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Tactics vs a typhus zombie army with gaurd allies


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Hello everyone I have a game coming up at the local shop and just wanted some input/advice on how to handle this. My opponent has typhus and around 100 zombies , aegis line, hell chicken, obliterators, and two leman russ tanks. I typically run 2-3 rune priests, 3 long fang squads with missles and heavy bolters, 4 grey hunter squads with 2 drop pods, scouts and dreadnoughts. How can i destroy this cheesy zombie /flyer / gaurd army? Thanks look forward to feedback.

Get him really drunk before the match??!! whistling.gif

Your LF's on the Quad gun should make short work of the Drake.

Frag missles and LL could be good against the swarm, as well as Heavy Bolters.

Scouts for the Russ's :( Melta gun/bomb

Best of luck brother!!

End of Line

I'd say lone wolves (these guys can tie up a mob of zombies quite well), Thunder-Cav (same as LWs except they can slaughter a fair amount first), Lone Wolf manning the Quad Gun (prescience or divination from an RP will help), LL and MLs will take out the zombie hordes quickly as would Jaws - their Aegis line is ignorable and the Obliterators can only do so much damage - otherwise I'd suggest a Drop Pod heavy army - run Contemptor Dreads in pods and Hunters with a mix of flamer and melta and torch as much as possible turns one and two.

I dunno about jaws. There's only so many zombies you can hit in a line, and there's going to be a whole lot of them. I'd be inclined to go for template/blast weapons instead, that will probably kill them en masse more reliably. So will close combat, of course. A warrior born HQ should rip through them effortlessly, and if you can get S6+ attacks you can bypass the FnP which is the only thing that really makes zombies valuable in the first place.

 

There's only one heldrake, right? I mean that's a bad thing on its own, but it's killable. Your quad gun has a decent chance to bring it down. I'd be more worried about the ironically-named LRBTs. What do your grey hunters have? Unles the LRBTs are sitting right on the backfield line you should be able to get a drop pod pack into their rear armour arc.

 

For that matter, what do your dreads have? You might lose them very early on to the obliterators, but they have the potential to make a big dent in a force like this with the right loadout. Heavy flamers will make short work of zombies who also can't damage the dreads in melee (thus tying the zombie blob up for the entire game, potentially)

Pod the hunters, imho. The dreads are going to die in short order unless they can get stuck in melee, but depending on your terrain setup you might be able to keep them out of the LRBT's firing arcs long enough to tarpit a zombie unit with one. The cannon/flamer shooting round from a podded dread will tear a decent hole in a unit, but it leaves the dread sitting in the open and there's really no way the tanks (or oblits, if they've shown up) will fail to nuke its AV12. Pouring that kind of fire into the oblits could cripple or kill them, but then you're gabling on them either not deep striking (unlikely) or showing up before your dread.

 

Deploying hunters via drop pod, however, should get you a close-range round of melta fire at one of the tanks in the early game. Since reducing the amount of Ap3 awfulness he can throw at you is probably your biggest concern, that seems way more valuable than anything you could achieve by dropping the dreads.

do you not have WG? squad of 5 combi melta, will take down any vehicle that turn it comes in. if you drop pod 1 GH with 2 melta's 5 wg with 5 combi melta's first turn u can potentially take out 2 key targets. However you will need to add a 3rd drop pod for that to happen happen.

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I dunno about jaws. There's only so many zombies you can hit in a line, and there's going to be a whole lot of them. I'd be inclined to go for template/blast weapons instead, that will probably kill them en masse more reliably. So will close combat, of course. A warrior born HQ should rip through them effortlessly, and if you can get S6+ attacks you can bypass the FnP which is the only thing that really makes zombies valuable in the first place.

 

There's only one heldrake, right? I mean that's a bad thing on its own, but it's killable. Your quad gun has a decent chance to bring it down. I'd be more worried about the ironically-named LRBTs. What do your grey hunters have? Unles the LRBTs are sitting right on the backfield line you should be able to get a drop pod pack into their rear armour arc.

 

For that matter, what do your dreads have? You might lose them very early on to the obliterators, but they have the potential to make a big dent in a force like this with the right loadout. Heavy flamers will make short work of zombies who also can't damage the dreads in melee (thus tying the zombie blob up for the entire game, potentially)

i forgot about saga of the warrior born. Ragnar would chew through all those zombies.

Also, if you have them, this seems like a pretty good place to use TDAWGs. Neither the heldrake nor the battle cannons on the tanks will deny them their saves, and the army looks like it has very little in the way of massed fire to overwhelm them by forcing saves (depending on what else is in his allied guard detatchment, of course)

 

Oblits will make short work of them, but for that they'll have to get relatively close or drop to a single lascannon each, in which case their comparative lack of numbers will make them less of a threat. Also, depending on where they appear from, they can potentially be tanked by a storm shield which will soften the blow somewhat. With a TDA pack you'd also be doubling up on the useful weapons your dreads are already putting in the field, either another assault cannon or heavy flamer. They'd be no slouches in melee, either, and might make a good escord for a warrior born HQ; the danger of the enemy simply avoiding them isn't going to be an issue with zombies.

 

I forgot to ask -  what do you give your scouts, and do you have any weapon options available for your long fang packs besides the launchers and heavy bolters? Not that those are bad weapons under the circumstances, but I'm wondering if you can get some lascannons in there. Being able to fire on the LRBTs from turn 1 might be useful, and once you've dealt with them the cannons can reliably put wounds on obliterators (they'll shrug off krak missiles due to 2+ saves)

If you can get everything into combat. Then the drake russes and to a lesser extent the obliterators become useless. I would drop pod thes dreads behind the tanks. Keep the pod betwean the dreads and tank until it has weathered the storm and use the distraction to get all your Grey hunters into combst with the zombies. Take 2 rune riests with your hunters to jaws typhus and one rune priest with your long fangs to give them re rolls. He will be forced to charge the obliterators into combat and then your rune priest can force weapon them. If the dread lives then get it into combat aswell. Try to take down the drake with your long fangs but that's 50/50 at the best of times

Aye i tend to drop at least 1, if not 2 lascannons into my ML The longfangs. Can keep them alive relatively long (helldrake non-withstanding) with decent model placement, and they provide some added AP2 to the long fang output, which is great when facing heavier tanks/terminators/obliterators. They'll also outrange the oblits every other turn when the oblits cant use lascannons.

 

As at least two people have mentioned, WGTDA in a drop pod will deal with a chosen leman russ first turn, unless you have a severely bad scatter. If im using pods i always take at least 2 pods with hunters (1 dual melta, 1 dual plasma), and 1 with WGTDA kitted out with combi-melta. 

If i were you id almost be tempted to just take one drop pod, with the terminators in as a suicide drop, then put other stuff in rhinos/razorbacks (mainly to protect against helldrake). The combo of wolf guard and long fangs should mean you can take out/disable at least 1, if not 2 tanks. Once they are dealt with, obliterators, although nasty, can still only do so much damage, and will still fall to massed bolter fire/plasma toting grey hunters.

Been a while since I've looked through the IG codex,, but if he's taking 2 LRBTs (assuming guard are the allies) won't they need to be squadded? In which case just bring 6-8 combi melta PAWGs and kill both tanks in one turn with a suicide drop.

 

Cheers!

Tunderwolf cavelry.   My guys chewed through 20 or 30 easily and never even took a wound.   They struggle to hit AND wound you.  You also get enough attacks to actually finish them off. I think a lone wolf would eventually fall and doesn't put out enough attacks to hold them off.  

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