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Advice needed for cityfight


Captain Cabble

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Hey all, I have arranged to play a Cityfight battle against a member of staff at my local GW store next week and having never played one before I'm hoping to draw on the knowledge of you more experienced Cityfighters out there.

 

I will be playing with my Spacemarines and facing off against Imperial Guard with a 1500 point limit, and have access to the stores miniature collection aswell as my own, so any and all suggestions regarding army selection would be appreciated, aswell as any thought on how to deal with those pesky guard ordance weapons I'll no doubt be facing - and very much worrying about.

 

Thanks in advance.

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Vindicator. Also, against IGies, a Whirlwind.

 

Also, depending on how much rubble there is (or will be, post barrage), remember that many Fast Attack choices will face lots of Terrain Checks. Depending on how dense the terrain is, it may be wise to use the option for Assault Marines to have a Rhino instead of Jump Packs.

 

Dozer blades are a wise investment. So are Flamers. A Redeemer would be funny. Take enough Meltaguns to deal with tanks at close quarters.

I'm no expert on city fights, and most of the ones I have had were with my tau, but I know a few things that could be helpfull.

 

Flamers=even more awesomeness than ever in a city fight.

 

Drop a Multi Melta Dred behind his armour to make him press his panic button (that is actually just general advice), chances are it will not do any serious damage before it gets killed, but it is worth it for a few reasons 1) The look on his face 2) the rest of your army will probably get a 'fire free' turn while he kills the Dred. 3) The slim chance it bags a tank.

 

A unit of properly armed devs (against guard probably heavy bolters or perhaps missile launchers) can be hell to shift in cover and can really make a difference in the tight fire lane orientated environment of a cityfight. I used to do this with Tau sniper drones and it annoyed the hell out of my opponants :)

 

Quantity of fire not quality of fire with all those cover saves around.

 

In a city fight, armour (with the exception of whirlwinds, a vindicator may also be usefull, but they are always usefull) is really fighting with one hand behind it's back.

 

Sniper scouts = win because of awesome cover saves and low leadership of guard.

 

Thats all I can think of, if it's rubbish please feel free to tell me as I have not had a city fight in quite some time.

I would definitely bring a Redeemer. It's a S6 no-cover-or-armour-saves-for-you goodie.

Lots of flamers and heavy flamers. Knowing Guard, they'll be using Carapace or Storm Trooper Doctrines for a 4+ armour save.

He'll probably mechanise the list, using a load of Chimeras, and back them up with a Leman Russ/Standard pattern or Demolisher pattern.

 

Assualt marines would be a good choice as well. IG aren't know for their prowess in Close Combat, so you'll rip right through him easily. Especially if you buy a Chaplain to accompany them.

 

Whirlies, Thunderfire Cannons and Sternguard are all weapons that can deny the enemy cover saves. Use them effectively.

 

Another thing is, using a Techmarine to bolster cover, and then use scouts with camo cloaks with Snipers and either a heavy bolter or missile launcher will make a well dug in unit, that hardly anything can blast out. Since it's a cityfight, odds are you are going to be able to reinforce cover.

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