Tactics for an IronMan 850 point game « Thread Started on Feb 29, 2012, 1:52pm »
Hi all
I have only recently started an IG army.
I am wondering what is a good tactic to use for an 850 point ironman tournament. This is basically a random draw where an army must stay alive the longest.
I am able to field about 50 infinity, 3 full command units, 2 sentinels, 3 heavy wep teams, 4 chimeras, 2 Russ and a valkarie. What setup would have the best chance of lasting? My army is magnetized so can easily configure infantry and tanks to any option available.
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Re: Tactics for an IronMan 850 point game « Reply #1 on Feb 29, 2012, 3:56pm »
HQ Commissar Yarrick
Troops Infantry Platoon Infantry Squad x3
Platoon Command Squad Chimera
Infantry Platoon Infantry Squad x2
Platoon Command Squad Chimera
Fast Attack Scout Sentinel with Autocannon
Scout Sentinel with Autocannon
Heavy Support Leman Russ Demolisher
850, yarrick is hard to kill, although may be a point sink, Demolisher can take on any heavy vehicles, whilst the autocannons can take out transports. Lots of men to soak up punishment, it should work well in a last stand tournament, but my list building skills aren't amazing, but it's a start. I'm sure some one like Kras will be along soon, he could make a list that would be perfect for you.
Re: Tactics for an IronMan 850 point game « Reply #2 on Feb 29, 2012, 5:19pm »
Welcome to the igmb!!
I think you should use those chimera's. You can keep your guys alive longer in them. Set 2 of them up with multilaser and heavy bolter, and 2 with multilaser and heavy flamer. so you got the strength 6 shots for high toughness things and light armor, 2x heavy bolter for strength 5 shots and ap4 for when you end up facing eldar or something, and 2 heavy flamers for when you face hordes.
Use the scout sentinels for tying up enemy squads that can do much damage, to allow you to respond to other threaths first.
As for survivability, you can always use vets with the forward sentries doctrine to up their cover saves, but don't rely on them when you mount the rest of the army in chimera's, as they will be the only target for anti personal fire.
something like this:
company command squad 4x plasma gun, chimera with multi laser/ heavy bolter
vet squad 3x melta ,chimera with multi laser/ heavy flamer
vet squad 3x melta, cimera with multi laser/ heavy flamer
vet squad 2x plasma, 1x melta ,chimera with multilaser/ heavy bolter
2xsentinel with autocannon
valkyrie with multiple rocket pods
exactly 850 points, and gives you 4 tanks, a flyer, 35 men and 2 walkers. Keep everything safe in the tanks, and strike when you can do lots of damage and little return fire. Surviving with squishy guardsmen is always hard, so don't hesitate to fall back if you see odds are stacking up, and send in the valk and heavy flamers
« Last Edit: Feb 29, 2012, 5:21pm by Peter Cooman »
I'm sure most of the men in the galaxy are familiar with the sinking feeling that accompanies the words "Do you think you could do me a little favour, darling?", but when the woman asking the question is an inquisitor it's even less wise than usual to say "No".
Re: Tactics for an IronMan 850 point game « Reply #8 on Mar 3, 2012, 7:01pm »
Yeah but 140 lasgun shots do no diddly against land raiders And asking those marines nicely will not make them come out
@ RT: I think sentinels are quite good for survival. If you can plant them in an enemy squad that can't take me out, you could buy yourself time to mop up the rest of the bunch or get a charge going.
For example when orks charge, they get their furious charge, but when you can tie them up with a sentinel, you can charge in yourself with for example a power blob platoon. It's a great way of creating equal chances.
« Last Edit: Mar 3, 2012, 7:02pm by Peter Cooman »
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Re: Tactics for an IronMan 850 point game « Reply #9 on Mar 4, 2012, 11:13am »
Except if the Orks have a power Klaw, which is pretty much standard issue for most Ork mobs since 3rd Ed, in which case they'll peel the Sentinel open. Or they'll just Rokkit it into oblivion.
But if you can hold up a squad of dire avengers and save your platoon from a bladestorm you'll know you made the right choice.
If your platoon is not in cover then you're clearly doing something wrong. Also, Dire Avengers are Eldar. Eldar are not a threat. Dark Eldar are, but Craftworld Eldar haven't had a codex update for too long to be a serious danger (so long as you don't mind fighting the manical bobsled army.
Re: Tactics for an IronMan 850 point game « Reply #13 on Mar 7, 2012, 6:59am »
Yeah because when you are playing tactical inept commanders they leave their fast wave serpent with their avengers on the good side of cover
So you made your point clear, you don't like sentinels. Fair enough, i personally like one of the little buggers, especially with a searchlight to light up necrons and such.
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Re: Tactics for an IronMan 850 point game « Reply #14 on Mar 7, 2012, 8:24am »
"If your platoon is not in cover then you're clearly doing something wrong."
Sometimes ones hand can be forced in these matters, the cover you where using might have just been blow away, the enemy might have relocated etc etc..
I'd have to agree with petercooman123, if you brought a Sentinel in the first place, then having it tie up a unit of Dire Avengers from Blade storming your platoon would be a perfect use of that sentinel, since the DA's can't touch it in CC anyway..
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Re: Tactics for an IronMan 850 point game « Reply #15 on Mar 7, 2012, 1:37pm »
Captain Obvious' guide to winning with Eldar:
KILL EVERYTHING WITH AN AV VALUE FIRST!!!
ESPECIALLY WALKERS!
This applies equally to the Dark and Rainbow verities.
So when fighting against them remember that armor is your friend, if you can keep them from destroying it before they close in you will be in a good position to win.