OK, this one started out as a comparative article on the Leman Russ tank, a unit with almost as many variants as there are space marine chapters. Then I realised that it was gonna get a bit samey, and I didn't have the experience to add much to the conversation. Then I realised that I could probably focus in on one variant, perhaps with more of a game design angle than a purely tactical one. So, the Vanquisher. A unit that is popular due to a low cost, which results from a quirk of 10th edition 40K, but its actually kinda bad at what its supposed to be doing.
A Leman Russ Vanquisher, Stygies VIII pattern, sourced from Lexicanum
Let’s start
with a few basics. A Leman Russ is a decently mobile, heavily armed
brick of a vehicle fielded by the Astra Militarum, A.K.A Imperial Guard. They lack an invulnerable save, although all
their other defences are quite formidable. The 2+ save and W13 are
key breakpoints, meaning common anti-tank tools will not totally bypass its
armour, and require repeated good hits to destroy. Railgun
equivalents, massed meltas, and properly brutal melee combatants can
and will bring them down. But most things have to try, laying on
sustained effort and mortal wound effects. It is routine for such a
tank to stoically tolerate melee attacks and just keep blasting,
although some variants obviously do better with that, for a reason I'm getting to. While differing
in their turret armament and unique rule, each russ has access to a
common selection of sponson and secondary weapons. Most of the time
this results in a lascannon, HK missile, heavy stubber, and either two multimeltas or
two plasma cannons, the two most destructive sponson options. This
keys into a wider issue, as the choice between Blast weapons and
non-Blast weapons has a substantial influence on how a russ is used.
The latter makes a tank more melee tolerant and a natural
brawler, because it can fire pointblank, while the former is better at ranged combat and hordes.
Finally, through the order system you can make any if these tanks
briefly faster, more accurate, and better at holding objectives. The
Vanquisher is the anti-tank variant of the Leman Russ, historically
described as being very rare in fiction and hard to make. As a tank
hunter its defining feature is a very powerful anti-tank
gun with range of 72 inches, the heavy rule, AP-4, and a damage of 6 + d6,
supported by re-rolls to wound against its preferred targets. It can cover an entire board with that range and worry any singular hard target within it.
Otherwise, a Vanquisher functions much as a stock russ does, although
as it not feature a blast weapon in the turret, its a brawler, happy
to fight close even with its massive effective range. As of time of writing,
the Vanquisher is cheapest variant at 145 points, 5 points less than
the unpopular Punisher, and 40 less than the vanilla russ which
famously isn’t rare. How did that happen? One attack.
One of the tanks I proxy as Leman Russes...
This
is an unintended implication
of 10th edition design conventions. Its a quirk that makes the
Vanquisher mediocre at its
stated job, so therefore cheap, and then exploited by the tournament
scene. Its main gun is a railgun equivalent which is massively
unpleasant
against its intended target of vehicles, however it
is only one shot a time, and as you
might gather from my comments about durability above, GW
generally doesn't let you one shot vehicles. You have to wear them down usually, or get a couple of good hits in. So you
have to roll to hit, roll to wound, and then your foe gets a save,
which is possibly
invulnerable because a lot
of big
things have one, (if not, then cover, or some other damage resistance,) and then
there’s the damage roll. The
vanquisher battlecannon is undeniably effective when it connects, but its far from reliable due to that low volume of fire, and with
the damage roll you’ll still need at least two good hits to drop the kind of target this weapon demands. This includes other russes, by the way. I
repeat: one attack at a time. That can make
the weapon feel bad for both sides, as the user spends multiple turns
trying to stop rolling ones despite whatever buffs it has from other units to make it more accurate, or the foe suddenly finds a smoking crater
where their tank used to be, with little in-between. Few things disappoint or annoy like a powerful weapon that feels like a coin flip, you know? So the Vanquisher is cheap, as
cheap as a russ can be, but it paradoxically has a weapon on it that
traumatises people when it actually works. But…
A single shot anti-tank gun simply isn't consistent enough for
that task by itself, especially with guard marksmanship, you need more shots to even things out, and even at this price the Vanquisher isn't easily spammed. So you
look at the other weapons on the hull, and truthfully the Vanquisher
tank is no better with those than most russes, and ranks behind a couple. If you
start thinking about other variants? Well, their turret guns are obviously
much less destructive, but all of them have dramatically higher rates
of fire so they will do *something* every turn. As an example, the Demolisher is obviously much shorter ranged, and its
own issues with inconsistency, but that's looking at twice the rate
of fire at worst, hits like a lascannon, and is very happy in a
melee. The vanilla Russ isn't an anti-tank platform, its a
generalist, but having a bunch of rerolls and the Combined Arms detachment can go a
long way. Either is better a lot of the time, while not being bad at anti-tank if properly armed, and that's true for basically all of the variants.
The only thing the Vanquisher does well
at present is be a cheap Leman Russ. And that's ok, Leman Russes are
good. You can get a lot from a mobile brick with two multimeltas and a lascannon on
it. But the tankhunter probably shouldn't be the cheap disposable
one, that’s a specialised role. This isn’t a Catachan situation,
where something looks bad until you understand it. The Vanquisher is
popular mainly via through min-maxing, people treating the main gun
as a side bonus. To be blunt, that’s a failure of game design. I
wouldn't say no to having them in my force, and I’ve fielded them
before, but I’m honestly surprised that these went unchanged in the
10th ed Astra Militarum codex AND the June Dataslate.


Personally I've opted to make my Vanquisher one of my Tank Commanders.....
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