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This has been on my mind a while, and with the advent of Planetstrike, it's come to the fore: armies that deep strike tend to pose a large threat to us. They're able to get into their optimal range for firing without sustaining causalities to mitigate that, and any that survive one desperate round of firing from the Guard can get into close combat and (in all likelihood) start carving us up.
With this in mind, I started thinking of ways to counter this. The first thing I lit upon, of course, was simply having so many warm bodies on the field that I forced the deep strikers into places where I could deal with them, and give them too many units to chew through. But playing a PDF, I like having a few tanks thrown into my games, a defense line of sorts. That eats into the points for troops, and excluding them would weaken my background.
The next thing that occurred to me was the Officer of the Fleet. +1 to units trying to deep strike in certainly sounded helpful, along with re-rolling table edges for outflankers. However, +1 wasn't going to do much...unit I remember that I could take TWO HQ choices, and thus 2 Officers. That's a +2 to reserve rolls on the second turn, meaning they need a 6. NOW we're talking! With so few of their units arriving, they would come piece meal, much easier to focus on.
The last thing that caught my eye was actually in the Daemonhunters codex. An Inquisitor can have a retinue, and in that retinue he can have 2 mystics. The first mystic allows the Inquisitor and his squad to fire at any deep strikers soon as they come in, before they can move. The second mystic allows another unit within 6" to do the same as well. And said squad could very easily be 3 Demolishers...
Thoughts? Would it work? Is it too much of a point sink vs. armies that don't deep strike?
Last edited by Nialag; June 17th, 2009 at 22:11.
The OoF definitely not, there will almost always be something in reserves, though I find it more effective to make the army come in piecemeal by just having one, 2 makes them come in a lot more efficiently in later turns in large numbers- not neccessarily a good thing!
As for the mystics, yes they are more situational, but they are VERY good in PStrike.
Planet strike reserves come in with a bonus anyway so the master of the fleet will just bring that down to normal. Leman rus executioners with plasma spossons near to twin Mystic =][= units are a fantastic way to deal with depstrikers. If you put the inquisitor next ot a squadron of 3 tanks that could be 15 plasma cannon shots at each and every deepstriker in a given area. The attacker do get orbital bombardment preparations though and expect them to go on your =][= units as a priority.
Quorn! - Protein for the Protein God.
Best counter is to be flexible and have nice formations!
Or if you don't care about your men and have lots of conscripts then circle around your high priority targets! and makesure they have some kind of stubborn on them!
You as a guard player should be able to survive the first assault from the deep strikers! Then leave a trail of men behind and get your escortee out of there! WITH good covering fire that might blast the deep strikers to kingdom come!
PS pet my dragon!
Turn 2: 1/3
Turn 3: 1/2
Turn 4: 2/3
Turn 5: 5/6
Rest is automatic.
With that odds spread, you're dealing with 1/3 the assaulting army on turn 2, with half the rest coming in the turn after that. It's better than having no officer at all, but it's sill a significant chunk.
With two officers, you push the column down one:
Turn 2: 1/6
Turn 3: 1/3
Turn 4: 1/2
Turn 5: 2/3
Turn 6: 5/6
Turn 7: automatic
Leaving you facing a scattering of units (either destroyed by the Inquisitor's force, or deployed so far away that you have time to rake them with fire before they close) on the second turn, slightly more the turn after that, THEN things finally start getting heated about turn 3, by which time you've had enough time to focus fire on most elements of his army.
Planetstrike is a bit different, seeing as attackers units come in on 3+ starting the FIRST turn. I'd say that 2 Officers are practically a prerequisite under those circumstances, and with the extra HQ choice available to defenders, you might even consider 3.
Normal deep strike units are not enough of a threat to worry about. Very few armies can deep strike effectively. They will arrive isolated and vulnerable to ordnance and blast weapons.
Drop pods are an entirely different affair and should be feared. Selecting 1 or 2 officers of the fleet will sink a lot of points into disrupting reserves and will do nothing to prevent the first wave of space marine drop pods from landing.
In the first wave, the space marine players will almost certainly bring down the units needed to pop a tank and annihilate the company command squad.
For example my opponent last weekend shielded his CCS in a chimera, surrounding on all sides with infantry and a Russ. My wolves decided the chimera was a high value target, greater than plasma riddled veterans, tanks, everything. My 4 pods landed surrounding the chimera, flanking the chimera from either side where terminators, in front was a squad of gray hunters. The close range melta shot easily wrecked the chimera. Forced out and surrounded their infantry shield did little to protect them, as 3 assault cannons and a combi flamer and bolter annihilated everyone in the squad except for the CC himself. With the officer of the fleet killed the squad was no longer a real threat and the other terminators would reap havoc on the rest of the army. The 4th squad, blood claws was not needed to assist in the death of the CCS.
With the chain of command broken, the game was over turn 4, the imperials surrendering with only 1 Russ with heavy bolter still working and 2 bloodied veteran squads surviving the from the 1850 point army.
So, in summery, I would not trust my officer of the fleet to prevent space marine drop pods from landing. It would be a lot more effective to field a highly mobile army, after looking at the space marine list - you'll want to decide if they are a close combat army or a ranged army. If they are close combat I'd start off the table, they'll have to land close to your table edge. Simply arrive where they are not, and point your guns at them. If they are ranged the decision is more difficult.
Mystics are an unrelabile by interesting choice. They can force the drop pods to stay away from an area, but can't cover the entire board. Even so the space player will probably risk landing near by, as on average the range will be 14 inches of protection. Further more, it might just draw the space marine player onto the mystics as well, one squad taking an ordance hit is not going to stop a space marine squad.
Although I think the Mystics are still a good choice, if you take them I think you've got to spend the points to make the inquisator worth taking in your army, for when your not facing drop pods.
One of the advantages of playing mech IG, deep striking drop pods.....move.
As for PS, definitely 2 of 3 if you can. You want to stop them as fast as possible. Inquisitor + retinue too? Yes please!