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Ok, so I'm playing in a campaign in which I have captured a space port, the next game I am to play will be about my Wolves defending the space port untill reinforcements arrive. So, I need some advice from the Sons of Russ.

 

Do I turtle and try a gunline army, or do I go for a counter attack army a la Battle of the Fang?

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Turning turtle is never good, you hand the opponent control of the flow of battle. You want to keep your opponent off balance and reacting to you. I always suggest an army that is flexible enough to do what you need it too.

 

DV8 is right though, we need more intelligence to form a decent battle plan!

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Many apologies for the lack of intel, Brothers.

 

The game will be 2000 points. I will be deploying my army first against 2 opponents. The first will be a Grey Knight/Inquisition Army and the other will be Eldar. The premise is that the Eldar are using their psychic powers to fool the Inquisition into thinking the Eldar are fellow Humans and so they will be working together. Each turn in the beginning of the Eldar turn, the farseer must take a psychic test, if the test is failed, the illusions fails and the Inquisition can see the Eldar for what they truely are.

 

We haven't quite worked out how this is going to work as I don't like the odds of facing 4000pts with my 2000pts. I will be getting automated turrets using planet strike rules and an additional 500pts that will be my reinforcements arriving in turn 5.

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6 Long Fangs (5x missile launcher)

6 Long Fangs (5x missile launcher)

6 long Fangs (5x plasma cannons)

10 Grey Hunters (2 meltaguns, standard, MotW)

10 Grey Hunters (2 meltaguns, standard, MotW)

10 Grey Hunters (2 meltaguns, standard, MotW)

10 Grey Hunters (2 plasmaguns, standard, MotW)

Dreadnought (missile Launcher)

Dreadnought (missile Launcher)

10 Sniperrifle Scouts

Rune Priest (chooser of the Slain)

Rune Priest (chooser of the Slain, Wolf Tail Talisman)

Land Speeder (multi-melta, typhoon missile launcher)

Land Speeder (multi-melta, heavy flamer)

 

would seem to be a fairly adequate list to defend yourself a few turns... maybe exchange the multi-meltas for heavy flamers aswell, on those landspeeders, and try to get the eldar player's farseers killed asap. if he can't make any psychic tests anymore, he can't succeed anymore :P

 

OR Njal in a Landraider. get as close to the farseer asap, and negate his psychic power on a 3+ :P

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In which case, you have to assume that they won't fail their test, at least, without your Rune Priest interfearing. In which case, the ability to surge forwards offensively to dispell the Farseer seems the most realistic way of winning this. Because it's likely to greatly shift the balience of battle to being outnumbered, to possibly being victorious. Assuming these are tratious IG though, such ideas would be opimistic.

 

Assuming that the space wolves are actually aware of the pressence of the Farseer themselves, making out of charcter decisions could affect the campian for the others. So if you would surge forwards to meet them, otherwise you may have to favour one flank so your forces to tackle one of your foes swiftly, to try and nagate the number advantage for the opening turns. Aiming this towards the eldar could be both useful.

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USe range to your advantage. Get some really big guns mounted up in good postions with wide fire arcs (preferably overlapping) and bring the pain.

 

A few mechanised/drop pod counter attack units could also help. Especially if you can Drop Pod you Rune Priest near enough to the farseer :lol:

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I am with Loki on this one. Leave the turtle technique to Guard and Ultramarines. Space Wolves are perfectly capable of taking control of the battle, even when defending. Your defense technique just has to be to attack. Don't sit there and take it, you have to dish it out instead, and that's what our book does best.
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6 Long Fangs (5x missile launcher)

6 Long Fangs (5x missile launcher)

6 long Fangs (5x plasma cannons)

10 Grey Hunters (2 meltaguns, standard, MotW)

10 Grey Hunters (2 meltaguns, standard, MotW)

10 Grey Hunters (2 meltaguns, standard, MotW)

10 Grey Hunters (2 plasmaguns, standard, MotW)

Dreadnought (missile Launcher)

Dreadnought (missile Launcher)

10 Sniperrifle Scouts

Rune Priest (chooser of the Slain)

Rune Priest (chooser of the Slain, Wolf Tail Talisman)

Land Speeder (multi-melta, typhoon missile launcher)

Land Speeder (multi-melta, heavy flamer)

 

would seem to be a fairly adequate list to defend yourself a few turns... maybe exchange the multi-meltas for heavy flamers aswell, on those landspeeders, and try to get the eldar player's farseers killed asap. if he can't make any psychic tests anymore, he can't succeed anymore :P

 

OR Njal in a Landraider. get as close to the farseer asap, and negate his psychic power on a 3+ :P

While the dreads are some nice mobile weps platform a regular eldar list will have no problem dealing with them (so many lances it's scary) I would suggest maybe keeping this list but dropping those dreads for some wolf lords or more rune priests , another choice would be some swift claw bikers, so they can ride out and kill the farseer as others have pointed out.

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yeah, I was making that list with the idea of him being in a defended position, thought I read that somewhere, seems I was wrong, it's just those turrets that will be landing. if he could put all of his units in cover, and shoot at anything eldar that moves, I think this list would be a safe bet though
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Just an update on what's happening. Turns out I'll be playing against Eldar and Guard, not Inquisition. I'm expecting 2 Leman Russ's and a Basilisk at least. Seems like staying in the base will be a quick way to death.

 

I have been planning a Drop Pod list. If I aim for the Eldar player, take out his Farseer and try and cripple his army. Hopefully the Eldar will get sandwiched between me and the Guard and I will cease to be the centre of everyone's attention.

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Sounds like a fun battle, though it is a damn shame there isnt a like.. 'DM' running the event that could keep the Eldar's trick secret.. at least from the IG player, obviously the Eldar player would know whats going on. Issue i see is the IG pulling punches in favor of the Wolves.

 

Alas if you have defensive positions to set up in, with lots of cover and all that jaz, i would get lots of Grey Hunters. Mostly Plasma Guns and sitting there shooting as much as you can before they attack you, which gives you the advantage anyway due to cover + Counter charge. Id think to have one unit of scouts in my force, because i value them greatly, for this given mission though you will be able to use them as an assassin unit to try and kill his Farseer.

 

Im not sure what we have that can reach out and touch AV 14 save Lascannons though, so a pair of Russ's could give you hell, but built up defensive cover is a 3+ anyway as i recall.

 

Id think it wise to have, besides your Long Fangs and Grey Hunters, some sort of.. counter unit. Perhaps a mob of Blood Claws to strike back at any spot in the line that takes a heavy hit.. though i suppose Grey Hunters in support can do that just as well. Or something else like perhaps Jump Packs to make them more rapid response?

 

If you find yourself with extra Elite slots (which i never do) you could take a few Lone Wolves to cause hell.

 

Given your lack of need really for Rhino's you can feel free to do 10 Grey Hunters +1 Wolf Guard also mind, though if you have the points you could use rhino's or Razor backs as a supportive or shielding roll, send rhino's out to block line of sight or tank shock things, have razors shoot and perhaps absorb some high str fire..

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Whatever you do, OVERKILL that farseer. Kill him ASAP, then sit back, let them fight it out a little bit. In the confusion focus on the units from either army that pose the greatest threat to you. You wouldn't need this exact list, but in general these are the units and loadouts I would reccomend;

 

Rune Priest: runic armor, meltabombs =125

 

Dreadnought- (2) Twin-Linked Autocannons =125

Dreadnought- (2) Twin-Linked Autocannons =125

Dreadnought- (2) Twin-Linked Autocannons =125

 

Grey Hunters Pack (10): (2) Flamers, power weapon, wolf standard, Mark of the wulfen, Drop Pod =225

Grey Hunters Pack (9): (1) Flamer, power weapon, wolf standard, mark of the wulfen Drop Pod= 210

 

Land Speeder Sqaudron (3): (6) Multi-Meltas =240

Land Speeder Sqaudron (3): (6) Multi-Meltas =240

Skyclaw Assualt Pack (10): Flamer, Mark of the Wulfen =200

 

Long Fangs Pack (6): (5) Lascannons =215

Whirlwind =85

Whirlwind =85

 

Total:2000 Points

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