I play imperial guard but i'm a bit unsure what the meta is in terms of their tanks.
suggestions?
>>54045757
Depends what you're facing
>>54045827
I think he just wants a jack of all trades build otherwise he would of mention it.
>>54045757
Good thread op, i have the same question. I don't want to do a conscript spam because I don't want to paint a shit ton of models.
>>54045757
Plasma on everything that can take it. Always supercharge it when firing. Melt your enemy's faces.
Tanks can finally fire their weapons indepently of each other correct?
In that case you're free to build whatever looks cool.
>>54045827
>list tailoring
>>54045757
if you arent sure what you're gonna fight, just take the battle cannon
if you will end up fighting infantry, and dont care about losing a few tanks, go with the punisher
>>54045757
Because vehicles can be tied up in melee now, and because of the changes made to how tanks fire and in particular the firing characteristics of the Leman Russ' battle cannon, IG tanks more than ever function like actual tanks. That means, they're for heavy fire support and mobile cover. BC's don't shoot pie plates anymore, making them more effective at taking out heavier and larger units. Because you can fire sponsons at different enemies, heavy bolters can be used for infantry suppression.
Because plasma only GETS HOT when using Supercharge rules now, it's much safer to take as a practical weapon for more expensive units.
Flamers autohit but don't do much damage, making them good for mopup. Plasma and Demolisher Cannons are heavy d6 on large mobs, making them good for attacking infantry blobs.
>>54045962
>>54045905
Even without taloning you need to take a few parameters in account.
Do you want infantry, monster or vehicle killing tanks ?
Jack of all trades would be stock leman russes
>>54046036
What happens to tanks in melee? Can't shoot?
>>54045757
How many lascannons can you put on a lemon ruse?
>>54046045
They're just like infantry. They have melee stats and are locked in combat. They must fall back or be stuck using their strength and WS to fight.
>>54046045
as >>54046070 says you're stuck using WS to fight in melee, or you have to fall back. Some units, like the Leman Russ, can still fire their turret weapons without penalty after moving though. But in general an infantry army is gonna want to mob up your expensive units with fast moving tar pits to prevent you from bringing your more powerful weapons to bear
I had some fun with the list like this:
++ Spearhead Detachment +1CP (Imperium - Astra Militarum) ++
+ HQ +
Knight Commander Pask: Heavy Bolter, Heavy Bolters, Heavy Stubber
Command Punisher: Turret-mounted Punisher Gatling Cannon
+ Heavy Support +
Basilisks
Basilisk: Heavy Bolter
Basilisk: Heavy Bolter
Basilisk: Heavy Bolter
Leman Russ Demolishers
Leman Russ Demolisher: Heavy Flamer, Heavy Flamers, Turret-mounted Demolisher Siege Cannon
Leman Russ Demolisher: Heavy Flamer, Heavy Flamers, Turret-mounted Demolisher Siege Cannon
Leman Russ Demolisher: Heavy Flamer, Heavy Flamers, Turret-mounted Demolisher Siege Cannon
Manticore: Heavy Bolter
++ Super-Heavy Auxiliary Detachment (Imperium - Astra Militarum) ++
+ Lord of War +
Shadowsword: Twin heavy bolter
2 Lascannon & Twin Heavy Flamer Sponsons: 2x Lascannon, 2x Twin heavy flamer
2 Lascannon & Twin Heavy Flamer Sponsons: 2x Lascannon, 2x Twin heavy flamer
Got second at local 16 ppl tourney.
>>54045757
alwayes take wyrven deathstrike 1 or 2 they cost nothing and if they shoot they will kill something big
>>54045757
from what I can tell the demolisher variants are more useful in general. Only uses I've seen for the regular Russ variants all rely on shenanigans revolving around pask and command tanks.
>>54046044
> implying "jack of all trades" means an army consisting entirely of jacks of all trades, rather than a jack of all trades list that's comprised of multiple specialists who support each other's weaknesses.