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im having a real problem countering my friend's deepsrike termies. they use a drop pod, so theres no chance of destruction by scatter. The only thing i can think of that effectively counters termies in my situation is the demolisher cannon, but that always falls prey to mulit-melta land speeders. to counter that i turn to lascannon squads, but in turn, they fall to predators w/ HBs. is there some way to stop this cycle of death? please tell me im overlooking some fundamental rule or tactic. this situation has occured the last 4 games and im starting to run out of ideas to try. BTW he uses rhino rush, usually his list is made up of 2 rhino's w/ minimal squads, a Dread, a predator, the landspeeders and the termies. i find that other than the termies, my main problem seems to be moving my infantry. If i keep them still, i cant use the plasma guns, and if i move them i lose them to HB and assault cannon fire?
thanks in advance
Last edited by Ramble On; October 13th, 2005 at 03:26.
these are you 3 best termi killers.
of course TripleLascannon HWsquads are going to die! that's why you DON'T put lascannons in HWteams.
instead put them in normal infantry squads w/ a plasmagun. stick them in cover and get ready to kill some termis.
keep you Demolisher in cover, hopefully those Lspeeders will be shot down before they can kill your bigD
but even if they do get it, your las/plas squads are the real killer of termies. and don't underestimate throwing 100+ lasguns at em
I think your best bet would be to try and figure out where the drop pod will land and be ready with melta/plasma. You might also try using the demolisher as an attack tank, utilizing the multi-meltas against the rhinos and predator, and keeping your lascannons pointed at the land speeders and dreadnought.
Honestly, though, I have very little experience playing against marines, so I don't know that this will actually work.
Yeah, in your case put your lascannons and plasma guns in infantry squads. And maybe keep your Demolisher in reserve so if he deepstrikes his stuff first he will have nothig to go for.
Deepstriking Special Weapon Squad with Demolition Charges. Thank freakin' God that my Grand Master Survived. Taught that squad a lesson!
Where's your Baritone Saxophone?
I second the demo charges.. but they are better off from last chancers.
Proud bearer of the Imperial Medal of Anti-Fluff
Unless there is some special rule with drop pods, terminators can't assault in the turn they deepstrike. This gives you the opportunity to shoot at them at least once before they assault, probably twice. Give your tacticals a plasma gun and a sergeant with power weapon.A typical problem. Gear your units for either assault or shooting, as it's almost impossible for a squad to do both effectively in the same game. A squad made for assault needs no assault or heavy weapons. Often shooting before assaulting will take you out of assault range, because your opponent will remove the front models first. Squads made for assault need to be big, while shooting squads can be quite small.If i keep them still, i cant use the plasma guns, and if i move them i lose them to HB and assault cannon fire?
If you have a demolisher and you play against space marines, you can base your tactics around keeping the demolisher alive. As long as it gets to shoot it will do tons of damage. Use all your squads to stop anything that wants to fire at it, and no assault troops will dare go close to your army.
Ave Dominus Nox!
okay heres my 1000pt list for this scenario.
If theres anything else i could do please dont hesitate to tell me.
Here it is:
Special Weapon Squads
JO- Honorifica, master-vox, iron D........95
x2Special Weapon Squad- 2 meltaguns, demo-charge.....80
x2 Platoon- JO- Iron D
squad A- plasma, vox, lascannon
squad B- plasma, vox, lascannon......245
Sentinal Squadron- lascannon, Hunter killer missile....65
Demolisher- lascannon, plasma cannon.....185
Interesting list, the special weapons squads can be deadly but remember that they still hit on a 4+ with their meltaguns, and those democharges might just scatter away. For an effective termi hunter unit (or two) you could cheese up a bit and take two veteran squads with 3 plasma guns in each, (70 points each) These guys have bs4 and counts as guard infantry so they can deepstrike too. I'm very unsure about that sentinel, maybe you should try and replace it with a normal 10 man guardsman squad.Originally Posted by Ramble On
If you want your deepstrikers in at the right time, buy improved comms for your demolisher. Good thing you didn't load up on a lot of expensive wargear, doing this against marines will only get you killed.
Haven't fought so much against marines and termies but the thing is, either he's very lucky with them and that means lasguns are pretty much useless, or maybe he's extremly unlucky and then those lasguns will make an account for themselves.
Autocannons to deal with the rhinoes. Autocannons are decent against dreads too. Autocannons work very well against landspeeders.Originally Posted by Ramble On
As for the termies, which was your original question(I just felt like sheding some light on the much underated autocannon) have you tried using special weapon squads with demolition charges? Six guardsmen and a str8, ap2 ordinance blast for only 45 points! You can have two of these and i assure you, nothing frightens a termie more than something that whipe them out in one hit. His speeders gets your Demolisher you say? Well then, now they have to take out two squads of six guardsmen aswell before you lose all your ap2 pieplates.
EDIT: Sorry for repeating whats already been said. I'm tired today. :/