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Recently I have been bogged down by some close combat enemies it just doesnt seem enough that the constant batteries of battle cannons and inferno cannons, plasmas and lasguns can stop some of my foes. I seem to kill over 75% or lets just say a vast majority of my enemies units, but its always in the end that even though a vast majority is dead, the tides can change near the last few turns when assault actually comes and wipes me out.
So I was wondering, do any of you fellow guard players take any countermeasures to handle such enemies who eventually break your lines? What do you use?
1 - Rough riders - They may be a one hit wonder but on the turn they charge 20+ high strength attacks that ignore armour saves will ruin any assault squads day.
2 - Conscripts with inderpendent commissar - AKA the tar pit from hell,good for taking enemy fire and any squad that gets stuck in combat with 50 conscripts will be lucky to get away from them all game.
3 - Counter charge command squad - Its up to you how much you spend on them but if you want a nice close combat squad give the officer a power weapon and carapace armour and a commissar with a powerfist. The commissar can not be picked out in combat and so will be able to use his powerfist before getting killed and the officer has a good chance of killing 1 or 2 marines before the squad is overwhelmed. They sould keep the enemy busy for a turn or two.
"Hey sarge, this lasgun is heavy. I wish we had something lighter."
FF7: ABOUT RANDOM BATTLES
I would say rough riders and conscripts are your best bet,I just don't feel like wasting my HQ in an assault,your gonig to need him for his LD.
conscripts are the guys that go in front of everythnig,buys you time to regroup and/or move back to better fireing positions,rough riders are your counter charge unit really,hunting lances(I think thats what there called,never used the myself)
I have rough riders and command squads, but my best assault comes from guardsmen. When you can't shoot anymore, just charge everything you can at the enemy. If you wiped out more than 2/3 of the enemy army by the time they hit your lines, you should be able to take them out in close combat.
"When one man dies it is a tragedy. When thousands die its a statistic."
Countercharge, rough riders counter charge an incoming unit of Khorne berzerkers and even though they cant win no matter what they do, they will kill more then usual since they are charging and they will occupy the berzerkers for at least two turns. And let your main shooting force organize and target other targets.
Distraction, sometimes its good to land a unit of storm tropers in front of your front line just to get them charged rather then all your other infantry behind them, since Ig infantry usually occupy much of the board, opponents have no trouble charging and tieing up multiple infantry squads in CC in one turn, and thats very bad for Ig. This way you are giving them something else to charge instead of your HW squads and ect
Delay, well conscripts do just that. take 40 with a commisar and they will delay anything for the rest of the game. Yet, dont expectthem to kill much, these are cheap and quite effective in fitting the role of Kroot mercenaries in a standard tau army.
Conscripts, conscripts, and more conscripts. Thats all you really need to know. I had a 10 man assault marine squad charge into my 50 man conscript squad, and it tied them up long enough for me to reposition my army to tear the assault marines to bits once they were outta combat. Defiantly spend the extra points for a commissar in them, you need the morale boost. Plus, even out of combat the conscripts are half decent, because if you set up a good wall of fire, you can get in a hundred shots at the enemy (sure most of them miss, none wound, but still, it can do some damage).
I play my 40k with friendly fire.
Finally fixed the link!
One thing to remember if you are taking conscripts & an independent Commissar is MAKE SURE THEY CAN'T KILL THE COMMISSAR, ie don't charge with him at the front; so that you will get at least 1 guaranteed turn of tying the foe up in cc.
I have a platoon of 30 conscripts & an independent Commissar, and my first lesson regarding them has been that he is extremely vulnerable to being singled out (and if that happens, chances are the rest of the conscripts will be slaughtered too...)
Later on I intend to get some rough riders (once those awesome Death Rider FW models come out XD) & a unit of Arco-Flagellants to rush forwards from my main line & countercharge at the last minute.
Just my one penny.
Ok, this is how I like to deal with enemy assault troops. Keep in mind these pics are very much generalise and simplify the tactic. Terrain, objective markers, and enemy reserves, are just some of the things that make me re-evaluate my deployment.
Ok, as you can see here there is a unit of Chaos Marines just in front of the bait squad. Behind the bait squad there are Guardsmen units A, B, and C. Units A and C have a Plasmagun and Lascannon each, while unit B (the one in the centre) has a Lascannon. Keep in mind folks, you're very unlikely to find yourself in this exact situation as both sides will have shooting casulties, the Chaos Marines may only make to your lines with as few as 3 or 4 men. Your own bait squad may consist of nothing but the heavy weapon trooper. Squads A, B, and C are all just over 6" away from the bait squad, thus they can't be attacked through a massacre roll.
The dice are there to show you my men are behind 12".
Anyway, let's assume it's the Chaos Marines have just finished moving. Now they can shoot or assault, either way it will end up the same.
Anyway, let's assume the Marines assault. They rush in, and hopefully tear your little Guardsmen to shreds. If not, make sure you DO NOT use the Officer's leadership, you want the unit tot turn tail and run. It shouldn't be too hard, with negatives, you should be testing on LD3 or 4. If this happens, hopefully your fleeing guardsmen fail their Initiative check, as a Massacre roll of 1" can be very helpful, while you've already made provisions for the worst case scenario (massacre roll of 6").
Anyway, now the board looks something like this. If your guardsmen are out of Rapidfire range of the enemy, don't worry too much.
"But no!" you scream. "The mathhammer says that my remaining guardsmen will only kill 3.47 CSM!"
You have to remember, the main objective of Break 'n' Shoot is not for you to rapid fire the **** out of some poor sods, it's to trap them where a large amount of your army can shoot them (i.e. not in assault with one of your units) and thus whittle them down further. Even if they're jumpy Assualt Marines, and they massacre way back 6" to get away from rapid fire (but still in assault range), you've got other units (well, I hope you do at about turn three anyway) that can blast them.
Anti-tank and Fire support teams, Leman Russes, Basilisk, Chimera, Hellhound, Veterans hiding in the bunker yonder, Guardsman on the factory roof with a rocket. You get what I'm talking about.
So when setting this trap up, you need to consider Terrain. It's prefferable that the bait team is in some kind of cover, thus they don't get shot dead before assault. You also have to make sure that they're a desirable target, and that assault troops can't use terrain to sneak up on rear units. Tanks are a good choice to anchor flanks, most assault teams would rather face off against scattered infantry fire than a Ordonance shot.
When manipulating the enemy's deployment, Basilisks are gold. Assualt units will very much often deploy themselves to get within the minimum firing range of the Basilisk. Use that to your advantage.
... only triumph could turn pooing his pants into a good thing..
My experience with CC is that you want to tie them up until you can handle them. I have a simple solution for this. My Luitenant has the job of dying for the Imperium. This is my setup:
As soon as anything gets to close, move towards them, fry 'em and charge them. They will be tied up for a turn or two at least. Those are two turns in which you can shoot on the other targets. Thin them out as much as posible and you will be able to take on the remaining troops. (usually!!) Priorities your targets... You want to shoot at the good melee-ers, shooting matches are near imposible to win from the IG (exception: Tau).