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I just started playing the IG and I am having problems with my friends eldar which I play almost exclusively. I read the "Enemies of the Imperial Guard" article but I didn't get much help from it. I am trying to play a pure IG army and not use allied SM. I have a GK army but I want to avoid using them as well. He uses these unit behind terrain, pops em out takes shots and moves them back before I can do anything. Indirect fire is just too unpredictable and has never paid off for me and I can't get close enough to do damage to the above named units because of terrain. The few shots I have gotten at his skimmers have done nothing because of the "glancing hits" rule and all the special crap eldar vehicles get.(some unlucky rolls too I guess) Rough riders would be nice but I hate the models, xeno or not. Deep striking seems to be my only option here. Any IG vets care to give me some tips? I think I will suggest the next game be played on the open field of battle as we always play with terrain. Honestly I do not want that either because I would just destroy him. I at least want a challenge. He is using his strengths effectively with the terrain and I am having a difficult time countering it with the IG.
Thanks in advance.
To be honest with you 40k games should always be played with 25% of terrain probably not to your advantage with this one.
Deep striking units could be a good option I'd recommend the following:
1)Command squads with either 4 x GL's / 4 x Plasmas
2)Sentinals with either multilasers or autocannons
3)Vet squads with 3 x GL's / 3 x Plasma + Sgt with Plasma pistol
4) Stormies same as twin GL's or Plasma
All of the above can batter side front or rear armour I would recommend meltas but I think multi shots are going to be better due to holofield, CTM etc.
If you wanted to be really cheeky you could take Lord Solar Macharius with a load of 5 man vet suicide squads Plasma/melta with Infiltrate then proceed to set up as close as possible to his vehicles getting first turn Ignoring his glancing only and BANG, buts thats a bit naughty really!
Last edited by Cadian7th; November 3rd, 2005 at 17:11.
Warp Spiders are a bit of a tough cookie for my guard to crack (even with their 4+ carapace... mmmmmm scale mail), and they always dominate against me. In order to beat them, I think, you have to gun them down at long range (fast) before they get in close and tear apart your men.
I would say that you could try to race with him for some choice pieces of terrain. Infiltrating veterans come to mind (or vets in a chimera), as well as deepstriking (which you already suggested), and an armored fist squad. If you can get to a piece of terrain which is generally key, you could possibly hold it for a turn or two. Veterans can take some plasma weapons, which could help dispose of vehicles or spiders at somewhat favorable ranges. An armored fist squad would probably be fodder moreso than veterans, but could help. Hunter-killer missles might be a good idea, because if you get the first turn, you might be able to manage to take something out.
I'll ask to play my Eldar-loving brother, so I can get some first-hand experience and report back...
At any rate, good luck.
The best choice would be either autocannon chimeras or a basilisk (or 2 for that matter ). Even though it might scatter, when you actually hit with it you'll most likely have a glancing hit (3+ reroll shouldn't be that hard right ) and then you just pray that your opponent hasn't bought that annoying halofield uppgrade or whatever it's called (the one which forces you to roll 2 dice and pick the lowest when rolling on the damage tables).
If your opponent has bought that upgrade, you'll just have to hope the emperor is on your side and lets you get two 5s or two 6s.
Just max out and try to get as many glancing hits on it as possible, sometimes it's worth sacrificing your whole army's firepower to bring down a falcon, cause if you don't it will most probably cause a lot of trouble to you. But remember all it takes is two 5s or higher, if you're lucky you can have it destroyed in the first or second turn.
The last option could be ignoring it completely and just focus at destroying the rest of his army, but that might result in a dead tank or something similar...
The real annoying thing with the falcon is that it's fast and it can claim quarters etc, that's the main reason why you should destroy it, it's firepower can be deadly but sometimes unreliable (since it only has bs 3, unless it's guided by a farseer which let's it reroll misses, then you should be afraid...)
As to warpspiders the same thing, use the basilisk and a lot of infantry, don't be afraid to lose 30 men to take down 10 warpspiders, they're expensive and when caught in close combat you should beat them easily with your superior numbers.
The assault jump which warpspiders uses has a backside to it, (other than the get 2 of same thing and one die) you have to draw a line in which direction he wants to move then before he rolls, so he can't roll first and decide later which direction to move his spiders.
Against jump shoot jump skimmers I would recommend a five man stormtrooper squad with two meltaguns and deepstrike ability. My eldar friend has lost so many fire prisms, wave serpents and falcons to these guys that he's almost stopped using them.
Aside from that... basilisk are okay. As for warp spiders... have you tried mortars? They're normally crap, but hey, even a crap shot is better than none at all.
Eh? Didn't help? I'll go and edit it then. Actually, I can't edit it so I'll post an update.Originally Posted by Morf
As Kaiser said, indirect fire is your friend. Basilisks are excellent at messing up grav tanks, despite your feelings against them. Remember we have the numbers, and can afford to lose a unit or so a turn. Out of curiosity, what units exactly does your friend have? If the falcons are zipping around using their crystal targeting matrix they can only fire one gun a turn really which shouldn't upset you that much, the warp spiders will disappear if you drop a couple of templates on them too. Also, a list of what you use will be useful too. Remember tanks can fire on the move so a chimera or hell hound is excellent for rooting out, exposing, and obliterating things like warp spiders and swooping hawks.
@Kaiser: Nurgle are proving hard to find, I've been sick the past two weeks and the local nurgle players seem to have vanished. I had to settle for squishing bugs this week. :shifty: Oh joyous split deployment.
Hey, cool, I'm over 500 posts. :w00t:
... only triumph could turn pooing his pants into a good thing..
If you can, keep a good area security around your forces with heavy weapons against warp spiders, denying them the rare eldar 3+ armor save. the hellhounds could work against the swooping hawks, but not their exarch, and from what i've heard about eldar players griping, the current swooping hawks are really only good for transporting their 'overpowered' exarch into hand to hand, my tactic is just counter-charge with my xeno riders that i keep behind my troops in cover for just such threats.
That move shoot move can be annoying, especially if your opponent is good at using the terrain, that'll be your first step, try setting up the terrain to where there is very little that your split deployment won't see (don't want to deploy in just one area and get trapped there by the better-mobile eldar forces) your forces should try to keep an inter-locking field of fire, destroying anything that comes into the middle of the board with interlocking firepower. aside from that, deep striking vets/storm troopers w/ melta guns and demo charges, and hoping for good dice rolls against their vehicle upgrades
don't know much about the fire prism, back when i scrounged around on the eldar forum i hear that was another unit most of them dropped playing because the weapon wasn't worth it.
I would suggest taking a lot of vets and storm troopers and infiltrating them to all the good cover, thus taking away half of his tactic
grab a specil weapens squod and put a demo charge in it. 45pts is very cheep to dliver a streath 10 ordenants weapen
translated- Grab a special weapons squad and put a demo charge in it. 45pts is very cheap to deliver a strength 10 ordinance weapon
Last edited by Lady Bastet; November 6th, 2005 at 04:13.
Hmmm, remember if he's using an avatar or banshees, that might not be so favourable.Originally Posted by tojo
... only triumph could turn pooing his pants into a good thing..