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I have been hitting a snag against an Imp guard army I play frequently. The player runs 2 leman russes with plasma cannons, and a bunch of guards with plasma as well. my DoA army always gets crushed before i can do anything. I usually run 2 squads of 10 assault marines, dc with chaplain, dante, sanguinary guard, and a stormraven. any suggestions for improvement?
I think we need a bit more information: What special weapons do you have in your squads and how do you use your Deep Striking units? Also exactly how many Leman Russes and plasma squads does your opponent usually field?
My experience from fighting BAs with bothe Necrons and Raven Guards indicate that DoA armies need to concentrate their units in big blocks into one point to finish assaults quickly. Combat Squadding into measly 5 man units is a recipe for disaster.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
Depending on how much is mechanized... Take a minimum of 1 dev squad with 4 lascannons per 1000 points.
Plasma spam kinda sucks but not as bad for marines as for T3 units.
Deep strike everything but the dev squad out of LOS (his units can block LOS too) or next to his other units so he risks scattering into them.
And it should go without saying to stay in CC all day long.
Deep striking withing range of a plasma cannon is never a good idea, so I'd say that the first problem you have is that his list counters your basic tactic. Your army has to deploy piecemeal and in small bunches, with a few highly vulnerable and expensive units. His Russes alone could wipe out a squad every turn, and since your army might actually be arriving one squad at a time, that is really really bad.
Some options would be to alter your list so that you have more meatshields, basically by dropping Dante and the SG, and potentially the Stormraven (although it's a great anti-tank platform when used properly.) Either abandon DoA to make more effective use of cover or start deploying your dudes in places they can't possibly be shot at by the plasma cannons (hard when there's two of them.) Get into melee as quickly as possible.
I haven't got my main rulebook on hand atm so I can't remember if FNP applies against AP2 weapons, but if it does you should definitely look into taking Priests to maximise survivability against the plasma.
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What kind of other anti-tank does he have? It just sounds like he has a hard counter to your army. You might want to invest in a annihilator pred or two to take out his plasma cannon russ'.
You might want to run double melta gun and infernus pistol in your assault squads. You can use dante to insure you land at rear armor and get 4x melta shots on one russ.
Last edited by Mulletdude; February 17th, 2011 at 14:15.
Drop into or near area terrain and run your squad to spread them out. Yeah you'll have to take some dangerous terrain tests - think of them like 2+ saves. It's worth it to give your squads a cover save vs the plasma and decrease the power of his plasma cannons. Next turn jump out and infernus his chimeras so you can assault the squad.
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ok, so what i've picked up so far is: take a few dedicated anti tank units, use cover fro deep strikers, and use dante as a suprise tank popper. what if I nixed the pedator and kitted out an anti tank stormraven? would that be better or worse?
I say get a dev squad. Lascannons crush armor. Or a and raider with lascannon sponsons. I know, BA is not usually a land raider army. But it'll be a surprise for him when all his S7 plasma shots bounce off AV14. This also gives you two TLLC, and a vehicle that will deliver any 10 man squad into an assault without ever taking a shooting hit. I bet sanguinary guard eats plasmo-toting IG just as easily as any other IG in CC.
ok, so im definitely putting a dev squad into my list. rhino or no rhino?