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Draigowing counters?


Stefan

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Hey guys, so getting back into 40k with a few of my friends, and one of em is going draigowing.  I have some inklings on how to counter it, but I've been out of it since the middle of 5th edition.  I know gun lines and weight of fire would be the number one thing, but how are the other tools in the large box of goodies fair? 

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2+ saves always have a weakness to weight of fire, something Guard does almost without equal. Like Nico said we have some rather nice AP2 weaponry to throw around, Executioners will carve through armour saves and Demolishers will splatter anything with S10 AP2 pie plates of doom that will be the bane of Paladins. Veteran squads can deploy with melta and/or plasma too and of course as you mentioned there'll be plenty of Guardsmen to humiliate them with death by Lasgun - boosted by a good orders network of course!

I'd say Guard are one of the best armies at dealing with smaller elite ones. Their fancy wargear and armour counts for nothing against the Emperor's hammer. For every squad they kill 5 more are waiting to avenge them, it's a battle they can not win. So don't go too far on the toys and scrimp on the troopers as they're what will win you the game. If the points limits are high enough you can put more models on the table than they can kill in a game laugh.png

the medusa has a larger range, but lower AV and only a small blast. personally i would try to field at least 1 manticore with manticore missiles (IA volume 1 second edition). that one wost 145 pts and gives you a 36"-300" S9 AP2 Ordance 1 massive blast 7". 

combined with the close range AP2 the demolishers can offer and a hoard of infantry shielding each tank you"ll be able to inflict heavy cassualties from early on, the manticore giving your opponent nowhere to hide

Depends what you need in your army. A Demolisher gives you some heavy armour which is always handy and is harder to remove, so against Draigowing maybe that is more appropriate as I can't imagine them having much trouble taking down a Chimera chassis. GK aren't famed for their reach either so you don't really need the extra range.

the medusa has a larger range, but lower AV and only a small blast. personally i would try to field at least 1 manticore with manticore missiles (IA volume 1 second edition). that one wost 145 pts and gives you a 36"-300" S9 AP2 Ordance 1 massive blast 7". 

combined with the close range AP2 the demolishers can offer and a hoard of infantry shielding each tank you"ll be able to inflict heavy cassualties from early on, the manticore giving your opponent nowhere to hide

Sorry to say this hendrik, but the medusa only has the small blast if you pay 5 points for the special shells. At that point, it's 48", AP1. Normal shells are S10 AP2 large blast.

The prime consideration for the Demolisher over the Medusa and Manticore is its toughness. It is a lot harder to kill than a Chimera chassis, especially in melee. Many don't realize how important that rear armor 11 is, especially when the enemy probably isn't packing meltabombs. All three of those tanks (four if you count the IA Manticore) can do awful things to Draigowing though so tread up and have at him dude.

Bubble rap your tanks so no one can assault them and rear armor won't matter. Nothing against the demolisher but a madusa can out range most of GK weapons and is cheaper. Most Drago list ive played have been a blitz with the pladin death star( in Stormravens) and support with inquisition squads or GKs in psybacks. Infantry heavy lists would do well. GKs just can't do enough killing in 7 turns. 5pts per guardsman and 60+pts per paladin. 120 guardsmen=10 paladins Commisars could actually be useful for blob tarpit squads. Use vets in vendettas to capture objectives and dig in with the grunts and artillery/tanks.

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