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Drahazar

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Haveing trouble with two army would like to here your guys suggestions on how to handle these two types and what list to make or use to be effective against it.

 

First is a ork list he uses battle wagons and trucks with some deffcoptas. There is also a Mech boy i think its called it gives all his units a cover save of a 4+ which means poping his vehicles is a pain. And all of his troops are in the vehicles. He will boost his kopptas with there scout move 24in and this is if he gose first and then starting his turn is already in striking range if he gose second he flanks. he also has Nobs in his vehicles as well.

 

The second army is wych cult that uses webway. He takes lilith which lets him take her as a allie and 3 wych squads all have blaster wych weapons and agonizers with the raiders and there dark lances a Talos Ravager and then he takes two Homonculie each with a webway one with a shadow field and yes he can take two shadow fileds cause lilith is a seperate army and is a allie. The HE have the variable flamer and are on a rader with warriors. And he has a unit of 8 jetbikes with blasters and a punisher. the two raiders start out on the table if going first start close to shoot accross the table and drop webway if second hides behind cover then moves out. the whole rest of the army comes out of the webways.

 

What are your suggestions to fight these two useing Pure SOB's and Pure GK's.

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I began with Nids and ultramarines in 2nd then in third I got Necrons and I got tau in 4th sold them all mainly played necrons. I liked the fluff of the WH and DH and I plya Mech WH rhinos seraphim and such and with DH I am still building my army I have a list in th army list area That I am trying to get worked out so I know what I need to buy. I tend to play defensive but I have played very aggresive as well with my armys.
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You should be able to dismount the Orks pretty easily. Assuming the Koptas have missiles on them, take them out first because they're scary fast and can cause fits if not eliminated post haste. You must keep your own Rhinos and Immolates and Exorcists alive at all costs. Mech armies are the most difficult armies for Orks to deal with.

 

Next target the battlewagons to strand any Nobs or whatever is riding inside. Finally, take down the Trukks, which are embarrassingly fragile and should prove no trouble.

 

Once you have stranded the Orks, you're in great shape to clean up. Keep your flamers and heavy flamers handy and enjoy some Ork roast! Whatever you do, keep moving! Orks depend heavily on power klaws to deal with armour. The more you move the less likely it is that you'll be forced out and into an assault that will inevitably favor the Orks. Immolators are especially handy against Orks because you can keep them moving 6+" every turn and still roast the enemy. I'd stock up on those if you can. Shy of that, feel free to sacrifice a Rhino or two once in a while so you can tank shock and really lay down the flamer templates and divinely guided bolter fire to maximum effect. If you stay mobile and fast, you should be able to pick and choose your shooting engagements at the times and places of your own choosing.

 

Moving on to Dark Eldar ... I don't know that I can help you. :) Dark Eldar do "Alpha Strike" better than anybody other than, perhaps, the new IG. Try as hard as you can to eliminate whatever is carrying the webway, that's about all you can do. Otherwise ... hope for the best! DE are fast and deadly on the offensive. All DE vehicles and models (other than the Archon and Talos) are ridiculously easy to kill ... provided you actually get that chance to shoot or swing in combat. Oftentimes, you don't get that chance. Good luck!

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for the DE, like the Eldar, Psycannons and Incinerators can be God-Emperor sends. The lack of Invul saves hurt DE ALOT. (ESP the bugger with the 2+ invul until he fails it.... -.-' ) Thats about the best advice i can give you.... Shoot as much as you can. Their transports arent touch at all, so even the storm bolters CAN bring them down. Emperor guide you, Friend
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Well what kills me is being that its wych cult they all get 4+Invul in close combat my weapon skill is halved and Agonizers hut since on a roll to hit of a 4 its a auto wound with no saves unless you have a invul your self. And since there all in the webway I have to kill the two transports plus the occupents in side before one of the Homonuclie get out the webway near me.

 

The Orks with that 4 plus cover on there vehicles is annoying and with the lack of anti tank its hard to pop there vehicles to get them out of it before they assualt and wipe me out.

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Well what kills me is being that its wych cult they all get 4+Invul in close combat my weapon skill is halved and Agonizers hut since on a roll to hit of a 4 its a auto wound with no saves unless you have a invul your self. And since there all in the webway I have to kill the two transports plus the occupents in side before one of the Homonuclie get out the webway near me.

 

The Orks with that 4 plus cover on there vehicles is annoying and with the lack of anti tank its hard to pop there vehicles to get them out of it before they assualt and wipe me out.

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The Orks with that 4 plus cover on there vehicles is annoying and with the lack of anti tank its hard to pop there vehicles to get them out of it before they assualt and wipe me out.

 

It's a 5+ cover save and yes, it is annoying but something you have to deal with. If you are playing with pure GKs, then maxing out with 3 dreads or taking a Godhammer LR would be a good idea. The ability to split fire will be crucial since he has alot of things that can be really hurt by those LCs (trukks, deathkoptas, nobs). As far as the battlewagon, take a Crusader. It's the only way to get a melta weapon and thus the only way you are going to pop that av 14. You have an effective 24" range on that thing so use it to destroy him or redirect him. And if you just want to focus on the trukks, take psycannons on your termie squads cause it's only av 10...actually, remember that even stormbolter fire can bring them down. But beware, ramshackle table can be killer, imo, because there is the potential that he can get closer to you. And lastly, if you killl off his nobs, you're doing it wrong. Don't focus on his heavy hitters because they are made to soak up damage, hit them only with certain stuff (like LC and melta). It's ok if he destroys all your troops if you annihilate his. Knowing when to play for the draw is good tactics too. As far as Sisters...lots of double melta sister squads in rhinos and taking 3 large serephim squads with hand flamers are your best bet. Rush the girls up, melta the truck, the squad piles out, flamer w/ serephim and tie them up in combat till the end of his turn, hit and run, finish them off with bolter fire.

 

Well what kills me is being that its wych cult they all get 4+Invul in close combat my weapon skill is halved and Agonizers hut since on a roll to hit of a 4 its a auto wound with no saves unless you have a invul your self. And since there all in the webway I have to kill the two transports plus the occupents in side before one of the Homonuclie get out the webway near me.

 

Never played a DE player so there's little I can say to help. Sounds like it's a quick hitter army, good at cc. So spread out so he can only get one squad at a time, use those psycannons on your termies to pop the skimmers and stay back as much as you can.

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I've played pure GK vs Dark Eldar (a list somewhat like the one you suggested). I stayed at range and poured as much fire into them as I could and just stayed out of close combat by kiting backward as needed. I won, and did not lose any units (and only handful of models). I also play a Tri-Raider list with a walking HQ+elite GKT firebase for as much long ranged dakka as I can get. My focus was to eliminate the transports first, then sweep up the infantry as they presented themselves.

 

Don't fear the Dark Lance. It first needs to hit, then it needs to penetrate, then it needs to roll well on the damage chart. This tends to reduce all those incoming shots to a load of frustration for the DE player, especially when Extra Armour is taken on all vehicles.

 

Psycannons and Psycannon Bolts are extremely helpful in effectively negating all but cover saves.

 

Avoid close combat until your unit equals or exceeds their unit in model count. This puts them at a huge disadvantage if they charge and an even bigger disadvantage if you charge them in the open.

 

Play a conservative game that allows you the hunt them down rather than the reverse. As long as you can set the pace of the game, DE will crumble due to their overall weak model stats. Just don't play into their strengths (i.e., avoid any situation where they gang up on you with an initiative lead).

 

As to Orks, I’d like to say “do the same”; however, your best bet is the focus fire on anything that can reach you first, then second, then third, etc. Orks will come at you in waves; just make sure you are break each wave if it comes in small groups, or focus fire into smaller packets to break bigger waves into smaller groups. A good Ork player will hold the line against you in an objectives game, which will make winning very difficult for a pure GK player.

 

SJ

 

*spelling

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The second army is wych cult that uses webway. He takes lilith which lets him take her as a allie and 3 wych squads all have blaster wych weapons and agonizers with the raiders and there dark lances a Talos Ravager and then he takes two Homonculie each with a webway one with a shadow field and yes he can take two shadow fileds cause lilith is a seperate army and is a allie. The HE have the variable flamer and are on a rader with warriors. And he has a unit of 8 jetbikes with blasters and a punisher. the two raiders start out on the table if going first start close to shoot accross the table and drop webway if second hides behind cover then moves out. the whole rest of the army comes out of the webways.

 

What are your suggestions to fight these two useing Pure SOB's and Pure GK's.

 

I have been playing Dark Eldar since they hit the 40K scene, so I thought I would chime in with my two cents. My first advice: Be sure that you read the description for activating the WWP until you understand how it operates, in both the codex and current FAQs. Remember that the WWP has to be deployed during the shooting phase, and the carrier can not move or shoot that turn. So the raider can zip forward one turn, the next turn the wwp can be deployed (during the shooting phase remember), the next turn units can come out of the portal. So that buys you some time to kill the carriers. Remember also that he must declare what units are in the WWP and which are in Reserve, they cannot be both. So if you do kill the carriers before the WWP is laid down, all those units are destroyed. And those shadow fields wont mean squat against all that DH weaponry that ignores invul saves. Just some thoughts, hope it helps.

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I like Exorchists used against Orc vehicles, exept the battlewagon. AP1 against open topped vehicle just is so beautifull to look.

 

Least 2 Exorchists. HBs are nice, but have least 2 exorchists.

Mechanize: least a pair of sister squads in Rhinos. Squads should have least Heavy Flamer and either flamer or Melta.

Seraphim: have some.

Screen: I have used Zealots as a screening unit against Orcs, but now with new IG codex i would use them instead. Just give every squad a flamer so if Orcs get careless then have IG punish them. Main purppose of IG is to be the sacrificial unit that receives the Orc charge and dies, then everyone else will kill the orcs. Command squads in Chimeras with Flamers should be a good idea. Also have some Heavy weapon squads, it realy doesn't mater what kind, every kind has a place against orcs.

 

About tactics: Aggressive defence. Deploy defensively far as possible from him and use cover. But be ready to move if oppoturnity arises. Good units for this are Seraphims and APCs. Note that most of the time Orc player has more units aviable than you, so these responding units are in danger of being counter assaulted so plan carefully where you take that charge! When Orcs are still coming at you, i recomend that you target any truks and other light vehicles not under mek's powerfield, or mek itself, with Exorchists. Do not waste Exo's fire at battlewagons AV14 unless you don't have anything else to shoot.

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