|
This is the 2nd half of a 2-part article. To see part one, with an overview and general tactics and army selection suggestions, please click here.
Know Your Enemy: Armoured Company, part 2
In part 1 of this treatise, I explained the concepts and defining features of Armoured Companies, and how they could cause problems for typical armies. I also identified their weak points and suggested ways to defeat them, either through tactics or through adjusting army lists. Since a number of readers like specific army list suggestions, I decided to work through the specifics of my advice for each of the armies I identified. Some of these armies can be effective in several different ways against an Amoured Company. Due to time constraints, I have only made one list for each army. (For example, Eldar could choose to go heavily shooty in response, or play a "Catch-me-if-you-can" type of fast moving or sniping army.) I'll start off with an example of the Armoured Company list that we are discussing. With each list I'll include notes on deployment and tactics to employ with it.
Sample Armored Company List
290 Tank Commander: Leman Russ Vanquisher, Hull Lascannon BS4, Improved Comms
155 Leman Russ, Hull Lascannon, searchlight
155 Leman Russ, Hull Lascannon, searchlight
125 Basilisk, Indirect Fire
125 Basilisk, Indirect Fire
145 Leman Russ Demolisher, Hull Heavy Bolterm, searchlight
998pts
The strength of the Armoured Company is the sheer firepower and resilient armor of the basic tank. 6 Pie Plates a turn spells a lot of hurt. Since the Basilisks should be out of Line of Sight, the only targets are AV14, which can ignore anything under S8 completely. With their long range, they can also put the Demolisher out to push enemies back and line up at the edge of the board, leaving a longer range for the enemy to travel or shoot to get them. The Commander gets a Vanquisher so that he can better deal with enemy vehicles. There are a number of Doctrines that could help out here. Ace Gunners allows you to reroll the scatter die (or any 1's rolled when using BS rather than scatter dice.) It also costs a good chunk of points per tank. There are several Doctrines that make the tanks harder to kill, but they also cost an awful lot per tank. One other Doctrine is very interesting: Overcharged Engines. It allows every such equipped tank to attempt an additional 6" move at the end of their normal movement. This could go a long way toward making those last turn grabs for objectives, or simply scooting away from the enemy more effective. It also costs points. I left these out because bringing them means bringing fewer tanks, which is what makes this list so strong. I did, however, take Lascannons on the Troop Tanks and the HQ, to give them a little bit more antivehicle firepower, which is one of the weaknesses of the list.
Shooty Godzilla Tyranid List
174 Hive Tyrant: BS4 S6 VC/TL Devourer, Extended Carapace
174 Hive Tyrant: BS4 S6 VC/TL Devourer, Extended Carapace
96 6xGenestealers
96 6xGenestealers
40 Ravener: RC/ST
40 Ravener: RC/ST
40 Ravener: RC/ST
163 Carnifex: BS3 Twin-Linked Venom Cannon
163 Carnifex: BS3 Twin-Linked Venom Cannon
986pts
Four long-range shooters that can glance AV14 from turn 1, 5 fast targets that can rip tanks up in close range. Basically, the idea is to move forward as fast as possible and try to keep the enemy from being able to fire with all tanks. The Raveners are by far the slightest threat, but they are also the fastest, likely to be able to hit tanks by turn 3. If they are ignored in favor of other targets, they will do damage, and the earlier damage is done against the Armoured Company, the more effective the damage is.
Genestealer Assault
138 Winged Tyrant S6 Warp Field 2xScything Talons
90 Broodlord S6, 3+ Save
80 5x Genestealer
114 6x Genestealer, Scuttlers
114 6x Genestealer, Scuttlers
114 6x Genestealer, Scuttlers
114 6x Genestealer, Scuttlers
114 6x Genestealer, Scuttlers
40 Ravener: RC/ST
40 Ravener: RC/ST
40 Ravener: RC/ST
998pts
I wanted to include a Broodlord in this list for fluff's sake, but I think he might just be worthwhile. 5 S6 Rending attacks is nothing to sneeze at. In addition, the Infiltration will start them closer to the enemy line than normal deployment, since it's not effected by them setting up at the board edge. If the retinue dies, he can still make it into the enemy lines. The Raveners and the small broods of Scuttling Genestealers provide a lot of small targets and the pressure of speed, meaning there isn't much time to kill them all. In the meantime, the Flying Tyrant hides behind terrain, then hops out and slams into the tanks about the time the Genestealers are about to hit.
Eldar
71 Farseer Guide Witchblade
288 6 Fire Dragons (Exarch w/Fire Pike and Tank Hunter) Wave Serpent TL Brightlance
205 10xGuardian, Wave Serpent TL Brightlance
205 10xGuardian, Wave Serpent TL Brightlance
200 Falcon with Bright Lance, Shuriken cannon, Pulse Laser, holofield
969pts
This list is pretty much the Eldar Armoured Company. Even though there are fewer vehicles, they are much harder to destroy and thus take advantage of the antivehicle weakness of Armoured Company lists. The Guardians aren't just there to provide extra Wave Serpents. The idea is to fly the Wave Serpent up near a Basilisk and unload the Guardians. The Wave Serpent shoots at a regular tank while the Guardians fire into the AV10 sides of the Basilisk. With 20 S4 shots, they've got a decent chance at keeping it from firing. The Farseer flies in the Falcon and will unload near one end of the tank line, guiding the Falcon to make sure the end tank cannot fire. At the same time, the Fire Dragons should be landing at the other end, with their shooting and their Wave Serpent ensuring another tank meets it's doom. Then the two pincers work their way toward the middle, leaving (hopefully) lots of burning tanks in their wake.
Dark Eldar
135 Dracon Shadowfield, Combat Drugs, Agonizer and Pistol, Haywire Grenades, Reaver Jetbike
100 8x Warrior, 2x Dark Lance
100 8x Warrior, 2x Dark Lance
100 8x Warrior, 2x Dark Lance
100 8x Warrior, 2x Dark Lance
100 8x Warrior, 2x Dark Lance
120 4xReaver Jetbike, 2xBlaster
105 Ravager 3xDark Lance
105 Ravager 3xDark Lance
996pts
Lots of Dark Lances. Even if the Armored Company player took the option that made all his tanks immune to the Lance rule, you might just have enough firepower to take care of him anyway. The Warrior squads all set up and shoot. Cover is nice, having your unit spread out is even better. The Ravagers should each take down a tank the first time they shoot. Definitely start them out hidden, in case you don't get first turn, and try to cut down on the number of tanks that will be able to draw Line of Sight to your Ravagers, or they won't get a second shot. The Dracon and the Reavers work their way up one side, staying behind cover. Once they get close to the enemy lines, pop them out and take your shots. 2 Blasters are just as good as 2 Bright Lances, and the Haywire Grenades the Dracon carries also have a pretty good shot at doing something bad to a tank.
Imperial Guard
65 Junior Officer, Lascannon 3xLasgun (HQ)
198 Hardened Veterans: 3xMelta, 7xLasgun Chimera w/Multimelta turret extra armor, smoke
140 Storm Trooper Squad: 2xMelta, 6xHellgun, Melta Bombs, Deepstrike
65 Junior Officer, Lascannon 3xLasgun (1st Platoon Cmd)
85 Squad: Lascannon, 9xLasgun
85 Squad: Lascannon, 9xLasgun
65 Junior Officer, Lascannon 3xLasgun (2nd Platoon Cmd)
85 Squad: Lascannon, 9xLasgun
85 Squad: Lascannon, 9xLasgun
116 Rough Rider Squadron: 2xMelta, 6xLaspistol/CCW, Meltabombs
989pts
Much like the Dark Eldar, you want some cover for your squads, but you want spread out units even more. Try to keep the squads within the 12" command radius of the Junior Officers for the extra point of Leadership, however. All the extra choices should be doing their best to work their way close to the enemy tanks. The Rough Riders will be somewhat fast and can remain hidden behind terrain before they gallop out to smoke some tanks. The Storm Troopers will attempt to Deepstrike near a tank or Basilisk and nuke it, then start moving down the line, using Melta Guns and charging with Melta Bombs. The Chimera full of Hardened Veterans should attempt an end-run, trying to stay out of Line of Sight by hugging the edge of the board and using terrain. When that fails, point the front armor toward the enemy and pop smoke, then pray to the Emperor. Meanwhile, 7 Lascannons, even at BS3, should take some of the wind out of their sails.
Chaos
152 Daemon Prince: Daemonic Flight, Demonic Stature, Demonic Rune, Mark of Chaos Undivided, Spiky Bitz, 2xCCW, Bionics.
196 CSM Squad: Aspiring Champion w/Powerfist+Pistol, 2xMelta, 3xPistol+CCW, Undivided Mark, Icon, Rhino w/smoke+Armor
196 CSM Squad: Aspiring Champion w/Powerfist+Pistol, 2xMelta, 3xPistol+CCW, Undivided Mark, Icon, Rhino w/smoke+Armor
150 10xDaemonette
150 10xDaemonette
150 10xDaemonette
994pts
The Daemon Prince starts out behind cover and will use his flight to stay behind cover until he reaches one end of the tank line. Between the Demonic Rune and Bionics, he should survive a little bit of shooting. Try to get the Rhinos behind cover for the first turn, then drive 12" forward popping smoke. Since you have no Daemon Icon on the Daemon Prince and your squad icons are inside the Rhinos, you won't have to worry about the Daemons popping out too early. (If they did pop out during turn 2, they'd be too far away and would simply be shot on your next turn. We don't want that, now, do we?) On turn 2, drive the Rhinos forward again and disembark behind them. On turn 3, about the time your Daemon Prince should be hitting the end of the line, you should get a couple of Daemon Packs. Assuming you don't have lousy scatter rolls, they should be able to assault. Then move up and assault with the squads as well. Remember that the squads each have a pair of Meltas, which can be fired before the assault for an extra chance to wax those tanks.
Orks
Note: It's very important to take your Fast Attack and Heavy Selections as separate choices. If you take them as single squadrons, the Space Marines won't have to shoot at each one separately, which is vital. In addition, unless your Mobz are severely depleted, try not to charge a single Space Marine squad with more than 1 Mob of Boyz. 12 Slugga Boyz charging, including the Nob w/Klaw, should kill a little more than 5 Space Marines on their charge. If you do too much damage, you'll wipe through them on your turn and be left out in the open faced with lots of Bolters during their turn. Let them live slightly longer and block LOS to the rest of your Boyz, then move in on the next turn.
115 Warboss: Cybork Body, 'Eavy Armor, Choppa, Bionic Bonce, PowerKlaw
105 30 Gretchin: Slaver, Slugga & Choppa
225 20xSlugga Boyz:Nob w/PowerKlaw+Slugga
153 12xSlugga Boyz: Nob w/PowerKlaw+Slugga
153 12xSlugga Boyz: Nob w/PowerKlaw+Slugga
47 Warbuggy: TL-Rokkit Launcha, Armor Plates, Grot Riggers
47 Warbuggy: TL-Rokkit Launcha, Armor Plates, Grot Riggers
47 Warbuggy: TL-Rokkit Launcha, Armor Plates, Grot Riggers
35 Killa Kan: Big Shoota
35 Killa Kan: Big Shoota
35 Killa Kan: Big Shoota
997pts.
Grots in front (uv course) to screen your Mobz Da Grotz and all da Boyz should be spread out. The Kans go slightly to the side of the Boyz, wiv da buggies out on da flanks or even behind a bit.
Turn 1: take shooting with the Grots (or longer range stuff with the Boyz) keep fasta stuff to the flanks.
Turn 2: zoom buggies or whateva up in front, 24" and blocking most LOS. They'll waste most of their firepower on killing these things, since each tank can only target one thing.
Turn 3: Keep movin' da boyz up, and brace for casualties.
Turn 4: Let out a great big Waaaagh! and charge da Boyz in. Although the Rokkit Launchaz can do a little damage to the tanks, you'll mostly be relying on those Powerklawz to get in. Once they do, however, the tanks should be toast. Zzap Gunz are very good at killing tanks, but those batteries will be slagged immediately by all the firepower the Armoured Company can pour downrange, so I didn't bother taking them. Some Biker Boyz with a PowerKlaw Nob would probably do well here, but that's another army list.
Space Marines
110 Chaplain: Crozius, Rosarius, Powerfist
200 Terminator Squad: Sgt.+4 Terminators with Powerfist and Stormbolter
203 Tactical Squad: Vet. Sgt. w/Powerfist+Bolt Pistol, Melta, 5xBolter, Rhino w/smoke, extra armor
218 Tactical Squad: Vet. Sgt. w/Powerfist+Bolt Pistol, Melta, 6xBolter, Rhino w/smoke, extra armor
268 Land Raider Crusader: Smoke Launchers
999pts
The Chaplain can attach to any of the 3 squads, but will probably join the Terminators and go in the Crusader. On your turn 1, charge ahead 12", popping smoke in the movement phase. Turn 2, the Crusader moves up 12" further and disembarks the Terminators, who will charge into combat. If the Chaplain is with them, have him separate from the Terminators when they disembark, and charge a separate tank. Meanwhile, the Rhinos move 12" forward and disembark the squads behind them. Next turn, the squads charge in as well. Unlike they would do against targets that fight back, do not have the squads support each other's charges, but shoot their meltas and charge separate tanks, to spread out any damaging hits they might get.
Note that all these lists are specialized to take on Armoured Company lists. Specializing against a specific type of army makes the battle a lot easier, but it does tend to leave you weaker against other armies. On the other talon, I did try to balance them a little. All that most of them will need to compete against any other army would be the addition of some anti-troop weapons.
If you enjoyed this, email me and let me know
Return to
Warpstorm!
|