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Hey all. I've been rather busy these past months and now i have free time to post again. It seems like my GW has been loaded with people starting up guard and so is my friend. Ive played 1500 point battles with him and his tanks arent so intimidating. I can wipe out ALL his guardsman in droves but i always seem like his tanks are more than devastating. He fields a basalisk and leman and just puts holes into my grey knights. Heh, he even caught on and put autocannons/heavybolters for his troop squads to pound me down while i advance after a kill.
Now that ive moved up to a 2000 point army, so has he. He has 5 tanks in his army now. They are:
Leman Russ Demolisher
Leman Russ...i think the regular one
Now, ive tried A LOT of things for anti tanks. Two squads of stormtroopers in rhinos with a pair of meltas, meltabombs on justicars/grandmaster, meltabombs on vet sarge stormtrooper, dreadnought with twin-linked lascannon and missle launcher, land raider and orbital strike.
Now, playing short ways, (we play the 8 by 4 foot tables always at GW), i usually can take out a tank per stormtrooper squad if i go first, and i do have smoke launchers and extra armour on the rhinos. Dreadnought takes out 1 tank in 1-2 turns and land raider takes out them too. But when we play long ways and i only get a 12 inche deployment, he has a REALLY good guessing. My rhinos get blasted by lascannon heavy support for his hq squad, land raider and dread gets cut down by blasts from basalisk and demolisher, and orbital strike never hits even when his basalisk never moves. Besides that, the new TVR is insanely cheap, letting him do all that moving, shooting, move back stuff. Ive run out of luck, but if you have any ideas in addition to mine, please help by posting your tactics/units you use against guard tanks.
basalisk: deep strike will help a lot
others: just hope they miss a lot
But other than that, am i doing this whole anti tank correctly?
Well, that's what we lack. Heavy Armor weapons. Best thing: A TON of Lance Strikes.
Henceforth no man shall set foot upon the world, and all around shall be set sentinals to ward away unwary spacecraft. We must accept that this place is lost to us forever, and is now the eternal habitation of abomination.
<div class='quotetop'>QUOTE</div><div class='quotemain'>another annoying thing i hate: 47,000 similies in one post. just thoght id throw that in there and see if anybody else hates it as much as i do.</div>
Don't try and destroy his tanks. The problem we have as DH is we try to destroy tanks with meltabombs, hammerhands, and even orbital strikes. Luck dependent and tricky timing approaches. All that time taking us away from the objective. And taking needed points from GKs.
Plan on loosing a significant amount of your troops when playing IG. So make them troopers, a lot of troopers with limited transports and not much of anything in wargear/heavy weapons. And field a couple of basic dreads to draw fire with the troopers. Don't try and beat his tanks, you won't. Put the points in maxed out deep strike units. Use a bunch of terminators (don't get wargear crazy) and snipe any heavy-weapon models in units your terms and DP teams will encounter so their armour can do it's job as they rush in. In other words, ignore his tanks, win the objective by crushing his troops from the top down. Stay in assault as much as possible.
I only advise that since I'm curious if it would work.
Also, on that big of a table, how has shrouding worked for you?
You can always take IG as allies. You can take Armored Fist squads or a Sentinel squadron, each with a lascannon. Deep Strike works well too, keeping your troops off the board. Don't forget with shrouding, if he can't see the GK any scatter weapons scatter double the distance.
I never use shrouding for goin long ways cus i just deep strike both my GK squads. Infact, the only thing i have on the board at the beginnign is 2 squads of stormtroopers in rhinos, a dread, a land raider, and inquisitor w/ shooty henchmen inside at the begining. I deepstrike two squads of 9 GK and grandmaster w/ 4 termies support. This tactic came in handy one time when we played a small game when he had less tanks. I would advance everything up to him, lance strike for psychological deployment/get his tanks. My Grandmaster and helpers would deepstrike in the front of his lines and kill to sweep their way up, while my 2 GK squads would deepstrike in the back and sweep their way down finally meeting in the middle and taking out tanks as they went along. But since he always sets his tanks in the back edge, i did one time had the misfortune of losing a whole 9 man GK squad (280 points just so ya know) cus it fell off the table.
I like using a pure DH force for some reason so guard and marines out of the question even though i know DH was designed to be allied with them.
Hellhound, chimera, basalisk...they easy to kill but the leman takes a lot of hits before it goes down. I even did the shooty inquisitor thing with 2 plasmagun and plasmacannon w/ inquisitor having psycannon and 2 sages.
Heh, any other comments?
Ok, well, I think this is the sum of a pure GK anti-tank arsenal...
Dreadnought w/TLLC & ML
Melta bombs for Justicars
Hunter-Killer missile mounts for vehicles/dreads
Chainfist for Inquisitor/GK Hero
Thunderhammer for Inquisitor/GK Hero
Meltaguns/plasma guns/eviserators for inquisitor retinue
Not much, is it?
Why not try, in a 2000 point army, buying 3 Land Raiders? Load them full of large GK squads, with the justicar having meltabombs. Drive them up screening with smoke then assault your troops out of them into CC either with vehicles or troops. Once in CC you'll cut through their troops like butter and make it more difficult for his basilisk and other scatter weapons to safely shoot. I've had several IG players whose Leman Russ shots have deviated onto their own troops when you get in close!
Sure, 3 Land Raiders are a bit much... but I promise you it will scare your opponents and make them sweat, especially when out pour 10-man strong GK squads firing their storm bolters before charging into CC with their S6 weapons.
Personally, I found thunderhammers to really lose effectiveness vs the S6 NFW + Storm bolter. Not having those shots on the turn they deep strike really hurts, as does going last in CC. I plan on my next battle to try leaving all my terminators normal, and then replacing the storm bolter on my GM with a chain fist for those nasty vehicles, plus it gives him an additional A (at I5) for having 2 CC weapons. Let his retinue shoot for him, and then let him do a lot of the CC damage when they mix it up.
Or, give him almost nothing to shoot at...
Take only your minimum of 2 troop squads, make them both small and with 2 psycannons and sit them far back in cover taking shots with their psycannons. Fill the rest of your army with full Fast Attack GK squads and Terminator squads, plus maybe an orbital strike. Then, you just Deep Strike practically your entire army right next to him. Sure, again it can be considered somewhat cheesy with no Troop squads... but personally I consider GK Fast attack as Troop squads anyway ... I mean, according to the fluff they are, that is normally how GK get to battle.
Missed one tankbusting unit: Stormtroopers w/ Meltaguns.
Your tactics seem sound but on the longer board you have to admit that your always going to be scating uphill. Dont worry too much, try taking a Callidus assassin (this is my advice on everything) and ruin his HQ with her. Give your Justicars and Grand Master Hammerhead just in case. If you have only a few units on the board at the start try keeping them out of sight until your teleport GK come in........this gives him plenty of targets to worry about as you charge his lines.
MOST IMPORTANT: Be patient for the time to strike but once it comes be bold and take risks.........the Inquizition whould demand nothing else. If you must die sell you life at great expence, such is the glory of the Grey Knights.
A Rhino? SLOTH!