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Post by chemicalnova on Jan 23, 2014 21:21:30 GMT -5
After many futile months of requesting super heavy support from the planetary Governess (please read: my wife), I am now the proud and very happy owner of the new Baneblade kit! I am overjoyed at the fact it has all the Baneblade chasis options in one kit. Do you guys have any suggestions to easy the construction of this awesome tank? Tips, tricks, things you found difficult? Secondly, is it possible to build it in such a way to accommodate all the tank variants? Magnetized for example? I look forward to any and all responses!!
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Post by howscat on Jan 23, 2014 21:32:22 GMT -5
Magnetized very carefully and magnetize everything. I have guardsman that are magnetized so I can give them different special weapons.
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Post by glutebite on Jan 24, 2014 9:58:02 GMT -5
I built a Stormlord (didn't magnetize anything at this point). Played it in 2 games and loved what it brought to the table for Guard. I played a 2000 pt game against Eldar army that had 2 Wraithknights and 6 Wave Serpents. We played to a 7-7 VP draw after 7 turns.. It was a blast.
I played 14 Autocannons in 4 HWS, 2 PCS and a Tech Priest squad in the Stormlord. It just sat on the table and wasted Wave serpents. The tech priest squad kept repairing every turn for any lost HP. I surrounded the Stormlord with lots of infantry squads so he couldn't assault it. In fact I tied up one Wraithknight for 6 turns by tarpitting him with a 30 man blob with Commissar. Just a super fun game to play.
Got a 2nd & 3rd one to build out yet... 1 will be a Baneblade. not sure on the other yet..
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Post by dcrabb on Feb 10, 2014 11:04:42 GMT -5
I have a couple of super heavys. Here are some tips from my experience:
Put the sponsons on the forward most spot, it gives you a few extra inches of range. Especially helpful for the flamers. Most photos show the sponsons on the rear most position - maybe looks cooler but could make a difference in game results
Don't glue the main guns in place. I built a Stormlord and left the guns and the panel above it "loose" so I can swap out all the various guns.
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Post by yvain on Feb 10, 2014 12:44:53 GMT -5
Whats the best super heavy in your opinion Dcrabb? I like the looks of the Stormlord and the Doomhammer because they can both carry troops. I am kind of partial to the Doomhammer because of its gun. Not that the Megabolter isn't sick awesome.
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Post by Captain Zapp Brannigan on Feb 13, 2014 12:11:30 GMT -5
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Post by Captain Zapp Brannigan on Feb 13, 2014 12:13:16 GMT -5
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Post by Captain Zapp Brannigan on Feb 13, 2014 12:19:12 GMT -5
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Post by glutebite on Feb 13, 2014 15:42:22 GMT -5
I've played my Stormlord twice now and had a blast both times.
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Post by yvain on Feb 13, 2014 16:25:55 GMT -5
Well it is always fun to fire that many shots at something.
What did you put inside?
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Post by glutebite on Feb 14, 2014 9:18:31 GMT -5
I put in the StormLord the following:
1 Techpriest with 3 servitors (4 models) 4 Squads of SWS flamers (24 models - 12 flame templates) 2 PCS with 6 flamers (10 models - 6 flamers)
Total models in Stormlord (38)
I surrounded the tank with 10 man squads so that it couldn't be assaulted directly. I let the 10 man squads be meat shields until I got close and then made a lane for the tank to drive thru.
Worked great against Nids & Eldar. I don't think my opponents were expecting that much flame. I used the Vulcan cannon against Wraithknights and MC's, along with the Lascannons.
Stormlord is considered open-topped for transport and flame template can be from any point on the hull. Just pick a point and flame away! Nasty... nasty...
Having the Techpriest repair every turn is nice.
One rule I think should be available for open topped vehicles is the ability to receive orders from CCS/PCS commanders.
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Post by dcrabb on Feb 18, 2014 13:03:50 GMT -5
I know there must be some reference that states how you can take more than one unit in a super heavy transport but I don't have my books with me. The regular rule book says only one unit per dedicated transport.
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Post by yvain on Feb 18, 2014 20:12:17 GMT -5
That rule doesn't apply to superheavies. Its in the escalation book.
Tech Priest seems like a great Idea. I feel like a PCS with flamers and some veterans with meltas is the way to go, but that much killing power with flamers sounds awesome.
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Post by gamma016 on Feb 18, 2014 23:03:05 GMT -5
I'd think the way to go would be like 4 heavy weapons squads with auto cannons, 2 heavy weapons squads with lascannons, two PCS with four flamers, a special weapons squad with three flamers, and a tech priest with three servo arm servitors and two plasma cannon servitors.
Sit the storm lord back, you have 24 str7 ap4 shots, 2 str7 ap2 blasts, and 6 str9 ap2 shots plus the mega bolter, you fix a hull point on a 2+ and if you get assaulted you have 11 wall of death rolls.
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Post by that1guy on Feb 23, 2014 1:23:11 GMT -5
The tech priest squad kept repairing every turn for any lost HP. I don't have a codex yet so I can't check the specific rules on a tech priest, but I have read the rules on repairs. According to the rule book a repair doesn't restore lost hull points. A sucessfull repair can bring a lost weapon back online or fix immobilization. Take this with a grain of salt as I am a noob. Plus we all know how errata and updates from GW can confuse the most intelligent player at the best of times.
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Post by glutebite on Feb 23, 2014 9:55:35 GMT -5
Check the IG Errata Dated Sept 2013 regarding Techpriests and Blessing of the Omnissiah. It's documented their for restored hull points.
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Post by glutebite on Feb 23, 2014 10:02:39 GMT -5
Gamma - You can only have 20 models fire from the Stormlord. That's the reason I went with the 18 flamers + Techpriest for 19 models in the shooting phase.
Of course that doesn't include the Vulcan Mega cannons or any weapons on the Stormlord itself.
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