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Breaking the Xenos Gunline


Squark

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So, having finally gotten a few games of 7th edition in, I've noticed that my metagame is rather heavily infested with Xenos gunlines. Which I've found my conventional tactics ill-suited against. So, I thought I'd ask my fellow battle leaders, wolf lords, priests, or whatever you care to identify yourself as, what they'd reccomend taking to break a huge force of Vehicles that can out range us, and shrug off attempts to pop them reliably (Stupid wave serpents).

 

For reference, the last list I tried had 3 thunderwolves and a rune priest advancing up the board, while 3 drop pods came down (2 carrying 10 grey hunters with meltaguns, 1 with 5 wolf guard, four of whom had combi-plasmas. The fifth guy had a heavy flamer). To provide long range support, I had 2 packs of missile fangs, and a squad of Henchman packing 2 Jokaero (Well, one game they also ended up with 9 36" range rending storm bolters, but that was a fluke.

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Which Xenos you're facing will change the answer pretty drastically. What Tau struggle to deal with is easy for Necrons, and what Necrons struggle with is a doddle for Eldar.

Right, sorry. I was staring down an Eldar gunline first with 2 Wraithknights with heavy d-cannons and 3 wave serpents, with a Farseer with the mantle of the laughing god being all but untouchable and casting invisiblity and shrouding. I managed to down 1 wraithknight, and a dice roll afterwords suggests I might have force weaponed the other if he'd only gotten one wound on the Rune Priest on turn 2 (Thank you, endurance), but even if I had, He still would have had 3 wave serpents that could grab a 2+ Jink save (Well, maybe, just maybe, if the Rune Priest survived he could have gotten into combat with the farseer and force-axed him to death since he wouldn't have the invulnerable, but then, this is a lot of ifs), and I'd have no way to grab the relic on the center of the board.

 

The second game was a Dark Eldar player going with a "Rogue list" (That is, unconventional list trying to metagame the situation). There I struggled with flicker fields absorbing shots so he didn't even need to Jink, while he was running a few forge world vehicles (1 of which was near useless against me, being a haywire weapon, while the other was a 250 point transport with 5 hull points and 2 S5 AP 2 Assault 6 guns).

 

There's also a fair number of Tau players. I think I'm the only necron player, so I don't think they're an issue.

 

In both games I struggled to get the Thunderwolves up the board before they got blown to smithereens (The first match they performed better, but my opponent underestimated what they could do and had a wounded wraith knight charge the thunderwoles he'd neglected to shoot in favor of the drop pods), while the drop pods I was trying to use as an anvil to the thunderwolves' hammer just got shot up, and I ended up feeling like I'd fed my army to them in bite size piece.

 

*#1 on my list of wants from a new codex: a way to get an invulnerable save on my Rune Priest >:(

how was the eldar player getting a 2+ jink on his wave serpents. oh and let me guess the guy had squads of five dire avengers in the wave serpents. how fluffy. i'm surprised there was no 3 man jetbike squad in reserve. my second army is beil tan eldar, those copy and paste lists just give me the s**ts. 

how was the eldar player getting a 2+ jink on his wave serpents. oh and let me guess the guy had squads of five dire avengers in the wave serpents. how fluffy. i'm surprised there was no 3 man jetbike squad in reserve. my second army is beil tan eldar, those copy and paste lists just give me the s**ts. 

 

I play Tau. Tidespam and Gunlines make me feel as sad as you do right now.

how was the eldar player getting a 2+ jink on his wave serpents. oh and let me guess the guy had squads of five dire avengers in the wave serpents. how fluffy. i'm surprised there was no 3 man jetbike squad in reserve. my second army is beil tan eldar, those copy and paste lists just give me the s**ts. 

 

The farseer had shrouding. The Wave serpents had groups of 10 guardians (and 2 of the three had warlocks), actually. This was a tournament list I was staring down, and he was a pretty good sport about the whole thing, all things considered.

I haven't had much success with thunder wolves and dropods in seventh. Mainly because if they go first they concentrate on the twc (doesn't help that missile fangs aren't slipping a bit) and pods don't draw fire unless your playing a tactical objective mission so there is just to much fire centered on the twc.

 

I'd suggest three things. ...

1. Play some of the new tactical missions they'll have to come forward.

2. Don't over react flickerfield saves aren't reliable,and invisibility is imo the best psychic power in the game but they won't always get it.

3. Reassess allies we need different things in seventh if jinks is an issue look at guard.

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