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How to survive the Aquilla Strongpoint without D


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I've brought it up in other threads, but a more specific one seemed like a good idea. Coping with them is pretty simple, but you need to penetrate them turn 1.

 

In regards to this, a quote of mine from another thread:

S10 is mostly worthless against these. Have a buddy that got a pair of demolisher tanks in range and hammered it fruitlessly for several turns. You need melta, haywire, or other weapons that either don't roll against armor or ones that roll very high against armor.

 

I will note that you really don't need to pen it that many times at AV15. Look at the building damage table:

1: -1 AV on all sides

2: Building must snap, this means neither the macro nor the vortex can fire as both use blast weapons which can't fire while snapping

3: Guys inside take damage, buiidly must snap as per #2.

4: As per #3, additionally radomize one building weapon to be destroyed (means that if you don't take heavy bolters, the main cannon is gone, )

5: As per #4, additionally removes d3 AV from all facings

6-7: Building is destroyed.

 

So, DS melta team. Lands with pod within 12" of the building. Unit disembarks within 6" of the building. Hits on BS as normal (3s for SM). Average pen roll on 2d6 is 7, which is a glance, so slight above average required for a pen. On the pen table, +2 for ap1, -1 for mighty bulwark, so net +1. So, with any result on the building damage table, building will be forced to snap (net +1 bonus, so results 2-7 on the table), 1/3 will destroy it.

 

Or, in alternative, DE ravager. 3 Dark Lances at BS4, so 2 hits. Unless buildings are immune to the lance rule and I missed it, mister AV15 is treated as AV12 for these shots. Target is penatrated on 5s with regular DE lance weapons. AP2 with +1 and mighty bulkwerk at -1, so net +0 on the building damage table. 5/6 prevent cannon/vortex firing. 1/6 destroys it. 1/3 reduces AV.

 

Or how about Necrons with the infinite range Harp of Resonance, which hits on a 3, and on a 4+ reduces your AV by 1, then it's just an AV14 target for Heavy guass cannons, doomsday arcs, or death rays.

 

The medusa with bastion breacher shells or the LR vanquisher are also great options against AV15.

 

Point is, you can cope with that fortification. It's a nasty one, but you can cope with it if you design your lists with alternative methods to punch armor apart. AV15 buildings are beaten by AV solutions, but they aren't easy (with 535pts spent, it shouldn't be easy).

 

 

When shooting at buildings, weapon firing order is very important because weapons that penetrate can potentially lower it's armor value. So, weapons with good odds to penetrate AV15 should fire before weapons that are unlikely to penetrate AV15. If void shields are used, these should be removed with lesser weapons prior to the AV15 solutions, as void shields are AV12 and will waste high AV shooting.

 

In alternative, you could try to remove the contents and claim the building. This one is tough by comparison to the above. You need to clear the units on top and inside, while also having a standby skimmer, jet pack or jetbike unit able to fly up on top of the (now clear) building in the shooting/assault phase. Merely moving onto the battlements of an unoccupied building will claim it. To kill the guys inside, which will make it unoccupied, grenades or flamer weapons are required. You also must avoid destroying the building in the process....

 

Some things of note in the SA book. The battlements are no longer strictly considered part of the building. They are treated as the upper levels of ruins (that's ruins for cover saves, not fortifications...go GW!). Emplaced weapons must be fired by the unit inside the building, or via auto-fire at BS2 (or 3 if upgraded).

 

If the opponent decides to leave a building unoccupied, they can still fire, but it's at the BS 2 (or upgraded 3) as above, but any of your units to land on top or embark inside is able to claim their building for yourself.

-Pax

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