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Post by solidog on Dec 1, 2014 15:49:46 GMT -5
Can any body help me? My brother inlaw plays dark angels and loves fielding a full terminator army, with a few scouts added. So thanks to death wing I have terminators dropping right on me equiped with chain fists to deal with me armoury and an insta kill weapon and a 3 plus in venerable to wipe away me troops. Nothing I do can stop this ive tried blob, bulgryns but still I get f**ked. Does any one know how to beat this any tatic would be greatly appreciated.
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Post by Julian Sharps on Dec 1, 2014 20:05:47 GMT -5
Have you tried using an Officer of the Fleet? As long as he's not using drop pods to deliver them, you can still delay them, hopefully long enough to take out his Scouts. Remember, if he doesn't have any models left on the table at the end of the turn, he loses.
Incidentally, there are a number of useful ways to get rid of Scout Marines. My favorite is a Leman Russ Eradicator or two, although heavy bolter or autocannon squads with "Fire on My Target" would make for a more low-profile counter.
That said, if you really do need to kill his Terminators, the best way to do so is limit his ability to drop into your lines. Spread your models out to half-to-one inch apart, and take advantage of dangerous or impassable terrain in order to make it a risky proposition to deep strike into any areas but the ones you want him to, which are ideally going to be confined spaces where you can hammer him with superior firepower. Fighting Terminators is all about area denial.
Also, don't use bullgryns against Terminators unless they're there to protect something more valuable (like your tanks).
On a related note, you might want to make use of sacrificial units. Basically, take a cheap, expendable unit (like a platoon command squad, although against Terminators you might want an infantry squad) and throw it at the enemy to tie it up, ideally until his Assault Phase. That way, he can't shoot or assault with that unit, and you get a turn to pour on the firepower. Just hope you're not playing for kill points.
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Post by treadiculous on Dec 2, 2014 4:23:16 GMT -5
Lasguns... millions and millions of lasguns.
Death by a thousand cuts will be better than spending out on anti-terminator Ap2 / power weapons.
Can he assault on the turn he disembarks from a drop pod - I don't think that's legal normally unless there's something in the codex.
Equally, if he is using teleport I'm still fairly sure you cannot assault that turn.
This gives you one turn to pour on the firepower.
If you create spaces which are surrounded by blobs the terminators will deep strike into your chosen locations and allow you to shoot them. As a blob is all one squad the models at the back don't give cover saves to the terminators (which groups of small squads would).
If you give orders to the blobs this increase's their damage output considerably.
If you could give an example of your army list / what models you have available that'd help us offer advice which you can put in place immediately.
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Post by cheminhaler on Dec 2, 2014 10:33:17 GMT -5
@ Tread - Deathwing might have a SR allowing them to assault when they drop. I need to read the DA codex tonight..
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Post by solidog on Dec 2, 2014 13:09:46 GMT -5
The rules that he plays are death wing can deep strike first turn then thanks to 7th edition fire every weapon as twin linked then go in to assult ive read through his codex and cant find fault with this to my deep disappointment. Using a blob is fine untill I loose in close.c which I will then his sweeping advance takes out the whole blob.
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Post by Casiarius on Dec 2, 2014 13:29:47 GMT -5
When you say that you've tried blobs... what sort of blobs? Are we talking 20 guys with two flamers? Or 50 guys led by Commissar Yarrick, a Biomancy Psyker, a Priest and 5 Sergeants with power axes?
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Post by solidog on Dec 2, 2014 14:37:53 GMT -5
No I havent gone that far, I dont have the relative characters yet. But if you tell me how that would help ill be getting them tommorow.
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Post by Casiarius on Dec 2, 2014 23:08:40 GMT -5
Yarrick is the most dangerous hand-to-hand combatant in the Guard codex, and he's the only Senior Officer who is also an Independent Character, so you can add him to a blob. He can kill Terminators in hand-to-hand, and if he gets killed himself, he'll probably get back up.
Primaris Psykers can grant powerful buffs to the whole blob, allowing your Guardsman to perform superhuman feats. Need all 50+ guys to have a 4++ invuln save? Or maybe a 4+ Feel No Pain roll? Psykers can do that.
Ministorum Priests also have powerful buffs that they share with the whole blob, including being fearless. Your blob will NOT run away after taking a few wounds.
Power axes are sort of a poor-man's power fist. The Sergeants weilding them become S 4 and AP 2, giving them a "reasonable" chance of killing Terminators in hand-to-hand.
If you just know for a fact that you're going to be assaulted by a bunch of Terminators, a Divination Psyker can grant the blob Foreboding so they can all overwatch at their full ballistic skill AND they get +1 attack if someone charges them. The Priest's Zealot rule lets them re-roll their failed to-hit rolls during that first round of melee. This makes it MUCH more painful to assault the blob. As long as the blob is fearless you don't strictly need to keep them all alive... you can use your buffs for offense.
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Post by solidog on Dec 3, 2014 1:54:32 GMT -5
Wow thanks man than sounds like a tatic that will actually deal out some pain will definitely be trying that in next match just got to get me a preist and a psyker thanks very much. Does yarrick not give fearless any more?
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Post by treadiculous on Dec 3, 2014 5:18:17 GMT -5
Check the ruling on Preists, I believe they only give buffs IF the the unit makes the charge, not if they recieve it.
I may be wrong though.
It's still worth havig a preist.
Please tell us what you own so we can better advise you!
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Post by solidog on Dec 3, 2014 13:01:07 GMT -5
I have about troops with a number of differnt weapon options in there melta, grenade launcher, dont like plasma I have a nasty habit of rolling a one so I dont have any. I can inter change these to make veterans s.w platoon comand and company command with relative standards medic and what not.Got 6 mortor crews 3 auto cannon crews 3 missile crews, 2 chimeras, 2 leman russ ( 1 battle cannon 1 demolisher with inter changable weapon to make the other two options) 3 armoured sentinals 1 auto 1 las 1 plasma (does anyone know if plasma on vehicles blows up in 7th edition?) 1 basilsk, 3 bulgyrns, yarrick and a vendetta yet to build.
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Post by solidog on Dec 3, 2014 13:01:34 GMT -5
Sorry 80 troops
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Post by fullmetaljacket on Dec 20, 2014 10:17:24 GMT -5
ive always loved the delaying tactic against close combat armies... i only give them one sqaud to assualt at a time, so when they finish them iff they are left out in the open for the rest of the army to fire apon... its morbid and you are treating your men like tools or pons instead of people but maybe thats why i play death korps of krieg... haha FMJ
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Post by cheminhaler on Dec 21, 2014 11:56:11 GMT -5
That's pretty standard for all infantry platoon heavy guard armies; bubblewrapping. What I love is then countercharging with loads of the msu squads. I got an Eldar Avatar of Khaine down once with 25 guardsmen, although he was alone and had only half his wounds remaining.
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