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My friend has a very annoying space marine army which consists of:
-4 drop podding venerable dreadnoughts (re-roll damge dice if he chooses.)
-1 normal fire support dreadnought
-2 scout sniper squads
-1 4 missile launcher marine squad
-1 10 man assault squad with chaplain
This works by him moving his assault marines and lone dread forward and giving fire support with his other men, then on turns 2-3 all his dreads come down and they are invincible because they are veteran so next turn i end up in cc with dreads!
Ahh the old drop pod-dread routine,
I have played a few drop pod armies recently and I can tell your not having to much luck either?
I think one way to play Is to compress your firepower Into one corner so that If he's going to come after you he can't avoid ANY of your heavy weapons.
Obviously a fair amount of Vets with Lascannons and Plasma guns can work along with any missiles or even AC's can do the job, apart from that I'm not really sure maybe hiding melta guns In terrain and waiting for them to drop could work?
He's got very little infantry. A maxxed squad of ratlings might make things unpleasant for his regular troops, giving you more to focus on the dreads.
Infiltrating vets or STs with plasmas would also be effective as the dropping dreads are forced to choose between line squads in the back or infiltrators in the front.
Counterdropping is another good potential tactic.
STs with meltabomb-equipped sgts. would fix his dreads but good in CC.
Plasmaguns/ML in every line squad plus antitank support units should generate plenty of hits on the drop dreads before they get into CC, regardless of rerolling damage.
What is the point total for the battle?
A Leman Russ makes things more than uncomfortable for Infantry, plus if all he has are ML for Busting it in the Early turns he's stuffed.Originally Posted by IGFreely
Infiltrating towards where the Assault Marines start is suicidal.
You want to go into close combat with a Dreadnought using 1 set of Meltabombs? yer having a Girrafe.(laugh)
Lascannon/melta gun in every squad. Might sort him out.
What weapons do the Venerables have assault cannon or TLLC?
Veteran doesnt help so much against Penetrating hits, especialy as immobilised/weapon destroyed remarkably reduces its effectiveness. Plus all his Dreads come down on differing turns, killing 2 Dreads (even venerable) a turn shouldnt be too much of a challenge.
Every time you read this sig: a fairie dies!
I would go with two fire support squads of 3 autocannons with sharpshooters, one in each corner of your deployment zone. I find these work wonders on anything AV 10-12.
Try and add some meltaguns to your regular guard infantry too. Dreads tend to get close and then they're yours. Of course, don't let them get too close. :>
As was said before, take what you usually take but simply deploy in a refused flank style. You shouldn't have to tool your army any particular way to beat his army, although I'm trusting that you've got a decent amount of anti tank firepower anyway. Refused flank will also let you deal with his chaplain, it's suicide to run into that many guardsmen.
Out of curiosiy, how come your friend has five elites choices? Four drop podding dreadies and one walking one. I am quite sure you can't ahve dreadies as heavy support as well.
... only triumph could turn pooing his pants into a good thing..
Yeah,Originally Posted by Lost Nemesis
there is a trait that lets you take dreads as Elites or Heavy Support.
Wowsers, I want one of those armys! hehe They would rock.
As for beating them, I say dropping in your own troops is a good idea if you want to use the doctrine point. Drop sentinels with auto cannons of lascannons are good too. Drop behind the line of dreads and pound away at that 10 armor value.
The old drop pod army. The key is to run a balance list. In otherwords have equal number of hvy botlers/autocannon to ML/LC. Plus deployment is important for IG. You need to spread your troops out like 6.5 apart and in good fields of fire.
I believe his list is weak or just a one trick pony. He has 4 dread dropping on you. When he drops he can only shoot you . So that will give you a turn return fire. Dreads only have AV12 not that high. LC will eat that up. Plasma guns have chance too(meltaguns are better). When he does charge he will on avg kill 2 a turn. On 10 squad that will take a while. My view is that dread cost more than the 1 squad ( I run in 1500 pts game over 80 men ). Also buy in your list 1 to 2 stormtroopers squads to DS with 2 meltaguns( I always have 1) behind their dreads AV10 you only need be in 12 inches but 6 inches away would be great (bye bye dread).
Your high to low target value
1) assualt squad
Have your tanks target the infantry odrance is made for that(heheh).
70% of all stats are made up
thx for all this feedback guys.
this army is 1500pts and he also has a whirlwind
yeh he has the dread trait where they become elite and heavy support and half have assault cannons and other lascannons.
my army includes a lot of lascannon/plasma and missile launcher/plasma and big tanks, however this still finds it hard to take out 1 ven. dread a turn. im not sure whether i should take some meltas deepstrike or sentinels deepstrike, i could drop one of my tanks because they dont need to kill that many marines. the only annoying things that start on the board are the missile launchers and whirlwind (the assault marines die quickly).
i think i may opt for the refused flank to lake sure all my weapons can fire at the dreads, however this causes all my men to be bunched up and with whirlwinds and ml they die very quickly.
if i were to deepstrike then should i go for the whirlwind aswell?
would a heel hound be useful for driving forward flaming scouts until i could get shots at the whirlwind?