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Hey all. As many of you can tell, my main army is Orks. And Orks are a CC army. (traditionally) Now my 2 main opponents are Imperial Guard. And IG are a shooty army. In our terrain collection we have 2 bunkers and many,many defensive items (barricades, razorwire, tanktraps) the problem is that every single game ends up the same. They set up behind s**tloads of defensive terrain and i end up having to charge across all of this this rubbish to get a crack at them.
We have done this so many times, that they are convinced that they NEED that terrain to win! i strongly object to this (for obvious reasons) but they are EXTREMELY reluctant to try any kind of new scenarios that involve them not standing still for the whole game.
I realize that IG is an army that likes to stand still, but i mean, come on! They dont NEED to be static the ENTIRE game! And i also highly doubt they need bunkers to win! Anyways, my question is, what do you recommend i do to convince them to try some different scenarios? What scenarios would be fun? And on a completely unrelated note, what is your favorite Scenario, and are there any places aside from the GW site that have new scenarios?
Thanks for any and all help!
If you have trouble with them standing still for the entire game then try the missions in the rulebook. Apart from Seek and Destroy and Recon (the latter in Gamma and Omega) they will have to make a more mobile list in order to have a chance of winning, as just standing and shooting will not win them the game.
You could also set up the terrain in a more neutral fashion, because it looks like they get everything the way you put it.
My favourite scenario is Cleanse.
I like Secure and Control (pg 82). The loot counters make for some interesting battles in turn 5 and 6. Also the fighting gets really intense around them if there's only 3 counters (points/counter is higher). I also like Take and Hold (pg 83). Whenever I do this mission I take Whirlwinds with the Castellan mine fields. It's so fun watching the enemy troops run into the center zone to score only to take enough casualties to make the unit a non-scoring unit.
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