|
Post by Bobulus on Oct 8, 2012 9:05:00 GMT -5
I have a situation. Normally I play with a colleague who plays with the space wolves. In the first turn he drops a drop pod with a squad of something what has three flamers and a heavy flamer. Normally they smoke in the first turn one of my squads. How can I battle this drop pod? I was thinking to get an aegis defence line with a quad autocannon. Any suggestions?
|
|
|
Post by zeke on Oct 8, 2012 9:52:34 GMT -5
I used to have a similar problem with drop marines. My suggestion would be to turtle your units into a corner with the "expendable" ones on the outside, that way when they come down there in a nice tight bubble for your heavy ordnance
|
|
|
Post by WestRider on Oct 8, 2012 10:26:25 GMT -5
I do something similar, but you don't need to castle up too tightly. The Pod can't come in within 1" of one of your Models, so you can leave gaps up to about 5" without giving him a place to land. A Guard Army can block off a huge chunk of the table as reasonable landing zones if you set it up right, and when you're spread out like this, the Flamers can't hit as many dudes.
The key, as Zeke mentioned, is making sure that the outer layer is expendable. It doesn't matter so much that he wastes a Squad Turn 1 if you're making him trade 140 Points worth of Wolf Guard+Pod for a 70 Point Infantry Squad.
|
|
|
Post by badgersplatter on Oct 9, 2012 6:11:46 GMT -5
The key, as Zeke mentioned, is making sure that the outer layer is expendable. It doesn't matter so much that he wastes a Squad Turn 1 if you're making him trade 140 Points worth of Wolf Guard+Pod for a 70 Point Infantry Squad. Very yes. Him smoking a squad of guard straight away is... fine. That's what they're there for, as long as you have the firepower to put him back down in the next turn or two. His squad probably costs equivalent to between three and four guard squads, so he could drop in, kill a squad, lose a few guys, kill another whole squad, then get taken out - and you'd still be the winner of the situation! If your guard squads are so expensive that they're not that expendable, then that's where you're going wrong.
|
|
|
Post by Bobulus on Oct 10, 2012 12:44:15 GMT -5
I think 50 conscripts might do the job. What do you think?
|
|
|
Post by BF110C4 on Oct 10, 2012 13:01:01 GMT -5
Maybe 4 squads of real infantry instead, so when they kill one the other three can blow them.
|
|
|
Post by Bobulus on Oct 10, 2012 14:45:19 GMT -5
I have already 6 squads. I would like to have chenkov and that unit. Also a lors commissar to shot them if they fail their LD.
|
|
|
Post by hendrik on Oct 16, 2012 2:34:58 GMT -5
just field an extra platoon with more infantry, chenkov and conscripts will most likely end up costing just as much and maybe even more
|
|
|
Post by Captain Zapp Brannigan on Sept 15, 2013 6:34:05 GMT -5
I do have a soft spot for Chenkov and his vast hordes of cannon fodder but then again I am very into 40k fluff and less renowned for my awe inspiring tactics. From a strategy perspective. It sounds like your conscripts are just going to be sitting in your deployment zone IOT take up space and deny the enemy from gate crashing the party. If they are going to be that far back in your own lines, chances are they are not going to be useful in regards to having the range to shoot at anything. For the same pts as Chenkov, his Send in the Next Wave upgrade and 50 conscripts, you could easily combine 3x10man squads with 3xheavy Wpns, commissar, plus whatever other pieces of shiny kit that you want to give them and now you are able to lay down some decent firepower. That being said an endless wave of 50xconcsripts is pretty entertaining-As I said, big on fluff. "Stop exploding, you cowards!"
|
|
|
Post by that1guy on Oct 4, 2013 9:32:35 GMT -5
a bunch of squishies providing protection for the more important chaps on the back deployment zone? Sounds like the perfect place for a bunch of pawns.
|
|