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 Vs a Bandeblade

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closecraig
Hellion
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PostSubject: Vs a Bandeblade   Fri Jun 23 2017, 09:04

I'm likely to be facing a baneblade this weekend and have no idea how to face it. It's about 600~ points and I have no idea how to destroy it.

I currently have 20 warriors / trueborn (We proxy wargear)
4 Venoms
1 raider
12 reavers
10 hellions
2 archons
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CptMetal
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 09:16

With that units? I don't think you can take it. You need much more dark lances and several suicidal heat lance scourges.

But I haven't played against such an enemy in this edition. Sorry

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closecraig
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 09:32

@CptMetal wrote:
With that units? I don't think you can take it. You need much more dark lances and several suicidal heat lance scourges.

But I haven't played against such an enemy in this edition. Sorry

Thought as much...

I can pick up some scourges before I play, that should help..?

Guess I'll just have to play the objectives!
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Count Adhemar
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 09:43

T8, 26 Wounds, 3+ save and can shoot/charge after falling back. I'd say Dark Lances are your best bet but you don't seem to have many of them. You could try 4 units of 5 Trueborn with 2 Dark Lances each if you're proxying wargear. That should give you about 9 damage/turn against the Baneblade so 3 turns of firing will do the job but you've obviously got to survive that long, preferably without moving.

4 units of 3 Reavers with Grav Talons will do 2 mortal wounds each time they charge and you can add a blaster or heat lance in there for some more damage.

Not sure what else to suggest with the models you have available.

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SERAFF
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 11:32

Is there any rule for the Baneblade, that removes penalty for firing heavy guns after movement? I didn't find any.

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Dark Elf Dave
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 12:14

Are you up against just the Baneblade or is there support thrown in there as well? Might be worth finding something to chip away with mortal wounds to help out the Lances.

Can't you just surround it so that it can't fall back? You might think that surrounding something that big is harder to do but I think it actually easier to do...its so wide you can leave large gaps and just attack the corners or just attack the sides rather than totally surrounding it.

I may of course have no idea how Baneblades work in combat so Im sorry if this is all pointless.
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closecraig
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 12:21

@SERAFF wrote:
Is there any rule for the Baneblade, that removes penalty for firing heavy guns after movement? I didn't find any.

Fortunately not! Currently my only saving grace - I don't want to keep it in combat as I'd rather it didn't annihilate them but fell back to continue wasting(?) shots against my venoms. Heavy 2D6 hitting on 5's, wounding on 2's... - But let's not forget the 5++!

@Dark Elf Dave wrote:
Are you up against just the Baneblade or is there support thrown in there as well?  Might be worth finding something to chip away with mortal wounds to help out the Lances.

Can't you just surround it so that it can't fall back?  You might think that surrounding something that big is harder to do but I think it actually easier to do...its so wide you can leave large gaps and just attack the corners or just attack the sides rather than totally surrounding it.

I may of course have no idea how Baneblades work in combat so Im sorry if this is all pointless.

That was one of my ideas, however, it has 9 attacks in melee str 9, -2ap and D3 damage - It can also fire it's heavy bolters and heavy flamers even if models are within 1" of it...
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CptMetal
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 12:59

Mass mandrake spam maybe? Use the age of Sigmar death faction spirit hosts as mandrake.

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Ikol
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PostSubject: Re: Vs a Bandeblade   Fri Jun 23 2017, 16:12

Mandrake Spam was one of my thoughts... You could always field a 500 point army and say he cheated? lol!

But on a more serious note, equip everything you can with Blasters and Dark Lances, then go to town. Units of 5 Trueborn net you 2 Blasters, 2 Darklances a unit (remember, the compulsory Dracon can only upgrade Pistol, Melee and PLG). Stick them all in Venoms (single SC). That brings us to... 820 points and dealing 7 damage a turn from the DL's and 6.33333 damage a turn from the Blasters (presaves). Bringin it down to 2 turns if you're lucky and 3 turns if you're not.

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ncshooter426
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PostSubject: Re: Vs a Bandeblade   Sat Jun 24 2017, 02:02

12 DL equipped scourges (3 units of 5) in a Tantalus, backed up by 3 triple DL Ravagers. Bring the pain turn one.


(I have no idea of this would work, but it would be hilarious if you could set up 36" from their baneblade turn one and go first)

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Faitherun
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PostSubject: Re: Vs a Bandeblade   Sat Jun 24 2017, 02:57

If they cant hit you...

Venoms and mandrakes. If he moves, he hits you on a 6+. Chip it down to half wounds and it cant move and shoot. Almost dead and only the flamers and cc can get you...
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