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13th company tank woes with new IG


Stryke

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I've been playing my friends with my 13th company and using the standard gating rune priest with slayers to take out armour.

Unfortunately, one of my friends has learned of a perfect way to counter this, in 1000pt games, with the new IG dex, he sports 2 leman russes, which he deploys in the middle of the board next to one another and each directly surrounded by hordes of guardsmen.

Now this arrangement prevents successful gating and disallows for outflanking bikes to melta it without having to assault hordes of guardsmen, then getting blown to pieces next round.

All the while, he slowly destroys my army with pie plates and the odd 4 krak missiles from an IG squad.

Any tips on how to counter this?

Thanks in advance.

Run some fenrisian wolf packs. They can eat through/tie up guardsmen thus opening up paths for your bikes and gating Storm Claws to get to the armor.

 

15 wolves is 60 attacks on the charge which will practically destroy any screening units he will have forcing tons of morale checks.

I would advise against relying on outflanking to beat guard. Most every guard list I see has a master of the fleet, and that alone makes outflanking worthless. The 13th Company is already a slow army, if you outflank against a master of the fleet, then not only are you only coming in on a 5+ to start, but you only have a 44% chance of coming out where you want. I tried outflanking 5 units against IG once... none came out on the right side.

 

I lost the game I think 11KPs-5KPs. My Stars? Fenrisian Wolves (3KPs on their own IIRC for 15). A MUST have in 5th edition. They get to the enemy SO quickly and just tear things up (or against a CC army, they can slow scary things down by just throwing a lot of bodies at them).

 

Bikes are a bit expensive for 1K, so I'd probably just go for something like...

 

Wolf Lord

RP

7 Wulfen

10man GS

8man GS

15 Fenrisian wolves

 

That should be around 1kpts. If you get first turn, then he essentially has to choose between gating squad, Wulfen or Wolves, and if at least one of those hits his lines, it should be pretty much game over for him (In fact, in many missions your wolves should reach CC on turn 1).

Not getting units in isn't a terribly big problem. Changing outflanking vectors can be rough, but you still have nearly a 50% chance to end up where you want. That said, F Wolves and anything else that can close to combat in round 1/2 is your friend. You can pretty much ignore his tanks if you can get stuck in. Make sure you charge multiple units to ensure maximum carnage (when applicable).

 

Otherwise, lascannon long fangs, and this is the only occasion in which I'll ever advocate their use.

Well, what I did with my Fenrisian Wolves that worked really well was Star assaulting a squad and a Tank. I sent in 2 wolves at a squad and threw the rest of the attacks at the tanks. Result? (Unless he uses the Rear 11 tanks) Almost always a tanks that can't shoot next turn (likely missing a weapon or two as well) and a bunch of wolves locked in combat and blocking LoS. 2 Wolves = 6A - 4 Hit - 8/3 Wound 16/9 Dead or ~2 dead IG - 10 Guard swinging back = 5.5 hits, 11/6W - 55/36 ~ 1.5 dead wolves.

 

Let's say something terrible happens and the Guard beat you by 3W. Oh no what do you do?!?! Oh wait! Wolves have ATSKNF!!!

 

Then next turn, you have 10+ wolves on 10 IG, which = dead IG squad, then next turn your wolves are free to assault again. Sunrise, Sunset (haha, just felt right to say it even though the phrase is only loosely applicable).

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