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well around here lately, ive only seen talk about "beating" enemy armies, namely just taking care of their soldiers. it's good advice, but what we really need to know more about are how daemonhunters cope with objectives and missions. for example, does dsing some FAGK's into in an objective work better than stormies in a chimera, or vise versa?
I'd just like to start this topic because as you get more advanced with wargaming, missions and objectives become just as important as "HOW AM I SUPPOSED TO TAKE THAT THING DOWN!?!?!"
well, thanks for your help in advance. ii'll be in texas for a week, starting july 4th, so don't expect much talk from me.
FAGK's work fine, but it's a waste of a lot of points. I would just use storm troopers and maybe a chimera, give em 2 plasmaguns and with the chimera it's enough of a force to hold an objective. Anything extreme high priority I would use a squad of GK's, and some sort of AT.
Though unnumbered lurking perils await us, our blades will ever be ready.
FOR WE ARE THE EMPEROR'S VENGEANCE!
I worry about objectives, only in the last two turns. You can't capture objectives if all you troops are dead.
Worry about killing enemy units and protecting yours for the first 3 or 4 turns, and then if all is good you will have some troops available to capture objectives.
"Kill 'em all, let God sort 'em out" that is how I generally play.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
I don't usually play objective battles but when I do this is what I do. I take ISTs in rhino or chimera. Drive them to an Objective, and let a sergeant with teleport homer call down the GK. Now you have firebases hopefully in over near an objective.
Et imperator Invocato Diabolus Daemonica Exorcist!
I normally bring two IST squads, one in a rhino and one in a chimera. The Rhino squad races to the objective that I think will be most contested and calls down the GKs to it. The Chimera squad finds a nice line of fire near an objective and blasts away. Then on the last turn the ISTs can either hop in and drive to the objective or run to withing scoring distance of it.
My Rhino ISTs normally have Meltas, which means that the most contested objective typically means the one that has the closest vehicles. The Chimera will have two plasma guns in it so they are going to make sure to poor out fire, and then contest objectives. Hopefully My GKs can take theirs, and my ISTs can contest theirs and hopefully that is enough to win.
hey, guess what, my cousin let me use her comp for a few minutes!
well, thanks for the advice guys, especially diggums hammer(rep). the little things really help out, but tings would be a bit better if you go a bit more in depth and talk about specific threats and how to counter them.
again, thanks in advance.
Objectives are everything, in my play style. I pass up Land Raiders and Grandmasters and other expensive units for more solid Troops and such. Then I march/drive/Deepstrike everybody where they need to go.
I like using Teleport Homers on IST Vets in transports for objective scoring - drive the IST in, and if it looks like it'll be a contested point, direct the next incoming FAGK/GKT unit there. Improved Comms on inducted Guard help make this happen in a timely manner.
A risky tactic that the DH codex mentions (I think) and I've used before (with limited success) is the idea of placing an Orbital Strike on an objective (if there is a terrain piece that IS the objective). You can put a Melta strike on an objective and then land GKT on it - nothing with a 3+ or worse save will chance walking into that area, and you can target the OS as far away from your GKT as possible when no enemy units are around. They get their armor saves still, so you tend to not lose too many GKT in the process. Good for King of the Hill style games.
A less risky tactic using OS is to try and block your enemy's movement. Place it on roads, bridges, passes, whatever. Just make the enemy afraid to walk through certain areas. You can limit access to (or sometimes, cut off completely) some objectives this way.Infinite number of possible threats out there. How about you ask about specific problems you have or think others might have, and we can work on those?but tings would be a bit better if you go a bit more in depth and talk about specific threats and how to counter them.
Armored Fist squads and IST are really good units to take objectives- not by camping it but moving to get firing lanes to important areas and being shielded from the rest of the table. Especially Armored Fist are really good and cheap at this and your opponent is forced to move around to take them out instead of other things.
An important thing is not to get to the objective early but have it within your reach and keep it out of his reach. This is why I find Eversor so great as I can usually weaken a certain part of his set-up early to my advantage.
When you play for objectives, it's not so much killing lots and lots that is important as it is to keep units alive especially as parts of your army is probably Deep Striking.
Early in the game is a key moment for your opponent. He basically needs to kill as much as possible before the DSers comes in and if you come out of this period relatively strong, then you're on top.
Generally, what happens is that your opponent ends up moving vehicles and heavy weapons around the first turns to get LOS to take out your units on the table, putting him an awkward position to take the objective with a sizable chunk of his units when the game is suddenly at turn 5-6.
Deep striking is really good for objectives, it guarantees that you have hundreds and hundreds of points of Grey Knights and Terminators from mid-game to end-game where you want them to be.
Yet again, if you play to keep things alive and capture objectives you don't have to deep strike close, risky and in the open to hit like a ton of bricks but rather into safe but tactical spots which puts them in reach of the objective.
The idea is to use DS to reinforce important areas, not come in close to the opponent and nuke the place.
Then it is better to start your full 1500points or whatever on the table from start.
If you've built your army to take objectives and change the game in that direction instead of a "kill faster then you kill me" army, then you'll have a defininte edge over a guy that has made an army of the latter.
Things that makes life easier:
Armored Fists/IST with Chimeras: incredibly strong units for the hiding game
Improved Comms: you need to induct Imperial Guard for this. I use it not to get units in ASAP but to get them in at the same time. So if I get a unit to enter with my first roll, then I'll use Improved Comms to try to make another unit also come in. DS with 2+ units in the same turn makes a huge difference. DS a single unit early isn't so exciting and usually very fatal.
Grey Knight Terminators with PsyCannons: 250-300 points of GKT and PAGK are about equally strong- the difference is that a GKT unit has a few wounds less. However, they can move and shoot with their PsyCannons, extremely powerful for the scrap for the objective and finally are immune to AP3 pieplates which some old opponents were very fond of. A neat circle of newly DS PAGKs getting hit by a pieplate is pretty traumatic. Many Daemonhunters are scarred from this and don't DS at all.