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How in the world do you manage to win large games with killpoints. I manage to hold my own in 1000 points but in 2000 points I nearly have double the killpoints of other armies. I will always win in victory points but by only killing the vulnerable units in my army they have already won the game. Since taking out transports, PCS and other small guard units they usually get more killpoints than I could get if I tabled their entire army.
How do you solve this?
I know to blob up my squads, which also brings the problem of not being able to sacrafice cheap squads to block CC, but even with that I have way more than other armies.
I know this is just part of the guard but there must be a way to at least have a chance without going all mech.
My own mech list is 14 KP at 1500 pts. Though in reality it could be called 12 KP, since it's hard to kill every vehicle and not just immobilize it with no weapons left.
At 1500pts I've got 3 Vet Squads, CCS and their respective vehicles - 8KP. On top of that I've got 2 Hydras, 2 Bane Wolves (Squadron) and 2 squadrons of Armoured Sentinels - 5KP.
Thats only 9KP for 1500pts. I could make it 8 if i squadroned the Hydras. It's small and compact but i generally find that vehicles are quite quite durable. Especially those Armoured sentinel squadrons so I don't really have a problem with them. Hell last game i played i won 6KP to 1.
If you're doing a pure infantry list you're going to have the KP problem. Thats just the way it goes i'm afraid. Small command units of squishy Guardsmen are an easy KP so try and minimise these if you can. Giving the necessary ones Chimeras or hiding them behind cover is one way to go.
Most armies will have squishy units. For Marines it's things like Rhino's so target these. I'm sure you would anyway, just make sure they actually die rather than just immobalise them.
Last edited by Lord Borak; November 28th, 2009 at 07:44.
Wiping your opponent out is always a valid victory condition.
Other than that, try hiding damaged units in transports or keeping vulnerable unit in reserve.
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Mech armies do well with KPs, such as Chimera spam and the like. I would suggest always taking chimeras for your troops unless your favorite strategies involve spamming infantry or spamming Leman Russ variants. The first inherently runs into KP problems and the second runs into Lascannons and Meltas.
Much of the point of the Imperial Guard is that they don't give a ratling's a** about KPs - they get the job done. Focus more on killing the Emprah's enemies and less on protecting your worthless, good-for-nothing soldiers! It's not like you have a manpower shortage. Space Marines need to worry about how many infantry they lose. Eldar need to worry about how many infantry they lose. Imperial Guardsmen? They are churned out by the millions. I'm sure that a couple of hundred won't be missed, as long as they got the job done before folding over from exposure to xenos weapons and/or sunlight.
Terminator armor going critical would be like Three Mile Island only very, VERY angry, and carrying a hammer.
LO rules in a nutshell: Don't post unit costs, be polite, rep posts containing of win.
As for Annihilation missions, I've never had a problem with them under the new Codex, even when I was running a mixed list instead of a full mech one.
If anything, I actually look forward to playing annihilation now. But then again I don't see that many 6-8 KP lists across the table anymore. Which is probably because of how the new guard are shifting the metagame. All the competitive marine players are finding that their 3 Land Raider assault lists are getting swarmed by Chimeltas, limiting their effectiveness and pushing them into taking swarms of Rhinos instead.
My 2000 point list has 18 killpoints and thats if I blob my infantry. A bit less if squad tanks and valks but I dont really want that.
I have two Infantry Platoons with 3 Infantry Squads each, 3 Meltavet squads in 3 Chimeras, CCS in a Chimera, two Vendettas, Hellhound, two Demolishers, and a Russ in my 2000 point list.
The two PCSs are usually protected in the vendettas, but still the chimeras are easy killpoints and most often my vets die after destroying land raiders so just from them thats 6 killpoints for the enemy. Perhaps Im being too careless? How do you stop Land Raiders early in the game with melta vets without rushing up and jumping out to shoot?
Last edited by AppleCookie; November 29th, 2009 at 09:35.
I use Russ Demolishers. Generally, I let the Land Raider approach and release its Terminators upon a conscript unit I put in front of my gunline. I then frag the Terminators with my entire force (since most opponents don't waste time or points on support). Lastly, I frag the LR with the Demos. When that fails, I can fall back on a large supply of lascannons and vehicle-mounted multimeltas.How do you stop Land Raiders early in the game with melta vets without rushing up and jumping out to shoot?
If I want to delay the Land Raider instead then I'll run a Chimera or Hellhound in front of it. The Raider can ram it, waste movement going around or release its payload early to try and hit it on 6's--either way, it has a roadblock in its path.
Those meltavets are suicide units. There's no way around it--either they die or do nothing. Dropping one meltavet squad and giving your Hellhound a twin would drop you 2 KPs. If you can find the points to put multimeltas on the Hellhounds in addition to that then you aren't even giving up much melta-goodness.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard