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!
Outflanking Genestealers can utterly wreck a guard army in turn 2. Using our numbers to block the entrance to the board can go a long way towards saving us from imminent doom.
In a spearhead deployment this is much easier to pull off.
It ain't pretty, but it works! The Sentinel used his scout move to get out to the end quicker. The odd geometry and a poor run move rolled are the only things that made this not work perfectly.
As it was, I was able to shoot the buggers down after losing just the Sentinel and one squad.
Let me guess, you fired one of those russes at them while they where clumped up?
Actually, since outflankers get to walk on for their full move... then fleet ... then charge ... just after this pic was taken, the Sentinel and the first squad were obliterated by a multicharge. His massacre move let him spread out a lot, so it took 2 squads of rapid fire and the heavy bolters from a Russ to do the job.
But the strategy, as silly as it looks, was very effective. From now one there will always be 2 line squads dedicated to this tactic. I may very well use just plain old 60 point squads with nothing on them for the task.
I know the strategy for a long time. One guy from your medical cordon gets shot and entire formation collapses. Sorry.
This is a age old Imperial guard tactic for stopping space wolf scouts (The ones who from 3rd ed could run on from the long table edge and charge stuff)
Then, it became alot more usefull with Orc commando's - I have deployed a backline of 4 no ten man squads along the rear of my board to prevent tank death by ork commando on more than one occasion.
Good plan. It works.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
In the first turn or so you are making a mad dash to cover the area. However, two full squads of Guard are actually capable of covering the entire edge without maxing out their 2" coherency. You can sustain a couple of casualties and still maintain the line. I think the magic number is 16, so you have 4 spares with just two squads.
Is it risky? Of course! This is Guard! We drop 5 man squads behind enemy lines within flamer range and pray for a hit on the scatter dice. This is almost conservative by comparison.
The alternative, however, is to allow you opponent to force you away from the table edge. First, that puts you closer to the rest of his army. Second, it still doesn't work since most flankers have a charge range from 12"-24".
In the May, hopefully we'll have more men to do this with. We certainly won't have better ways to counter outflankers. Unsupported tanks will die every time.
Imagine a Leman Russ squadron getting outflanked by a squad of Genestealers. AV10 rear armor vs. S5 rending with 3 attacks each. Immobilized results count as wrecked. Ouch.
Snikrot is the anti-guard though. It just isn't practical to cover every edge from 15 lads, Orkverine and a Warboss. In that case you try to create a buffer that at least forces your opponent to need two turns to get at your non-fodder.
It does work. I've used the 'Picket line' for defending.
hehe. it's even better when your enemy won't deploy his nob bikers and named ork commando guy because he doesn't want you to set up your Light Infantry army, and shoot him up on turn 1.
so his army goes in reserve. the WHOLE army.
then, you line the board edge with 120 guys, all spaced 1.5" apart.
they must enter at least 1" away from you. if you're covering all board edges, they never enter play.
I've debated putting Meltas in my line squads, to prevent tanks rolling on as well. (you auto-hit on a tank shock to enter the table, so 2D6 pen to stop tank is great, plus the +1 from AP1)
oh it's mean. but I love getting cries of CHEESE! from Ork and Marine players when they fight IG, or DH, or WH.
check out Farmpunk's blog:
the Back 40k
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11