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I was thinking about tactics that is usable against army that have lots of shooty squads (usualy min maxed) deployed into cover (some infiltrating) and one or two strong countercharge units (assault maxed characters with command/assault squad)
If I try to outshoot him, he has strong shooting, is in cover and has some units for charging me along flank.
If I try to assault him, i will have strong loses before i could assault, then I only lock min maxed shooty squad in and Im countercharged with strong character and CC specialist.
If I try to outmaneuvred him, i could kill some his meatshields but he has more units (cheap, scoring) and I could wipe one flank with loses but then Im killed with other squads.
Drop podding mean that Im killed the turn I drop down because he can concentrate fire on less units
Infiltrate is countered with his own infiltrating squads so there is no room for getting losts of infiltrating units near his lines.
Armoured army will die fast against lots of heavy weapons in squads, some infiltrating.
So what is good Tactics against this kind of army?
Well not that im very expirianced but i've read allot and i think if you drop pod in like 3-5 different places allong his lines it will send his army bonkers. and give you time to get your heavys closer to his lines. and drop pods are cheap and come with a storm bloter.
i have drop pods in my army to i havent used them yet but i know they will be useful for slowing down my enemey rate of fire.
Hope this helps.
If the person you are playing is expecting you to charge by Having Counter-Charge, then simply don't charge. If you do, you end up playing the game the way he wants it to be and you'll be owned by doing so. So the best thing to do is to shoot him. Force him to charge and play by your rules. The best way is to move up to rapid fire range and stay there. Just shoot shoot shoot. If he does charge then he can't rapid fire. He ends up playing your geme. I reiterate, the best way to handle this army is to rapid fire him to death, just don't assault him.
Okay, did that answer your question to your satisfaction.
Sounds like you versing space marines or MEQ, am i correct? It makes it much easier for us to help you out if you identify the army you a facing.
Seems like your opponent deploys in cover so there should be quite a lot of cover across the board. This is really not advice on beating your opponent but to make sure there is sufficient terrain on the board to make it fair. Ideally, you should be able to find a path with enough cover to make up the distance to the enemy. Even if you cant, you can deploy you force together on one flank and advanced up. That way you put your entire army up against his half. As good as his min-maxed squads are, generally they wouldnt have sufficient fire power to take on your entire army especially with a 3+ armor save.
Hope that helps a little.
Ultramarines Second Company
Dark Angel Master pretty much hit it on the head. The weakn ess of his army is that (between infiltrate and true grit) he is paying 21 points per model. Your best bet is to use the marines best tactic: more power armor. Now, you dont want to play to his strengths. Nothing you can really do about the infiltrating, but so long as you dont enter close combat with him, the points he pays for true grit and counter charge are pretty much wasted.
So basically you want to go with a shooty army. Because he is spending more points per model then you are you should be able to easilly outshoot him. Id definately pack in at least one devastator squad with 4x missile launcher. That squad will make short work of anything that isnt in cover. Aside from that LST's are always a good idea though you need to watch out for mass bolter fire. If hes using min maxed squads hes probably totting enough lascannons to make vehicles and dreads nearly useless. However, terminators would most likely work very well. Standard 5 man 2 assault cannon set up. The massed bolter fire will be shrugged off and they can engage the infiltrating squads. Of course a counter charge unit of your own is ALWAYS a good idea. Considering what your going up against, I would definately recommend an assault squad. Bikers wont have enough members in the squad to hold out against his counter charge units.
Aside from that I would definately bring 1 or 2 infiltrating squads to screw up his deployment. If you get to place your infiltrators first you can limit how and where he can deploy his own as they must be a minimum distance from your squads.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
Also, he want's to play that game? Sit in cover and turtle? Fine. Toss a whirlwind in your army, and indirect fire him to death from cover yourself. That'll make his arse move quick fast and in a hurry. Or not, and you can just kick back and pound him to death till he DOES move.
Well against the shooty in cover guys you could drop pod a tactical squad with two flamers (if you have or can take cleanse and purify) since they ignore cover, and at the same time you would be putting a drop pod in front of him to block LOS and having ten marines to assault him, just make sure they have frags. Just a thought, I know flamers are not the ultimate marine killers, but that combined with a bunch of bolter shots, even with the 5+ invlunerable save, could do some damage to a five or six man shooty squad.
Best of Luck,
You propably misunderstood me, he has no trait for countercharge, he is using assault squad for counterchaging
Hes army is like
Librarian+Assault (commnad?) squad, Termies with 2 AC. 3x5 SM scouts ML, 3x5 SM Las/plas, 7x devastators 4ML, Dreadnought
I would drop pod right in front of the ML squad with a ten man tactical squad, even if you only have one melta gun, and the rest bolters and rapid fire the hell out of it. You then also would be blocking LOS to his only Dev Squad.Originally Posted by razz