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I saw a young guy running this list and was wondering what would be the most effective counter to the list. I'm drawing a blank I need you guys to help me out.
The list was 1850 with 45 sniper scouts, 6 dreads with LC/ML's and the master of the forge with a beamer.
I usually run three rhino CSM squads, Zerkers in a raider, a warptime DP, Pred with LC sponsons, Karmoon special, and two Oblits.
It's not like I'm going to play this guy but it's a good idea to hash out a plan just in case.
The one thing I would probably do is reserve my Rhino squads to cut down the exposure to LC fore while I thin out the dreads. I'd box my Oblits in between My Landraider and Pred to limit sniper fire on them.
Any other advice?
Last edited by BDJV; September 5th, 2009 at 01:17.
Sniper scouts are remarkably overrated. They're hardly more damaging than bolters; the rending is offset by low BS and the need to hold still. The Dreads, although powerful at shooting, have nothing in close combat. I see no reason why the old bum's rush wouldn't work; like most gun line lists, he's got nothing once you get in his face, not even rapid fire in this case. Barring a lucky turn 1 of shooting, I would expect the battle report to read like a skier doing moguls--left, right, left, right, done.
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Um, anything with a strength higher than 6 for the Dreads, and anything with armor for the Scouts. Or anything that can CC. Or any Flamer. And most other templates.
Dreads are remarkably bad with so much anti-mech around and Snipers don't do as much as they do on paper.
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Thanks for all of the comments.
I forgot to add he had 3 LS storms with MM in the list too. The terrain on the table was really light in the game I watched, no where near 25%; If I faced this list I'd insist on more terrain.
I've come to my senses after the initial shock of seeing the list in action and I think I could handle taking it apart through solid play.
The only thing I might change against this list is my HQ. I'd probably dump the DP for a sorcerer with wings and the Lash, then dump a terminator to add a rhino to the Zerkers for the Sorcerer to use as a ride.
As others have said as soon as you get close he's done for, using the lash to deny the scouts cover and group them for oblit plasma cannon shots will work wonders. Would just have to concentrate the land raider and pred on the Land speeders until their down and then go for the dreads
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Best suggestion I can offer that the others haven't said is to make sure you don't get bogged down in Dreadnought CC - Where possible, take them down with shooting so you don't get stuck, in CC be swift, finish fights quickly, it might be worth investing two units to make sure the thing goes down. Also, remember that if a squad is in danger from some kind of shooting attack, charging a dreadnought could buy them some time.
Hope it helps.
Havocs with Autocannons and chaos glory. Outrange the scouts and mitigate the dread's anti tank weapons. Wow, smells like 4th again. It doesn't need to be autocannons either, just support your rush with a firebase that can smack around the dreads and then do a number on the scouts.
Or you could just trust in the massive amount of Fearless and Rerollable LD10 our codex has lying around.
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