Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
1500pt Gamma level Seek & destroy, DA vs Choas iron warriors. Result- MASSACRE!! (win)
Master of Sanctity, BP, frags - command squad
3x CCW & BP marines
Meltagun (this squad drop podding)
10 man tac, PF, melta (this squad drop podding)
6 man tac, plasma cannon, plasma gun, 4 bolters.
5 man tac, lascannon, 4 botlers
Dread with AC & PF
5 man Deathwing termies- 2 assult cannons (deepstriking)
Landspeeder w/ multi melta (deepstriking)
Landspeeder Tornado with Assult Cannon & Heavy bolter
1 pred annihilator, Heavy bolters
7man devastator squad. 4 Missile Launcher's.
choas leutenant (joins a tac squad)
3 tac squads, all pretty basic (6-8 bolters, 2 of the squads with ML's, 1 with autocannon)
2 squads of 2 Obliterators (deep striking)
1 dread w/ Twin Linked HB & PF
2 Predator annihilators
7 man Havocs, 1 LascannonC, 2 Missile Launchers's, 1 Autocannon, 3 bolters
I won table quarter and first turn rolls.
Once again he set up his 2 predators on opossite flanks as a pincer move. with tac squads supporting them. I tried to hide my grin as i realised he was trying to pincer move an army that is only deploying 60% of its strength, the other 40% deepstriking/drop podding..
Deployed his dread in the centre supported by the third tac squad, and the havocs in a building (to hold his quarter)
My turn 1:
Kills: Dreadnaught with Dev's. 3 marines with plasma cannon tac squad
moved my LST up the side using forests as cover, moving it towards where i planned to have my termies arrive. (near one of his pred flanks)
His turn 1: Killed NOTHING. both preds shot at my pred & failed. He declared his havocs against a tac squad out of range. realising he was already in a bad situation he turbo boosted his bikes (normally reserves for turn 4+) into the centre.
My turn 2: (deepstriking terminators arrived near predator flank, near LS Tornado. Drop podding tac squad arrived behind Havocs ..Landspeeder & HQ failed to arrive)
Kills: Immobilised & stunned predator with Termie assult cannons. Drop pod squad shot & killed 1 havoc meat shield and 1 ML (thanks to line of site). 3 more marines from the squad supporting the (now dead) dread. Didnt bother shooting bikes with a 3+ inv save.
His Turn 2: (deepstrikers failed to arrive). his 1 active pred failed to kill mine again. Bikes moved around behind my devs (this sounds bad for me, but just wait). Havocs returned fire at the tac squad, killed 1 i think. Killed 1 termie with krak ML.
My turn 3: (LS arrives near his other pred flank, joining my dread which was lying in wait.. Command squad arrives roughly near my devs, close enough to counter assult once his bikes assult the devs). Kills: destroyed the immobilized pred with LST. termies chewed up 3-4 marines from its supporting tac squad with assult cannon fire. Stunned other pred with Landspeeder Multimelta. Dread failed to finish it off. Wiped out the rest of the tac squad in the centre. My drop pod tac squad killed 2 more havocs (couldnt assult them in the buliding on the second floor, shooting did the job though).
His turn 3: (deepstrikers failed to arrive AGAIN..this hurt him bad, leaves his dwindelling forces without support and also ensures there wont be much left to support the Oblits when they finally DO arrive). Surpisingly he failed to kill my LS with a krak ML and 6 bolters. Remaining 2 havocs killed nothing. Bikes assulted dev squad, killing 2 bolter marines. Killed 1 more termie.
My turn 4: Stunned 2nd pred once again with my pred, LS failed to finish it. Killed 2-3 of its supporting marines with dreads AC. Terminators chewed through the rest of that tac squad with another 8 AC shots leaving only the ML alive. Finished off havocs.
HQ assulted bikes, killing 2 (saves the devs as planned, seei told you to wait !). he failed the moral check and they fled, finishing up within 1-2" of my LC tac squad, which means he would have to spend another turn fleeing far enough away before he could turn them around.
His turn 4: (Oblits finally arrived, with nothing but a chewed up tac squad, 1 stand alone ML marine, and some fleeing bikes). 1 squad morphed melta guns and popped my dread, but left exposed to the pred, Devastators & Lascannon tac squad.. the other squad morphed HB's and only killed 1 marine (from the squad that killed the havocs) leaving them stuck between 7 marines, 4 terminators & a LST...
My turn 5: .... take a guess?.. ahuh, the 2 oblits that killed the dread were mowed down.. the other 2 took 2 wounds from termie & LST fire. the tac squad assulted them (to keep them busy while the termies finished off the stand alone ML to advance and join the CC) lost 2 marines, caused no wounds. Killed 1 of the 3 remaining bikes.
His turn 5: ...uh, failed again to kill LS with tac squad but stunned it. Obliterator killed 1-2 more marines in the CC, lost 1 wound.
My turn 6: termies blew away the last ML. Tac squad killed the last obliterator in the CC. His last tac squad out of harms way behind the wrecked tank. (LS couldnt shoot them - stunned). Finished the last 2 bikers.
His turn 6: finally shot down the MM landspeeder.
The fact that HVy support deploy first allowed me to see his pincer strategy and act on it while still deploying things (or deciding what to deepstrike and where etc)
Basically the list i used is very 'un-cheesey' and hardly 'power-game' either. But i still managed to wipe out everything he had except for 6 marines!.. i only lost 2 termies, about 6-9 marines (2 of which to 'gets hot'). & a speeder on the last turn. & the dread.
Granted he was some-what unlucky with the dice, but nothing too bad, ive seen & had worse..
Key learning: Pincer moves wont work against you if he cant surround your army (if they are able to deepstrike/drop pod). It even works against him by dividing his own force and allowing you to decide who will fight and where & when.
This is a pretty useful strategy considering how common the 'pincer/flank' strategy is.
Also kind of proves you dont need 'cheesey' lists to win.. you can still use balanced fun lists with good tactics and pull off a win..
Hope this might help some of you against the pincer stratgey.
out of 3 games this puts me: 1 loss to choas, 1 draw with tau, 1 win against choas.
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5
About time someone stuck it to the Iron Warriors. yay for the marines who wear dresses.
way ta' kick dem spikey boyz squire in da nuts!
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen
wow i never thought someone could beat ironwarriors like that,,,,,,,,,,,
his list needs work and his tactics and dice rolls were poor sort of like one of my games a year ago against black legion except much worse.......*shudder*
fine 1000pts he wipes me out i score nothing 1000pts victory margin*shudder*
anyway good work just be wary after a loss like that he'll improve dramaticly but as a Iws player i say the tables will turn one day
YAY FOR THE CRAZY SCRIBES
let's increase our output to 6 army lists an hour!!!
I played against chaos undivided today. It was my first big loss in a while. I had 3 dev squads w/ missiles, 4 tac squads w/ plasma cannons, a lightning claw LRC HQ, shooty dread and ezekiel w/ command squad.
I got the first turn and started by missing with all my plasma cannons. 2 shots overheated and they failed their armour saves.
The end was atrocious. The game lasted 5 turns. The last 5 turns were with 2 of his obliterators, a 10 man assaulty squad and a 5 man havoc squad against my 3 full dev squads. I spent about 30 krak shots on the obliterators alone and they passed every single armour save. And when I hit them with plasma earlier, he took 4 6+ inv saves, and passed 3 of them!
So basically, the last 5 turns, I killed absolutely nothing, as he slowly marched up. It was the most rediculously horrible luck I had ever seen. The next time I play against him, I'm bringing 3 Plasma cannon dev squads.
Hve you seen the light on ML Devs then? lol.Originally Posted by Ezekiel1990
When I have games like that I try to set myself small objectives. Sometimes I may lose but if something cool happens (like Ezekiel FWing the DP) its not so bad.
Every time you read this sig: a fairie dies!
I play regularly against a friend who has an Iron Warriors army. Thus far, I've not had much luck defeating him, though I've found that relying on plenty of plasma cannons, plasma guns, and concentrated fire, I am wearing him down.
I used a command squad, set up mainly for ranged combat, to hold the center of his battle line for 2 turns, slowing his advance and allowing me plenty of time to fire away on his surrounding troops. Unfortunately, the Dice Gods haven't ever been terribly fond of me, so though it looked to be a promising turn of events, ultimately my commander and his squad bought the entire farm (along with an extra acreage by the back 40), and my friend's line advanced nearly uncontested...
I usually play a fairly simple, straightforward game - I don't employ many of the tweaks marines get (e.g. deepstriking, drop pods, etc.), instead forming a battle line and advancing. I figure that if I can work out my tactics based on straight land warfare, I can play with the other gimmicks later... For that matter, though my army is Dark Angels, I usually just play them as plain Space Marines (I'm waiting for the codex revision). That's fine by me. Again, if I can make a plain army work, I can play with the Dark Angel special rules later.
Courage, battle-brothers! The scourge of the Iron Warriors can be defeated! :yes:
For the Lion! :w00t:
Well playing your dark angels AS dark angels would help u alot. bcoz they never fall back from casualties taken by shooting (which iron warriors hav alot of). also if you roll a 6 for 'hunting the fallen' and manage to capture him, you get tonnes of victory points.
Just a tip, dont ever make command squads 'shooty'. (unless its a terminator command squad, bcoz they have assult cannons).. other wise they are best utilised for assult. and never foot slog with them, a drop pod or landraider etc is best. you simply cant have 300 points worth of HQ walking up the middle of the battlefield getting shot by anything and everything. Also, when they are in CC, they cant be shot at. so they are totally free to rip apart the squad with power weapons.
And also try to take some assult cannons, rending makes them devastating.
a squad of termies with 2 of them will roll 8 assult cannon dice. so you have %120 chance of getting a 6 lol and if its against a tank then you are nearly guarenteed to penetrate it!
Ive found rending to be the best way of dealing with enemy armour. (dreads, tanks etc)
and if theres no tanks to shoot then 8 assult cannon dice will generally kill about 4 infantry! enough to make any squad take a moral test and possibly flee.
Plasma is also great against chaos (or SM..same thing really).
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5