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Stand-off capability


spartan249

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For those of us who use Strike Squads/Terminators squads deep striking as our main method of deployment, I share my frustrations with the 50% reserves limit. It is forcing us to change how we structure our army so that the deployed half of the army is able to contribute to the battle in some way. Given the inherently short range of GK weaponry, I think there are only 2 solutions to this problem.

 

First solution is to have the deployed half be able to shunt once reserves are in position. This leaves the available units to Interceptors and Dreadknights. I find Interceptor Squads lackluster in both staying power and firepower, so I have scrapped that concept.

 

Second solution is to use a unit with plentiful long range ordinance to throw around with the resiliency to stick around.

 

Now, what GK unit group is able to provide this? What have you other deep striking GK players used as your deployed half's method for contributing to the fight?

 

I'm starting to consider using a henchmen squad with 2 Jokaero, an Inquisitor with a beamer, and a techmarine with an OSR as the stationary artillery part of the list. Wherever they go, they're most likely going to be sporting 3+ cover to protect them with 10 ablative wounds, and with good old prescience, I'll get rerolls to all the long range stuff for extra accuracy. Who knows, Prescience might make the OSR a viable option again.

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Well you have seen my lists.

I rely on the interceptors, but those you didnt like :lol:

They have worked for me, but then again, I am a player that expect casualties. I dont ever expect, nor do I plan to, have all my units survive the entire battle. My opponents are probably smart enough to have something that strikes back.

 

Using strikes, interceptors, terminators and NDKs who all are in the enemy front lines (deep strike and shunt/jump move), gives the enemy alot of targets.

Sure the interceptors dont have the staying power as terminators or NDKs, nor are they cheap as the strikes (or purifiers even). But they fullfil the purpose of getting to the action in 6th edition and with this kind of tactic. But if the opponent only targets the Interceptors, that would be his loss really. There are more dangerous units than the interceptors. NDKs, and terminators are nothing to ignore. Strikes are equal to interceptors when it comes to shooting and fighting (not moving though). So trying to take out every single thing that is threatening will be hard.

 

Using shunts combined with the deep strike requires, as you know probably, alot of careful planning and forcing the opponent to target certain units of yours. Lets face it, once we are there, there is no stopping the enemy to start shooting/charging us.

What I have done, is that I have one unit of interceptors as martyrs, and the other unit as support. The martyr unit (2 combat squads) shunts more aggressively. Their target are scoring units, preferable 4+ armor.

The other interceptors provide mid range support form key possitions, or if I really need to, they shunt behind vehicles to get that rear armor.

 

Usually all of this happens at one location. Thus creating a flank attack.

Problem with the flank attack is that the enemy has the chance to run away. But with Interceptors, and NDKs with PT, we can catch up to them (those far away units).

The closer ones, and there should be some other units closeby, will be chased by the deep striking units.

 

Anyhow, all my games I have played so far with GK and using shunting interceptors and deep strike, I have won. In half of the games the interceptors have died, as you have predicted, but not before they have done their job or regained their points worth.

My games have also been close ones, even between the two of us. The problem the enemy has with the list is the fact that there are so "many" targets to deal with.

 

I know that you probably play alot more than me, but for me it have worked out nicely. What I have faced so far:

- Necrons

- Chaos

- Chaos/Daemons

- Orks (didnt really need to deep strike nor shunt in this game though... but did use shunt to get behind Ork vehicles)

- Space Marines

- Grey Knights

 

And one game that I did lose, was before I started using shunts and deep strike was against Necrons. I used transports and more of a classical list from 5th edition. After that game I never wanted to use vehicles again ;) Darn Necrons... scared me of to much.

I'm starting to consider using a henchmen squad with 2 Jokaero, an Inquisitor with a beamer, and a techmarine with an OSR as the stationary artillery part of the list. Wherever they go, they're most likely going to be sporting 3+ cover to protect them with 10 ablative wounds, and with good old prescience, I'll get rerolls to all the long range stuff for extra accuracy. Who knows, Prescience might make the OSR a viable option again.

 

I see what you are doing. Yeah, that probably will be very efficient and more dynamic than the 'ceptor option. However, I swore an oath 5 years ago to play pure GKs and although the shiney inquisitors do lure with their swank new powers I certainly cant play with space apes. Everytime I happen to stumble across chimps in my codex a part of my soul fades away.

Well, you have a few options available, so it really comes down to what works best for your play style, and the other units you're taking.

 

 

Looks like you primarily want to DS your Troops choices, so we can look to the other Force Org categories for options:

 

1) One that has already been mentioned by the OP is to put together a Shooty warband (Elites) with an Inquisitor (HQ) and a Techmarine (Elites). That is technically 3 units, so you can put 3 in reserve based just on that.

 

2) Dreadknights with Personal Teleporters (Heavy Support) have enough mobility to hit the enemy by Turn 2 usually, and can take quite a bit of small arms fire on the way in without folding. Watch out for massed heavy firepower though, and you can only take up to 3 (per force org), and they can be quite expensive.

 

3) Psyflemen (Heavy Support). Yup, everyone favorite choice to pick on, but they do fill the criteria of being on the board to start and have effective long range weaponry. Same issues as DK's above, in that you can only take 3, and they can get shut down by focused heavy firepower.

 

4) Landraider (Heavy Support) + Purifiers (Elites). Landraider option can be season to taste in many configurations, really. Purifiers, for instance, lack the DS option, but excel in a CC role, so they are a natural fit. An HQ can be added to the transported squad for at least 3 units on the table. DCA/Crusaders Warband can be used instead of Purifiers, and augmented by an HQ as well (I find the GK Libby is nice). Techmarine can be added as a Grenade caddy.

 

5) Vindicare. He infiltrates, giving you nice deployment options, and is not held in reserve. Decent range and still has excellent anti-tank capability.

If you're using Strikes, buy Rhinos ? Gives you a few options :-

 

- Start Rhinos on table, strikes in reserve. Push up Rhinos turn one to give cover to deep striking strikes on turn 2.

- Start Strikes in Rhinos if deep striking won't work vs your opponent

- Deep strike 1/2 squads while starting the rest in rhinos.

 

Razors are also a possibility giving you some turn one shooting, althought this limits you to 5man squads/combat squads should you wish to start the strikes transported.

If you're using Strikes, buy Rhinos ? Gives you a few options :-

 

- Start Rhinos on table, strikes in reserve. Push up Rhinos turn one to give cover to deep striking strikes on turn 2.

- Start Strikes in Rhinos if deep striking won't work vs your opponent

- Deep strike 1/2 squads while starting the rest in rhinos.

 

Razors are also a possibility giving you some turn one shooting, althought this limits you to 5man squads/combat squads should you wish to start the strikes transported.

 

Problem with that idea is that if you scatter into the rhinos... you might get unfavorable mishaps.

1-3 is still not nice too roll on the mishap table.

 

Also, With not much on the table, the rhinos are pretty easy to target. Not the toughest armor value in town. But of course, for 35 pts you do get around the 50% units reserve issue to some point.

Inquisition. I know you dont' want it but the best/most abusive way to get 'units ont he table is the 62 point razorback with 3 acolytes, take cotaez and they're troops.

 

Mordrak doesn't answer any of your problems, as he will start in reserve too.

 

shunting dreadknights, and interceptors are your best bet.

 

a tehcmarine with teleport homer isn't bad either, though you'll want a vehicle with him to drive up the field and be in position... landraider anyone?

 

I think a LR of any design and 2 NDKs makes for some good times, I'd stuff it with deathcult to keep it cheaper than purifiers, probably put a techmarine in there too, drive/shunt up, go flat out or pop smoke if you cna't get to cover, then deepstrike using the teleport homer on the techmarine (who can also repair hull points), and if you're feeling ballsy, put a GM with Psychic communion inside.

 

Target satuarion give your oppnnent the option to shoot your LR, or your NDKs...

 

1 elite, 1 hq, 3 heavy and 1 more elite/troop (assault squad in LR), give you 5 on the board... 5 more coming in in the form of 4 troops 1 hq... not bad...?

 

your guns probably land turn 2, within 6" of the raider with no scatter, and you have yourself a beachhead...

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