MalachiOfRuss Posted April 26, 2010 Share Posted April 26, 2010 I played an Apocalypse game on Friday and things did not go well on our side. The Tau player on the other team fielded a list with 15 Broadsides on it, all set up in ruins across the map. Our side was heavily mechanized with Sisters, my Wolves (mostly in transports), and an Imperial Guard player with a lot of tanks. The Broadsides totally ate us up with the low point being 5 tanks destroyed in 1 turn. Now, the Tau player admitted that it was a "cheese" list and he wouldn't be spamming Broadsides like that again, but it did get me thinking about countering those long range units entrenched in ruins. I did have a squad of Wolf Scouts that ouflanked, but they ended up coming out on the wrong table edge (I needed to roll anything but a 1, guess what I rolled), and they were more set up for tank-hunting anyway (meltagun, meltabombs, power fist). I had some bikes the did make it across the map but I diverted them to deal with enemy tanks (which they would have done nicely had I not rolled so crappy, 3 on 2d6 for AP! But that's beside the point...). I also had a small squad of TWC, but they were stuck behind a swarm of IG infantry most of the game. So, all that said: I'd like some tips on building units to deal with long-range shooty units that deploy in ruins at the back of the map. This is a very common setup for our games. Thanks! Link to comment https://bolterandchainsword.com/topic/199637-tactics-for-countering-lr-units-in-ruins/ Share on other sites More sharing options...
littlbitz Posted April 26, 2010 Share Posted April 26, 2010 The Scouts are your best bet, and in an Apoc game, depending upon the size, you should be fielding several such Packs. Another option is the Out-Flank Strategem. This would be very useful in hitting them on the Flank with Bikes or TWC. Then of Course there are Drop Pods. Use small cheap units, even if all the men die, the Pod will provide cover and mess up his lanes of fire. Link to comment https://bolterandchainsword.com/topic/199637-tactics-for-countering-lr-units-in-ruins/#findComment-2377711 Share on other sites More sharing options...
Prot Posted April 26, 2010 Share Posted April 26, 2010 Drop Pod dual melta guns.. x 5 If you can get 6 guys in a pod (one melta, + one combi melta from a Wolf Guard) that's what I would do. Scouts I have found are too 'iffy' in a large battlefield. They have exactly one turn to perform, then they're just catching bullets, or outright avoided. Finally, depending on your preference, you can cannon ball Melta Speeders, or Turbo bikes with plasma/multimelta Attack bikes. Link to comment https://bolterandchainsword.com/topic/199637-tactics-for-countering-lr-units-in-ruins/#findComment-2377869 Share on other sites More sharing options...
hendrik Posted April 26, 2010 Share Posted April 26, 2010 and let's not forget about living lightning, striking at them oustide their range!:) Link to comment https://bolterandchainsword.com/topic/199637-tactics-for-countering-lr-units-in-ruins/#findComment-2377909 Share on other sites More sharing options...
Max_Dammit Posted April 26, 2010 Share Posted April 26, 2010 Cant you take out a rune in apoc? Link to comment https://bolterandchainsword.com/topic/199637-tactics-for-countering-lr-units-in-ruins/#findComment-2378013 Share on other sites More sharing options...
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