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So I'm reconfiguring my army into Dark Angels, and I'm wondering what unit, from any 40K army you've fought, has given you particular trouble when it deep strikes, infiltrates, or otherwise gets in behind to take a slug at your precious dev squads or other more vulnerable units.
How do you guys handle this problem? I don't wanna just plop a tac squad in the deployment zone to "babysit" my dev or las/plas squads, as that could be a waste of points if the enemy doesn't take a run at them. What units are particularly worrisome "behind the lines" for a typical (or DA) SM player, and how do you handle them?
lictors are pretty notorius for poping out of terrain to attack devastator squads. the way i deal with them is if you can give the meat shields(non heavy weapon carrying) ccw, so that if they get assualted, they can hold thier ground. plus a sergeant with powerfist also helps against things like lictors. another such unit that can cuase troble would be a deepstriking unit of tau battlsuits. they can pop up in front of one of your squads and just blast you away with plasma guns or pop up near a tank and melta gun it. there isn't really any good way to counter this, but remeber, once its your turn you can just hit them with alot of fire(ordinance is ideal) and blow them away. one more thing that is a real nuissense is when people deep strike termonator squads. this can sometimes be hard to deal with, but if you have enough ap2 weapons, you should be fine.
Infiltrating CSM are a big pain, almost everything can and Daemonic Speed, Infiltrating CSM Lords/Lt's are a real pain. Call wysiwyg, few of the lazy powergaming so and so's will bother to model it.
Lictors are rubbish.
They pop-out, kill all of 1 SM and get thwacked by the attacks back, with a poor save even basic Tactical SM can out the boot in.
Deep Strikers (non-Drop Pod) should be countered with Plasma Cannon, as you're a DA player that ought not to be a problem. I always take 2 in smallish Tac squads. If they're podding and you have a Vindicator, oh happy days!
Infiltrators I usualy 'push back' with cheap expendable units which I thrust to the front of my Deployment Zone, place them with LoS to cover you and they'll put Infiltrators 18" away from them, have your main force (you're shooty) 6" back and suddenly the infiltrators are looking un clever 24" away from units which matter.
Keep a mobile rapid reaction force, a squad of 6 Assault Marines with P.Fist Sgt wil make a mess of most Deep Strikers and certainly Lictors.
The whole point of these 'special deployment' units is that they're hard to stop, damage control is key.
Every time you read this sig: a fairie dies!
This unit is going to be much cheaper than a Devastator Squad, and has a fair chance of wiping it out, (or easily destroying an expensive vehicle).
I play DA's and i've found that deep striking is generally not my concern from most enemies, aside from the Tau with loads of plasma guns. My bro plays a 7 samurai tau which can be brutal if it drops behind enemy lines.
However, I also bring assault squads with my DA (2000 point army is standard in my shop). I leave them behind on turn 2 or even turn 3, just in case for counter assault, and then use them to engage infiltrators (unless I need to earlier on) and take objectives. By turn 3 most DS people have made their choices.
You can use small assault squads as counter forces to deal with anything that gets behind your lines. (on the bottom side small assault squads can drain points fast at the same time they aren't as great as getting down field and sustaining fire while doing it).
Plasma cannons are a great option instead of a regular 6LP squad.
an 8 man dev squad can double serve as getting rid of enemies from behind enemy lines that deep strike. I use rockets (the 4 extra wounds helps me soak up any surprise models behind my lines) The inability for a DS to assault gives you a round to completely mop up the DS unit (just be sure not to waste all your fire into a DS squad as this kind of diversion can really hurt you more than help you). Also, make sure your most valuable (dev squads) units are in cover if you can get them there, this will limit the effectiveness of heavy weaponry, like melta's and plasma guns that get into your lines.
I've yet to hit a SW army so I don't know what I'd do there. aside from counter assault with my own powerfists. Also don't forget that you are DA, should you choose to take Ezekiel you can force your opponent to deploy certain units first. This might work against a SW Behind Enemy Line unit (they'd still be on your deployment zone, but you could deal with them should you get first turn. If you get second turn, you have the advantage of being able to still deploy outside the 12" of the SW enemy.
To sum up you have a lot of options
1: Plasma Cannons
2: Dev squads in cover, with another squad in nearby(shileded with another unit)
3: Reactionary assault squads (5-6 man squad with a powerfist)
4: Regular assault squads (10 man size held back for a while with Powerfist)
5: Know Thine Enemy from Ezekiel (useful in limited situations)