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Post by verminard on Dec 16, 2009 21:30:41 GMT -5
I have had phenomenal success with the hellhound (and variants) in my recent games. A couple secrets to my success with them is
1) Always present a more tempting target to shoot at. Field a LRBT to take the fire off it for a round or so.
2) Mix it up with some Chimeras. People get confused with the similar tank chassis, and even if they don't if you run a Chimera close enough you can block off fields of fire from the hellhound allowing your chimera to "soak" hits for it kind of like mobile cover. This also works with Sentinels, which will be able to form a walking 4+ cover save if spaced properly, and the template can fire through them without penalty.
3) Smoke, smoke smoke smoke smoke smoke
4) If using it for a counter assault keep it in reserves, it will ensure that the first turn or two while the opponent traverses the field it will be out of play and cant get targeted by AT weapons.
5) Field more than one.
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Deleted
Deleted Member
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Post by Deleted on Dec 16, 2009 23:20:03 GMT -5
Pask works best with high strength low rate of fire weaponry were you need to make every shot count. Vanquishers, demolishers, executioners, even the vanilla russ is good. Ive tried pask on a punisher and at best he managed to kill 9-10 orks a turn. The problem with that is do you want to have 250 pt model, solely dedicated to knocking off a few boyz? You could get two hellhounds that would do a much better job.
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Post by fatuous on Dec 17, 2009 5:30:50 GMT -5
That is a goodpoint, point for point what else can you get.
but I do find that pask works best in tanks where you are rolling on the BS, rather than scatter dice, which hit the same rate regardless of BS (with a slight change for when you scatter). My XP with pask in a demo didn't help much, altho I only tried that combo once before putting him back in his Exterminator.
Reg hellhounds and varients....... They are bullet magnets, simply cos they are so good!!!!!! Target overload is the best option, or keeping some back in reserve as they still have the speed to get where they need to. I still only have 1 of them, but working in pairs always works better for the guard....
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Post by wutangsouljah on Dec 22, 2009 21:49:47 GMT -5
Played him with 2 games! Quite happy with what he can do! Super awsome for cleaning out pesky infantries hiding in forrest! Especially when your opponent anally space them to avoid your template.
Also did wonders cleaning up those monstrous creatures with one wounds left or 2+ saves etc. With a normal battle tank you may only force them to roll for say 2 to 3 armour saves, but with this it's at least 7 saves!
Bye bye Tyrant and Zaothropes!
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Post by Kassill on Dec 25, 2009 13:38:33 GMT -5
Glad to hear he works well for your needs. Eradicator=death to pesky forest people. But, if your punisher is working well for this, then keep rolling it.
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Post by WestRider on Dec 27, 2009 2:42:30 GMT -5
@lt Osmann: The book was Crossfire. One of my faves from the Black Library.
I've not actually tried Pask on the table yet, but he looks best in the Vanquisher (Needs the BS), and Exterminator (Can use the BS, and Crack Shot really oughtta turn it into a Transport Killer) to me.
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Post by wutangsouljah on Dec 30, 2009 1:25:58 GMT -5
I don't recommending bringing the punisher when fighting Tau. It would get taken out too early! Incredible for skinning those mafornicatein pathfinders hiding in the wood tho!
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Post by Rolling Thunder on Dec 30, 2009 10:17:06 GMT -5
Not really. The Nova is a much better bet against Tau infantry, but, really, Russes are not the answer to Tau infantry. Guard infantry are the answer to Tau infantry, an answer usually delivered in a fusillade massive, high-explosive rounds, fragmenting warheads and massed laser fire.
Put simply, we can gunline better than them. Even if you're not gunlining, and using veterans, then a well-placed heavy flamer burn and subsequent close assault will see the filthy Xenos fleeing for their lives.
Russes are...hmm. I actually cannot think of a use against Tau, that another unit cannot do better. I guess they're probably effective in a sort of multi-role fashion, and providing a cover screen for officers.
Nova, for digging infantry out of cover.
Regular Russ can prang battlesuits, but this is a bit unwise, as battlesuits are much better at pranging Russes than Russes are at killing 'suits. It can also mince devilfish, chew up their armour and kill their infantry, so it's still wonderfully multi-role.
Executioner is not recommended. Will not kill Broadsides in cover, not in time to save it from railgun death, and overkill against battlesuits.
Vanq....worthless as ever. Take a Vendetta.
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Post by ElegaicRequiem on Dec 30, 2009 10:40:02 GMT -5
The Valk with those MRPs wouldn't be bad, either.
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Post by Rolling Thunder on Jan 2, 2010 14:11:52 GMT -5
A Valk is always a good choice.
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Post by Laughing Man on Jan 2, 2010 14:20:19 GMT -5
I think Hydras and hellhounds would be far more sensible to take, sentinels as well. Scout Sentinels outflanks uses heavy flamer to torch a squad then hopefully if the squad doesn't have emp grenades charges the survivors and kicks them to death.
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Post by Rolling Thunder on Jan 5, 2010 8:14:58 GMT -5
EMP, krak, frag or indeed just plain, old-fashioned ST4....
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Post by commissargaunt on Jan 9, 2010 19:08:38 GMT -5
unless your sentinel is armoured. But I am seriously getting irritated at the number of grenades that have no str value, you know the ones that always glance on 4s and pen on 6s. Especially with Tau and Eldar. They just have too many hidden vehicle death nades.
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Post by Rolling Thunder on Jan 10, 2010 15:16:54 GMT -5
Vehicles are inherently vulnerable to close-assault by infantry. Simple, military fact.
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Post by wutangsouljah on Feb 8, 2010 17:03:19 GMT -5
I regret making the punisher now tbh... really can't justifying paying 250 points for what it does.
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Post by Gabriel Lupus on Feb 9, 2010 18:54:20 GMT -5
That seems to be a general consensus regarding the Punisher - it's cost is not reflected by its ability on the field. Generally (from what I've read/seen/opinion) the best reason to take a Punisher is beacuse you like the look/style of the tank, or it fits well with the fluff for your army.
I personally prefer Demolishers to ANY other variant - I just think they work brilliantly at any role - yet I have the inexplicable urge to have a couple of Punishers (with 3 heavy bolters) in my collection for larger games.
It's a tank you really have to love for it's style than it's effective use...
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Nuked
Guardsman
Posts: 89
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Post by Nuked on Feb 13, 2010 14:22:15 GMT -5
I recently tried an Exterminator with Pask against a 'Nid MC force. To be honest, Pask really didn't sell out for me. His re-roll to wound is useful, but the Exterminator simply lacks the armour-piercing power of the LRMBT and the Executioner.
All-in-all, Pask caused 3 wounds on a Tervigon (the thing that poops out gaunts), while my lascannon HW squad took down a 'fex by themselves and my gunline missiles took down another Tervigon.
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Post by Ymmot (M.I.A) on Feb 13, 2010 14:25:59 GMT -5
I played against Pask once...in a stanbard LRBT with three bolters and a heavy stubber...
He avaraged an entire squad per turn and won the game for my opponent.(as did the lone company commander smashing through my artillery with a power fist.)
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Post by wutangsouljah on Feb 14, 2010 15:08:56 GMT -5
I recently tried an Exterminator with Pask against a 'Nid MC force. To be honest, Pask really didn't sell out for me. His re-roll to wound is useful, but the Exterminator simply lacks the armour-piercing power of the LRMBT and the Executioner. All-in-all, Pask caused 3 wounds on a Tervigon (the thing that poops out gaunts), while my lascannon HW squad took down a 'fex by themselves and my gunline missiles took down another Tervigon. I think in this case, Pask would have been better with a punisher!
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Post by Gabriel Lupus on Feb 14, 2010 20:08:52 GMT -5
I played against Pask once...in a stanbard LRBT with three bolters and a heavy stubber... He avaraged an entire squad per turn and won the game for my opponent.(as did the lone company commander smashing through my artillery with a power fist.) Was the squad destruction due in main part to the battlecannon or the heavy bolters though? Or were both responsible in a combined effort? How much difference did Pask make (ie, would the result have been the same without him?)
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Post by Lord General Armstrong on Feb 14, 2010 23:46:07 GMT -5
May favorite pask combinations are the paskquisher and the paskonator
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Post by Aeon on Feb 18, 2010 23:48:04 GMT -5
I regret making the punisher now tbh... really can't justifying paying 250 points for what it does. Do what I do. Use it as an Exterminator. It makes more sense that a gun with 4 shots would have multiple spining barrels. it's like a big, non-rending assault cannon
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Post by Gabriel Lupus on Feb 19, 2010 5:53:33 GMT -5
Or if nothing else, don't put Pask in it - at least then it's just 200 points...
Aeons plan seems to be a good plan though - especially being as there isn't an exterminator model out at the moment (not including the forgeworld versions)
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Post by ranwulf on Feb 25, 2010 7:56:56 GMT -5
Vanquisher is the only one anwser. Land Raiders cry when they see it!
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