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Termies
Apr 12, 2012 20:57:46 GMT -5
Post by stovrose on Apr 12, 2012 20:57:46 GMT -5
So, my buddy plays a deathwing dark angels list. I'm having trouble just surviving.
Stupid storm shields are causing all kinds of problems. Whats better, more powerful expensive weapons or more MORE cheap lasguns?
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Termies
Apr 12, 2012 21:34:49 GMT -5
Post by DadCRO on Apr 12, 2012 21:34:49 GMT -5
If they have storm shields, massed lasgun fire. Otherwise, plasma guns/executioner. Try blob squads. They kill termies in assault also, so he basically can't touch your guardsmen.
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Termies
Apr 12, 2012 21:40:47 GMT -5
Post by WestRider on Apr 12, 2012 21:40:47 GMT -5
Something like an Executioner that can dump out a ton of Plasma and is nearly immune to the Krak Missiles that Deathwing tends to Spam can be handy. I wouldn't go overboard on the AP2, since it's not really worth the drop from 2+ to 3++, but you do want some to handle the Command Squad, since the drop from 2+/FNP to 3++ is definitely worth paying for.
Other than that, by the math, volume of fire is the way to go. It's still kind of risky, tho, since the spread of possibilities is such that it's disappointingly likely to have a Turn that just does nothing, and you can't afford that.
The one IG Vs. DeathWing Game I've played, I lost basically because my Opponent didn't roll any 1s on turn 1 or 2, and by the time I was doing some damage, it was just too late.
How much RavenWing is he using as support? If he's not getting much Melta from them, going heavy on Leman Russ Hulls can be pretty viable. Pure DeathWing has a lot of trouble with AV14 until it hits Assault. Executioner and Demolisher are best, obviously, but the Exterminator can help with sheer volume of fire, and this is one of the very few places where a Punisher (gasp!) might actually be viable.
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Termies
Apr 13, 2012 3:30:48 GMT -5
Post by Empirespy on Apr 13, 2012 3:30:48 GMT -5
Well after a bit of math-hammer, it seams that the punisher with HB sponsons didn't do too well, killing 1.6 Terminators, whereas if we get all five templates hitting at least 2 models each, then we're looking at 2.7 dead terminators. if we look at 36 guardsmen, 4 Sarges, and a commissar, in rapid firing range, then we're looking at 2.15 dead terminators. with All of these it seams that we're not doing much damage, If you want to take them out, you're going to need some turns pouring every thing into them, but they want to be in close combat, so are moving up the field. This is where the PSB and ratling combo come in (Thanks to whoever enlightened me to this tactic) Weaken resolve a unit of termies, and then try and pin them, with much greater odds (it's hard to roll snake eyes when you need to) and then pour fire into the ground unit.
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Termies
Apr 13, 2012 4:47:15 GMT -5
Post by stovrose on Apr 13, 2012 4:47:15 GMT -5
I figured massed fire was the way to go. The amount of point sink into the big guns are rendered useless because of the invuln.
Normally it's a pure deathwing list. No ravenwing at all. He has a tac squad and a devastator squad he uses for objective holding/denial. 3 squads of termies composed of 3 storm shields and 2 lightening claws. Balial is attached with an apothocary that has a storm shield.
Termies are fearless, so pinning them is out of the question
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Termies
Apr 13, 2012 5:36:04 GMT -5
Post by Rolling Thunder on Apr 13, 2012 5:36:04 GMT -5
Stonk them with multiple wounds. Flamers are great for this - only takes 12 hits on average to kill a Terminator, which is easy enough to achieve just with a dirt-cheap PCS loaded out with them. Same goes with frag missiles, and doubly so with multiple rocket pods. This also means you're opponent will have to roll his saves separately rather than assigning them as and where he likes. Demo charges are also fantastic, and simply pouring enough plasma onto the enemy squad (remember, all you need is 1 wound per model and he's rolling them separately...and regular/lightning Termies only have the same chance of surviving that as a Guardsman). A veteran squad with demolitions and meltaguns/plasma guns is, paradoxically, still very effective - not as effective against other marines, but still very effective.
Also, Penal Troops. Keep them in your lines, then when he's close, run them in and charge him with them after the obligatory volley of lasgun/flamer/melta/plasma/etc fire. They'll tie him up for a couple of turns while you have time to reposition.
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