifies the slow and methodical march of a Necron army. Phasing into existence anywhere on the board a Necron player will almost leisurely move their forces across the board delivering wanton death and destruction to any who would oppose them. The Scarab Conflict army is flush with durable Infantry formations and exceptionally hard to destroy Armoured Vehicles and War Engines. This article will look at a few of the characteristics commonly found in a Scarab Conflict list.

Scarab Conflict armies gain a bonus when activating formations with the Marshal order. This ensures formations with the Necron special rule continue to move across the board, gaining lost units and removing blast markers consistently. To counter the survivability of the Necron special rule an opponent with sufficient firepower can focus their shooting attacks to destroy a single formation completely in a single turn. If a Necron formation is allowed to remain broken at the commencement of the rally phase, it will phase out and be given a strong chance of rallying off board and returning to the table in a subsequent turn.

The Scarab Conflict list excels at Fire Fight assaults. A common tactic is to teleport two Monoliths into close proximity with an opposing formation. Subsequently, activate a strong Fire Fight unit off board in reserve to conduct a clipping assault from a Monolith portal. Following a successful assault, the Scarab Conflict player may consolidate move that formation into another Monolith portal, placing them back in reserve and preventing any retaliatory strikes. This tactic is enhanced by the Living Metal rule, which provides units such as the Monolith with the ability to take Reinforced Armour saves against the majority of weaponry and even goes so far as to reduce the effectiveness of Titan Killer weapons.

To counter this tactic, opponents can place formations at risk of being assaulted on Overwatch to ensure that an assaulting formation is disadvantaged by Blast Markers as it emerges from the Monolith portal. This will help tip the balance against the Scarab Conflict player in the ensuing assault resolution as they will no longer gain bonuses for less or no Blast Markers and potentially have less units available during the assault.

Scarab Conflict weaponry is effective at destroying Infantry and Light Vehicles. The majority of units in the Scarab Conflict list possess Anti-Personnel weapons with a high probability to hit. However, Scarab Conflict lists lack the ability to generate a critical mass of long range Anti-Tank weaponry with the Obelisk, Monolith being the most available units with an effective Anti-Tank weapon value. The primary mechanism to destroy Armoured Vehicles is through assaults using Fire Fight.

Finally, a Scarab Conflict player is likely to be dependent upon Portals for his overall game strategy. While Monoliths are difficult to destroy their numbers are few and an effective tactic against a Scarab Conflict list is to completely destroy formations containing Monoliths. Without sufficient Monoliths a Scarab Conflict player will not be able to hold formations off board in reserve. This will expose them to ranged shooting attacks and reduce their mobility for future turns.

For further discussion on fighting Scarab Conflict armies, head over to our discussion forums and have your say here.