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Post by fullmetaljacket on Dec 25, 2014 8:55:35 GMT -5
Hey fellow guard commanders My men will soon be deployed against a nearly unstoppable foe but I'm sure we will find a way . My death korps of Krieg 11th korps will be planet side soon. I request all intelligence and data we have to beat these xenos scum. Especially the larger creatures. Reports from the pdf on the planet spoke of haradins, zone thropes heirophants and plenty of other assorted large bugs. the artillery and he'll hounds should make short woryk of their smaller bugs . We need intelligence and the weakness for all the larger ones. do you have any advice as an easy way to kill the damn big bugs, what have you found works best? I will spare no expense when it comes to victory, so if i need to make a stop at a forge world on the way to the infested planet I will Fmj
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Post by yvain on Dec 25, 2014 13:05:07 GMT -5
Brother are you using Kreig rules? Or are you using standard IG codex?
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Post by fullmetaljacket on Dec 25, 2014 14:36:49 GMT -5
I am open to using either, even both at the same time. Im open to using models outside the krieg codex multiple guard regiments on one field is normal. Even though every one is kinda weirded out by krieg troopers. So far my only answer is buying more shadow swords Fmj
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Post by Cuthbo on Dec 26, 2014 2:19:13 GMT -5
Meltaguns! Lovely, lovely meltaguns. In my own games I have found nothing beats a good storm of melta. Special weapons squads, platoon command squads and even blobs, load em with melta and burn 'em all.
For long range I would say rocket launchers, dual purpose, long range, high strength and cheap.
My 1000 point list has 8 meltas and 8 rocket launchers, has sevrved me well againts bugs, marines and many other foes.
Cuthbo.
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Post by gamma016 on Dec 26, 2014 9:12:00 GMT -5
MC heavy Nid lists are actually the hardest lists for guard to play against. Our strength 3 weapons are basically useless against them and we are too slow to out manoeuvre them. Against Nids you need to spam high strength low ap weapons. Your friends will be strength 7 weapons with high volumes of shots. So that means plasma and Autocannons. You are going to want to be mobile so as not to get overrun, because one you get into close combat it's usually over. I suggest manny squads of plasma vets in chimeras, punisher Pask with a plasmacutioner friend, and some wyverns. Sadly any flyer that he takes will be better than anything we have for anti air. Flyrants with dual devoures will destroy just about anything we have. My advice is to keep a respectable distance as much as possible play the objectives, and sacrifice some squads to assualt if you have to. I have played nids many many times and the odds are stacked against you from the beginning. Good luck
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Post by Captain Zapp Brannigan on Dec 28, 2014 5:50:08 GMT -5
Last game I played against Nids I one shotted a Heirodule with my Shadowsword but that was pretty damn lucky.
Gamma016 has a good point. Those multi wound MC are terrible for us. Plasma guns are how I usually bag his foot slogging MCs and when I do field them (generally just for laughs) my rough riders can be trusted to finish off a MC locked in combat. Meltas are good and cheap but you have to get too close for my liking.
Forget any chance of having air superiority. Ours are just too clunky and the fact that his can jink is another killer. Their multiple wounds and jinking ability is really difficult to combat... and talking about combat they absolutely own us if they are able to reach us in assault :/best to concede and let the flyrants land and try take them out then.
An exterminator with LC and Multi Melta sponsons is also a good way to go, lots of high Str shots, However through sheer weight of shots a punisher is always handy.
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Post by gamma016 on Dec 28, 2014 8:46:29 GMT -5
You can check out some of the battle reports I've had against nidzilla lists. They are under the Basement Warhaming thread. Maybe you can find some inspiration there.
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Post by fullmetaljacket on Dec 28, 2014 9:06:18 GMT -5
That would be great! I'll definitely check those out, I'm going to at last havea go at air superiority, I'm shooting, for 6 hydras, and quite a few of the anti air quad guns, and lascannon turrets. For naval support I plan on 2 avengers, 2 thunderbolts, and 4 - 6 vendettas or valkyries, 1 lighting, and a possible of 3 caestus assault rams, if my imperial fists are up by this summer lol the game isn't for a while but 40000 points is a lot to prepare you know... Lol so we're trying to have fully painted by then as well so that'll be fun, some tricks up my sleeve to bring down the heirophant are hunter killer missiles every where but a lot more lascannons, 3 cc d weapon knights 3 shadow swords hopefully 30 thunder hammer terminators from the possible arrival of the imperial fist and at the moment I have 1 reaver titan I'm trying to get my hands on a second one and a warhounds with both arms as the double barreled d weapon lil can of wool ass is what that is lol ... Other than that idk, hopefully it'll be enough, I just hope the rest of my army holds up against his while I'm trying to kill the big beaties fmj
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Post by cheminhaler on Dec 28, 2014 10:47:54 GMT -5
40000 points!?!
Blimey! At that points level take some titans. Knights have Strength D close combat attacks.
If you're using Marine allies then take grav guns and centurions with grav cannons. Grav weapons chew tyranid MCs better than plasma with no overheat risk.
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Post by fullmetaljacket on Dec 28, 2014 10:56:53 GMT -5
I've never read the new codec for marines, what's a grab. guns stats? Tony A
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Post by Captain Zapp Brannigan on Dec 28, 2014 10:59:05 GMT -5
40k??
Wow, makes my upcoming 12000pt match with Nids sound quite childish by comparison
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Post by gamma016 on Dec 28, 2014 11:09:31 GMT -5
Grav guns wound a model on it armour save. So if the have a 2+ you wound on a 2+ if the have a 5+ you wound on a 5+ and so on. I think they are ap 2 as well but I'm not sure. They also glance vehicles on a 6 and immobilize them. Centurions or white scar bikers are the best way to bring them from what I have seen.
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Post by cheminhaler on Dec 28, 2014 11:24:34 GMT -5
Yeah, they're AP2, quite useless against guard or orks but great VS tyranid MCs, necrons or marines. I've never read the new codec for marines, what's a grab. guns stats? Tony A Grav pistols are 12", 1 shot, use target's armour against them (i.e instead of rolling to wound you use their armour save as the roll to wound). And its AP2 So basically sayonara anything with 2+ save, especially MCs who often have a high save and high toughness. Grav ignores toughness.. Grav guns are Salvo, 18", so they're better off stationary. 3 shots stationary, 2 shots if you moved. Grav cannons are 36", high number of shots and centurions get grav amps that allow you to reroll the wounding dice. Grav cannons will chew any tyranid MCs, you just have to protect the centurions, as they're like terminators. If they face a high volume of shots they'll go down and unlike termies they've got no invulnerable save.
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Post by fullmetaljacket on Dec 28, 2014 11:37:04 GMT -5
Oh... My.... God.... So these guns will rip a heirophant to shreads! It has only 5+ feel no pain after that! Holy #!$&@#@%#&+@$$@@it !!!!!!!!!!!!!!!! fmj
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Post by gamma016 on Dec 28, 2014 11:44:29 GMT -5
One good tactic is to bring centurions with grav cannons and a grav amp in a squad with a Liberian and an inquisitor. Trying to get invisibility, gate of infinity, prescience and perfect timing. This way, pending on what powers you get off, you can deep strike your centurions around the board, make it so you have to snapfire at them, and havering them twinlinked and ignoring cover. They call it a centurion star and it's very very deadly.
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Post by fullmetaljacket on Dec 28, 2014 11:49:18 GMT -5
Hmmmm, my mind is buzzing with ideas at the moment lol this changes everything dreads can't take grav guns? And what is the grav platform? Fmj
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Post by cheminhaler on Dec 28, 2014 13:16:13 GMT -5
No dreads don't get them, only Centurions get grav cannons with amps. If you upgrade sgt to have omniscope they can also split fire; a most excellent choice.
Although its only in the FAQ, command squads can take up to 5 special weapons, so another trick is having a mounted character and a 5 biker command squad with an apothecary and 4 veterans with grav guns. The bikers can move 12" and shoot 3 shots each at 18" which will do serious damage....
Edit: another rather expensive way to get an all grav pistol unit: vanguard veterans with jump packs. You can give them storm shield as well but then they start getting really expensive.
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Post by fullmetaljacket on Dec 28, 2014 13:43:20 GMT -5
Oh my god .... Head exploded right now.... Fmj
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Post by fullmetaljacket on Dec 28, 2014 17:23:44 GMT -5
ill post up an army list soon so i can get an idea of what ill be using.. any more advice ?? any more tricks?? my opponent is spying on a thread thats similar on dakka, at the moment he just thinks ill be throwing conscripts at him ahahah
fmj
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Post by Captain Zapp Brannigan on Dec 28, 2014 19:56:51 GMT -5
ill post up an army list soon so i can get an idea of what ill be using.. any more advice ?? any more tricks?? my opponent is spying on a thread thats similar on dakka, at the moment he just thinks ill be throwing conscripts at him ahahah fmj Haha winnig the IDI battle right there mate!
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Post by fullmetaljacket on Dec 28, 2014 21:41:25 GMT -5
ill definitely have the upper hand in the beginning!
so i have a new threat! he has alot of both variants of the drop pods, the first ones that infiltrate i was going to counter with alot of salamander command vehicles that dont let thing infiltrate within i think its 18 inches and i was going to make alot of quad guns and lascannons from the agies defense lines to counter the deep strikers to not let them reach the ground, any other ideas from the space marines codex, the dark angels codex the imperial guard codex or the dkok codex to counter either pod? the other threat is flying monsters, i want to avoid space marine anti ari tanks and focus on ig anti air, other than alot of hydras and valkyries and other fliers idk what else to do. what have seen brings them down, im new to the new ig codex, ive been in training ever since it came out and looking through the majority of it tonight. any ideas comerades? FMJ
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Post by cheminhaler on Dec 28, 2014 22:15:46 GMT -5
All Ig squads can now upgrade the missile launchers to flakk for the same cost as 2 infantry squad guardsmen (from the standard codex, I mean).
marine grav weapons are special weapons so all the squads can take them and they're in all the new kits, including the new blood angel stuff.
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Post by fullmetaljacket on Dec 28, 2014 23:17:56 GMT -5
yes!!!! thats what i wanted to hear,,,, missile luanchers here i come! need a ton of those, they will be the PDF supporting force only heavy weapon lol itll be perfect! and what can grav guns do to fliers? i didnt read anything about that... FMJ
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Post by cheminhaler on Dec 29, 2014 7:09:36 GMT -5
They can just immobilise and strip one hull point off any vehicle but you need to roll a 6 both for shooting (snap shot) and for the wounding. Not a problem for centurions who reroll the wounding part and they get 5 shots each when stationary.
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Post by fullmetaljacket on Dec 29, 2014 7:19:17 GMT -5
Oh ok, that's pretty cool, I'll look More into that. So what is the best way to counter Or kill zone thropes I was just going to rush them with guardsmen and make them take a a lot of saves Fmj
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