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So this friday I'm to do a 1500 point duel against a new chaos player. I play a heavy shock troop gaurd army (carapace), with 77 soldiers and 2 tanks (Russ and demolisher). He's running with 2 squads of chaos marines (156 points per squad he said) a squad of beserkers, a dreadnaut, defiler w/ indirect, 8 flamers, potentially terminators (250 points worth) I think a chaos lord, I think some havocs, and he's going Jzeenct (I can't spell it) and giving most of his guys the bolt of change I think.
My question is what strategies do y'all recommend? I figure if he infiltrates his whole army, I'm in some trouble as they'll be 12-18 inches away from me on the get go, which is not good. However, since he's not alpha legion, that might get pricy, and I don't know if he's going to do that. If he does, I can just deep strike most of my army, so I'll know where he is, but that pretty much screws the tanks.
Any other ideas for dealing with him? I've got a melta spec. squad to drop on the defiler, its mainly overall setup and strategy that I'm mulling over.
I face LOD and death guard alot. This is what I used to take them on
1) First all if he infiltrates his army then it must be over 12 not seen or over 18 seen . No first turn charging
2) Deepstrike a squad of storm troopers to take out his defiler with meltaguns
3) First targets: rhinos, flying lord or demons,anything in rapid fire range
4) SM can opener(plasma guns and missile launchers)
5) Demolisher for the terminators, ap2 pieplate
6) Believe it or hellhound not as affect but SM players still respect it.
7)Baslisk and leman russ ap3 pieplates
8 ratlings for any monster creature out there(demon prince, blood thirst etc..)
9)If chaos player has small army then divide your force into 2 or 3 parts across the board. I will get 1 part but not all 3.
10) Try to keep your squads 6.5 apart if you can
Last edited by bonekrusher; March 30th, 2005 at 14:47.
charge guard into close combat you will kill his ass!!!!!!!!!!!!
give all, i repeat, all you veteran sergeants surveyors. watch in the codex, these give you freeshot on the infiltrators if you roll enough and are in range...
could be fun
get some demolition charges! fun, especially for on this terminators.
just if he moves in close, throw them. his own death
The problem is, demo charges can only be taken by special weapons squads - and only 1 each. SW squads are otherwise overpriced and usualy don't have a role on the battlefield beyond snipers, which are a marginal choice at best.Originally Posted by Dragonslayer
I don't really have a lot of advice about Chaos, as we only have a single Chaos player at our club and I rarley fight him. The best I can suggest is to take lots of AP2 and AP3 weapons, i.e. plasmaguns. He may infiltrate within 12-18" of your line, but you should get at least 1 turn of rapid fire before he can charge, that is often enough to devestate a marine-based force.
Battlecannons can be extremley useful, but beware that 2 Leman Russes on their own might feel a bit vulnerable. Don't depend on them too much.
I would normaly advise taking 2 flavours of tank: the Russes tend to soak up the fire while light tanks get in close, but against armour 3+ there are no other tanks I would particularly recomend.
If you can spare the points, perhaps buy a 3rd Russ, they are a very solid tank, especialy against marines. One good hit and they can earn their points back.
The best thing you can do is have a solid line of guardsmen, if you have room on the tabletop, space them 7" apart so he can't consolidate from one to the other after combat, that way, Guardsmen will often run after one round of combat with assault troops - if that happens, his troops will be left short in range of all your rapid fore weapons.
You need a first line of 3-4 squads with missile launchers who will have the following fire priorities: 1 rhinos 2 defiler 3 dreadnought 4 marine squads
7" behind the first line more squads maxed on melta\plasma (command sections, stormtroopers, veterans ) . When a chaos squad will charge and destroy one of your first line squads you rapid fire them with the second line squads, as the other missile squads keep firing at not yet committed enemies.
A rough riders squadron is the best insurance against deep striking terminators, but i suppose you don't own any of them.
The demolisher is the second best insurance against termies, give it the plasma cannons.
Best target for your tanks battlecannons are infantry squads, enemy vehicles will be taken down by your missiles, deepstriking melta squad, and a lascannon support squad if you have one.