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One of my friends wants to try iron warriors in a game, and I want to play him some time soon. I play a blood angels successor , and I dont want to make as many mistakes as I did versus orks, due to poor research, and forgeting to move things in the movement phase.So when leading the sons of sanguinius into battle against the IW, what should I use?The game will probly be 1000-1500.
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So, first off, know what the IW are capable of.
Iron warriors are a chaos legion that gives up fast attack slots for an additional heavy support choice, AND they can field multiple squads of obliterators. This is pretty big.
So, a very well thought out and balanced IW list can be a MEQs worst nightmare, their ability to bring so much high AP weapons to the board is nothing to be overlooked.
So, in general look out for their vindicator, a bassilisk(which many IW players will take)
Watch out for the possibility of a daemon prince, these guys can be REALLY irritating to people who don't have enough ranged firepower to deal with them.
Your BA will be able to work its magic by sticking to cover and getting the assault on them and watching out for the counter assault.
It would really help if you could give us an idea of what you, and possibly what your friend will be fielding.
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Go for the infantry, when i first played one all i tried to do was take out his tanks and his obliteratos, then his infantry kicked my ass:wacko: .....take them out first:yes:
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Well I played drop pods against an Iron Warrior and that worked out pretty good, even though I rolled crappy. Other than drop pods, you probably want to equip any jump infantry you have with melta bombs. Make sure you use cover because losing your armor save as a marine sucks, especially if the attack can pin. Also take some powerfists so you can pulp obliterators in close combat or charge a vehicle.
Drop podding is the dumbest idea against a IW army. One vindacator shot and good by squad. Not smart. What you need to do is keep into cover and then get the charge. IW are notorius for bringing a pimped out DP and charging first(its possible) or second turn. So watch out. They also like to infiltrate squads.
Give us what you have to work with and what your opponent is working with and we will help you more.
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What are you saying? Drop Podding is awesome, if you do it right. Yah a vindicator could hit a squad, but only if it survives. Plus you can drop into cover. Lastly, its nasty as hell when you blow up ALL of the heavy support units before they can shoot, which I've done before with drop pods.
Drop pod assault. Take Meltaguns in your tac squads.
That's about the only "safe" advice I can give and as others have mentioned, they'll probably get wiped as soon as his shooting phase starts, so go with relatively small squads. Trading off a small tac squad with only a meltagun for a defiler or bassie is a trade that works in your favor. You just want to bust up basilisks and/ or defilers with them- don't expect or rely on them to do anything else. Once those long range, high AP shooters are off-table, the rest of your boys can at least walk around a little bit.
Take assault squads too. Big ones because they'll take fire as they cross the board. I don't know a whole lot about "The Sons of Sanguinis", but if you've got a way of taking a Chaplain or some other unit that makes your assault squads fearless, do that. Remember that whatever you can tie up in assault can't shoot at you (and you can't be shot), so even if you know you'll ultimately lose the assault, do it anyway to tie up his big shooty units for a round.
If you can talk him into playing an Omega level game, he'll have to roll for all of his "non-infantry" to show up, so that could help. Having to roll reserves for all that heavy support instead of having them show up from the start can't hurt anyways. Concealment could also help you out. If he won't agree to the game level, you should at least dice for it. Heck, even making him roll for Dusk and Dawn in a Gamma level game could help as his biggest strength is his ability to pound you from a distance. Take what you can get here and remember to make those pre-game rolls!
I don't know man. Assuming your opponent is more experienced than you are, you're in for a tough game. Be sure to play one of the five real missions- don't let him talk you into meat grinder or some kind of "let's just wipe each other off the table" crap and keep in mind that mobility can be a problem for him.
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Below 1,500 points, you will rarely encounter truly balanced IW lists, because of the temptation to bring as many heavy weapons as possible, in addition to the Standard-Over-Tooled-Chaos-Lord. At this point-level, you are well off with a fast infantry-based list, because the IW will not be able to kill enough of your men before you crash into their flanks.
After that, at higher points levels, if the IW player knows what he or she is doing, he will be virtually unstoppable. (i.e. a perfect mix of long- and mid-range anti-armor and anti-personnel supporting a mobile and exceptionally hard-hitting close-combat reaction force.)
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Ah, fellow Sm I play Iror Warriors quite a bit. And it is never easy. And I am also a new student of the Blood Angles so I can offr some BA specific advice as well. :-D
1) Infantry Go for loads of infantry. Any tank you bring should be a Predator Annhilator, and then pray it pops a vehicle before It gets blown up inh is first/second round of shoot.(And it will).
2) Speed. Assault is wher eyou need to be. As someone stated 1000-1500 Point games you will see a maximization of big guns. SO you need to get into assault as fast as possible to save yourself from ordnance and cut off firing lines.
3) Bikes. If you have/can field a number of bikes 5/7 of them with their 5T, 24 Inch move with 3+ Invulnerable and Furious charge willg et you through alot. Plus not as easy to wound with alot of the big guns. If he's new tot he IW I'm going toa ssume you won't be facing downt he 4 Ordnance blasts a turn I will. Give them a melta or two,vet. Sergeant with Pfist and your good. You even have a shot at taking out the DP.
4) Drop pods. I don't like them for this. If they scatter at all your Meltagun will be out of range. And that squad WILL die in their next round of shooting. Unless you want to try and drop behind them in later turns when the deployment zone has thinned out, your doomed. You should be ready to sell the lives of your men, NOT throw them away in a desperate gambit. Thats what turns 5/6 are for lol.
5) His Daemon Prince. DOn't fight it, at all. Ever. Use Plasma Guns, Lascannons, Meltas, multi meltas. Kill it, fast. It will demoralize him and take away their two advantages witht he Kitted out DP. Being Overwhelming Firepower, and Fast ultra-hard hitting CC.
6) The basilisk HAS to die. HAS TO. If he takes that over the vindicator, then it is the most powerful gun on the field and will AP and instant kill yoru marines. It has to go. Fast. And most IW wont take a vindicator due tot he releatively short range. It' oesnt work with their other 48" weapons.
7) Small squads. Very small. Minimum or just alittle bigger. They will be shooting LOTS of guns at you so you don't want any one unit to reap huge kills. AND this gives you the chance to have the biggest Death Company you can, which you want lol...you need them to tear it up in CC>
And last but not least. Iron warriors in my mind are the hardest of the Chaso Legions to play against and win. When used byu a competant general they truly are the best, in my mind, at offsetting their weaknesses with strengths. Sp don't take it hard ify ou don't beat him. Trust me lol, I die alot. But as BLood Angels you move fast, and are comfortable in assault. So If you can get to him, you'll be fine.+