Hello world, my name is John Bracken and I’m an Events Customer Service staff member at Warhammer World. My job is to run our gaming events from Throne of Skulls to Campaign Weekends. I’m a keen player who likes writing hundreds of army lists, theory-hammering in order to construct that perfect army to take on all comers and then playing it to death to discover all of its unique strategies. Basically I love playing the game and being good at it is the reason I buy and paint armies.
So the theme at the minute is killing tanks and I was offered the chance to wax lyrical about the advantages of the bundles that are currently available (I even came up with some!) so below are a few thoughts on the subject.
Convocation of Slaughter
So recently a Khorne Daemonkin army took me apart because I underestimated one thing – a Soulgrinder. They have six strength 10 attacks on the charge if you pay 25 points for the warpsword (which I believe to be worth it for that attack) and let’s be fair that’s enough to topple any tank in the game short of a superheavy. For a grand total of 160 points (that’s 800 for five – and we all know Khorne loves the number 8) they are a bargain.
Now imagine 5… deploy them front and centre and just let them run at the enemy. They can’t be ignored and the firepower needed to kill all 5 is enough that the rest of your army can cheerfully sit on objective markers, drinking tea and talking about the weather while your Soulgrinders get on with things.
1st Company Task Force
Sternguard have been terrorising battlefields for years. The full three squads of 10, armed with whatever combi weapons you fancy (grav or melta for tanks) jumping out of drop pods and then ‘combat-squadding’ into 6 separate squads to potentially kill six tanks is a really reliable tank-hunter. If you happen to be an Imperial Fist successor Chapter, it’s even easier.
Note: If you are going all-in to kill tanks then just stick with combi-meltas. One melta hit can kill an undamaged tank outright, one grav hit will not.
Thunderwolf Raiding Pack
Even less subtle than the Soulgrinders, you just tool ‘em up and point them at the enemy. I find the trick is to find the right balance between equipping them with enough gear to make them both combat effective as well as survivable – they are very tough, but not invulnerable.
To start with, I usually give half the squad storm shields and place them in front to get shot. Casualties in an assault unit are pretty much unavoidable so mitigate this with clever placement of those storm shields (or just give them all one if you are feeling flush). By the time your enemy chews through that, you will be right on top of them and you won’t need those shields as much. Plus the shields are a lot of points, which I would rather use to have more wolves. Then I give the unit a thunder hammer and/or a power fist. Loads of Str 10 attacks usually does the job, and you can always equip a second ‘tank buster’ weapon if you are feeling paranoid about rolling those pesky 1s!
If you are going first, deploy in the centre, as spread out as you can be in a line. Then no matter where your opponent deploys you can still get him in two turns at most. If you are going second, just slam them down as close to the enemy tanks as possible. The shorter the distance you have to run the better. Watch out for Vindicators though – just about the only tank to give even a hardened Space Wolf the cold sweats – prioritise their destruction if you can.
That’s all from me for now – good hunting!
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