I personally don't use more than 3 russes. So, I don't use squadrons. Do you use squadrons of Leman Russes or do you believe that the Russ is better on it's own?
I personally don't use more than 3 russes. So, I don't use squadrons. Do you use squadrons of Leman Russes or do you believe that the Russ is better on it's own?
I only use squadrons of Russes in large point games (2000+) where I actually have enough points to reasonably afford more than three.
So far I have mixed feelings about them, though. Loosing a 180+ point vehicle to a failed difficult terrain test is incredibly upsetting, so much so that I almost find it worth it to pay 10 points a tank for dozer blades. Especially on Demolisher tanks since I tend to move them around a lot more.
One great thing I've found about Russ squadrons is that if you have, say, two Leman Russ Battle Tanks in a squadron and one takes a glancing hit, shaking it, it can pop smoke without preventing its squadmate from shooting. Then, because the squadron is "50% obscured" due to the smoke, both tanks get a cover save, even out in the open. And since only one tank used its smoke launchers, you can do this sort of thing twice a game if the need arrises.
That is a nice trick, and one that applies particularly well to Hellhounds. Using the cover to get them across the board and into challenge range of opposing objectives is good times.
With all the squads running around now with multiple melta guns, I think squadrons are very dangerous for the owner.
The melta guns just have to be within 6 inches of one to be able to frag all of em. I've had more than one game in which my obliterators deep strike next to one and end up blowing all three of em' up. With immobilized results counting as destroyed and the AP 1 bonus, you only need to roll 3+'s to destroy each vehicle.
I agree. The ubiquitousness of 2-3 meltas in fast (or deep striking) units makes tank squadrons almost unplayable. I can't think of the last Space Marine or Imperial Guard army that I played that didn't have one of these tank buster squads.
So you either have to go nuts with LR squadrons (three squadrons of two tanks, for example) or you have to exclude LR squadrons.
Hellhound squadrons are still pretty effective though. Their speed allows you to get at least one turn of effectiveness before they get jumped by special weapon squads.
-- mkerr
Check out my new Blog! --- http://www.ChainFist.com
Follow me on Twitter! http://www.twitter.com/40kNEWS
I don't think the Russ is really an anti-armor role anymore. Its more of a slow moving anti-infantry firepoint.
The russ is heavily armored enough to risk showing its side so it can block a lot of line of sight, can move and fire its turret, and can reach as far as most artillery.
Since its not an anti-armor role, the squadrons aren't really effective for Russes.
I dont think they are effective due to the above reasons.
The only time i use a squadron is to outflank 2-3 demolishers with creed
So far, there is only one army that I've found that I would happily use squadrons against, and that is necrons. Because fifth ed nerfed the gauss rule so much, having a vehicle destroyed when immobilised isn't that much of a loss. I have had a squadron of russes sat next to a monolith which was pounding into them for several turns, often getting multiple hits, but on a 6 to glance and a 6 to immobilise(destroy) Squadrons stand a fair old chance
However, against other armies, I would likely only use squadrons if I needed the firepower, go with the base vehicles, no upgrades, and spend the upgrade points on more tanks. The thing I always find myself forgetting is that tanks are great fire magnets for protecting those oh so vulnerable infantry that you need to hold the objectives So in some cases, the more the better.
I squadroned a pair of Hydras last night to pretty good effect. But, they didn't take very many hits. So, I'm still leaning against squadrons.