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I have decided my traditional gunline army has become ineffective due to the fact that my friends have compensated for the firepower it puts out.
I was wondering if i should switch to mech? I would do the standard 4 vet squads in Chimeras and Valks with 4 Leman Russ Battle Tank/Variants along w/ a Colossus, and maybe abother tank, chimera, or a hellhound variant for larger games.
So if mech is the way to go, how would you use this army on the tabletop?
Thanks for the Advice
Movement. Mech IG plays very aggressively. All your tanks should have a Flamer of some kind and short ranged Vets so you need to get in an opponents face. Rush an armored column at him and cover your Chimeras sides with terrain and Russes, they have superior side armor.
Hang back units, like Artillery, will be ignored except by Outflankers and Deep Striking so abuse it. Give them Flamers as well, it'll save you against Marbo, Genestealers and SW Scouts. Flamers always outperform HBs in the hands of a good player, getting them for free is a huge steal.
Your Chimeras and Russes will take out infantry, your Vets are taking out tanks and elite units. Chimeras put out a ton of firepower up close for 55 points, they're an amazing transport overall. Use them to their fullest.
prince beat me to it, but exactly what he says. however if your opponenent has alot of anti-tank and not alot of S8+ weapons then use the russe to block los to them and hide the chiermas behind the russes. also remember. no everything has top be deployed all the time.
Except for weapon oriented advice, you may also consider using actual tactics such as denied flank against horde armies so that you enter a defilade position where you make their numbers work against them. Make sure to equip your units with heavy flamers for this job as you will be getting quite close. Your flank spearhead will then defeat the enemy in detail as you force your entire army upon just a portion of his.
Another tactic is the centre spearhead when you are against an army with fewer models. This is a simple hammer and anvil right through the middle of the battlefield, where your heavy units soak up fire in combination with cover, smoke launchers etc. while the transports with their deadly contents get close.
Finally, you can use a creeping line where you move to the enemy at combat speed and keep firing everything. Cover is essential for the lighter armoured vehicles. This tactic works against a variety of targets but is less effective because your fire output only really goes through the roof at close range.
Few things to remember:
1. Multilasers are not reliable transport killers, use them stricly against AV10, MC or infantry
2. AV12 is very tough, a lascannon needs a 4+ to penetrate. Use this to your advantage by;
3. giving the enemy too many targets to shoot at. Employ more lighter AV12 vehicles. At 750 pts you can effectively field 6 AV12 vehicles, no army has the capability to deal with all of these quick enough at this points level.
4. Whenever you can, use cover, a 50% of nothing happening to your vehicles is just too good to pass.
5. Don't become target fixiated, pop smoke when necessary, read above.
6. Don't go crazy on upgrades, guard don't live long enough to use them, even in a mechanised army. Also, refer to point 3. In addition, avoid close combat upgrades for squads at all costs because,
7. your units stay in the chimerae as long as possible, this is their body armour, the chimera is their life. You have 5 fire points, whether you are shooting 7 lasguns and 3 meltaguns, or 2 lasguns and 3 meltaguns, the results will most likely be the same. The lasguns do scratch while the meltaguns kill.
8. Use friendly vehicles to give your other tanks cover saves if terrain is scarce, or even if it dense.
9. Perhaps the most important one. Except for turn 1, ALWAYS MOVE YOUR VEHICLES TO AVOID THEM GETTING HIT IN CLOSE COMBAT. Move FAST UNITS at CRUISE SPEED. A 4+ or 6+ to hit vastly extends the life of your vehicles against close combat troops, or even krak grenades.
10. If you can avoid it, don't squadron vehicles.
11. Your mechanised army WILL get in close contact with the enemy, use heavy flamers on all vehicles. Once you do, you will understand why. One or two turns of flaming will score more hits and wounds than 3 turns of shooting with the heavy bolter.
31st Valonian Naval, 3rd BN, XVII Heavy Air Landing Engineer Battle Group W/L/D: 5/1/1
Don't count infantry out totally. After running mech a while, I've found that a cheap fire base platoon is a great way to get some extra bodies to hold objectives and protect anything that hangs back.
But otherwise, a mech army needs to keep mobile and use the great benefits of tankage to block enemy movement, push them around, and get them into bad positions for unleashing hell.
Check out ==My== blog: www.bnhblog.blogspot.com
All I can say that hasn't been said already is stick to the plan.
99% of the time when you start a new army or go in a totally new direction with your army you will get creamed by opponents that are your skill level. This is because it will take you time to get used to the new units, to adjust to a new play style. You will get some losses before you start winning again.
Another reason to stick to the plan is that in mech armies you won't have a whole hell of a lot of guys; so when you don't have many, and you start taking them off the table it will freak you out a bit. Remember that you still have tons mmmore guys in the transports; so while you may ;look totally outnumbered it sn't as bad as it looks.
The Emperor Protects
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
kevin has got a good point there, something many people will have missed. i usually have a plan A, my normal and a plan B for lists that are specifically good at killing me and plan C? well plan C isn't an option especially if there is a commissar around ^^.
What the best weapon for veterans besides Meltas? I'm thinking about equipping my command squad with plasmas due to the benefits the orders can provide.
Also how about a few example lists?
2-3 Melta squads for every 1 Plasma squad is a good ratio. Plasma are really good in CCS, it's by far their best gun with a Chimera. I only take one Plasma unit and 2 Melta units in my army, all in transports. Those are my Commands though.
The most important thing I have learnt after being converted to Mech is;
You don't have to engage everything at once! Use you manouverable firepower to slide your army to one flank throughout the battle, letting you fight with your whole force against half the opponents (like Dark Eldar Insta-refused flank, only slower). I see to many people spend the points for an advantage in manouverability only to spread his forces and let every enemy unit participate, use your speed!Best weapon besides Melta (IMHO) is a Flamer. It might be the list I run that I find Plasma not needed though.What the best weapon for veterans besides Meltas? I'm thinking about equipping my command squad with plasmas due to the benefits the orders can provide.Speaking of which;Also how about a few example lists?
CCS - 3 Melta
PBS - 4 Psykers
PBS - 4 Psykers
PBS - 4 Psykers
Vets - 3 Melta
Vets - 3 Melta
Vets - 3 Melta
PCS - 3 Flamers
*Infantry - Autocannon, Commissar
*Infantry - Autocannon
SWS - 3 Flamers
SWS - 3 Flamers
All units with Meltaguns are in Chimeras with multilaser and heavy flamer.
Psykers are in Chimeras with 2x heavy bolters.
All units with Flamers are in Vendettas (mostly to make the Vendetta models scoring, but in an emergency used for burnination)
Infantry squads (*) unmounted and combined to hold any home objectives.
As you can see my list does not really need Plasma, already having 3 AP2 template, 9 TL Lascannon and 12 Meltas.
Last edited by kroxigor01; November 14th, 2009 at 11:21.