Welcome to Librarium Online!
ok so.. the other day i managed to get 40 lance weapons into 2000 points, and vs most lists i deem this overkill, and it lacked alot of anti horde, but with some stripping i turned it into what i feel is a good all comers list, with 23 lances, 6 dissies, 12 missle pie plates 1st or second turn and 4 of the troops upgraded to full 10 man splinter squads to deal with infantry.
you can find my list at: http://www.librarium-online.com/foru...boat-list.html
my question now is, using this list, or any other competitive list, how do i deal with the wall of av12 that is mech guard.
so on my quest to figure out i realised something, that IG drive around in slow raiders. with nice squishy AV10 on the side for us to exploit, (the exception is that damnned vendetta/vykiere) and what better army to explit such a weakness as DE with our fast as can possibly ever be and a little bit more style of movement. and by targeting that fleshy av10 we increase the odds of destroying a chimera from 1/8.5 1/6.75 which is (in my 23 lance list) almost a whole extra tank destroyed (2.7 to 3.4) now i know the math isnt totally representitive.. but it is a starting ground,
so how do i get to that fleshy armour my sadists want to shoot at oh so bad, the answer.. well im not 100% sure. i think using a distraction like sending half your army flying up one flank so he has to reposisiton might work. then you with our arial assault move and fire move another 12 inches with both halves of your army to get in side armour arcs, if he doesnt respond half your army gets to shoot the fleshy things and you have the tactical advantage.
as i said though im really not sure, iv not played them enough to know what to do, please give your thoughts and your experiences below, im interested to know what other tactics and ways to beat mech IG we have at our disposal.. so invite you to educate me more
With the points costs of current IG, I'm not sure that it's really possible to beat them unless you get lucky rolls or they get unlucky rolls.
They can fit 6 vendettas (18 TL lass cannons) with three squads of 10 vetrens with 3 meltas each, and 3 squads of 10 vetrans with 3 flamers each, and 8 hydras (32 TL autocannon shots, 24 heavy bolter shots) in a single 2000pt list.
I have no idea how to deal with this at all. even if they somehow don't destroy everything you own on turn one, they still have 60 bodies to get in the way and an amazing amount of shots every turn. And if you swarm? They move 12, drop those flamer squads, and 3 flamers can deal a LOT of damage to a swarm.
I hate IG. I refuse to play good IG players. I'll play against anyone else.
well i say equip the raiders with rams and a flicker feild and run them straight at the enemy start with your troops outside of the raiders and sit back there with your lances and shoot. im not very fond of raiders because they are very weak, not easy to hide, and dont have a reliable gun, and on top of all that they are overpriced. just because your guys are in a raider does not make them safe as a combo of weak armour and low armour save troops = death if it explodes. i think the key to beating them is assult, load up 3 of ur raiders with haemies with portals and run them straight up to his ig tank wall. drop the portals and let your combat units ( if any) wreck his stationary tanks. if u only have shooting then ur only chance is to hope u get first turn and ram with all ur tanks )shock prow ethersails and flickerfeild) there is no other way this edition favors ig theres no getting round that u just have to throw enough raiders in there to disrupt him. for a combat unit i would suggest talos or beast masters you need some combat as dark eldar shooting is nothing compared to guard.
Line of sight is the key to guard. Hide.
Of course you're going to get eaten by a gunline, tau or IG, if you keep standing in front of it. If you're always stuck in open terrain, reserve everything, go first, raider starts at the 12 inch mark, moves forward 12 disembark 2 and drop the WWP. Now you can assault straight out of the portal with 3 talos and a bunch of reavers and Hellions. MCs shred vehicles and Hellions shred guard. And you'll get cover from his own line.
Hold it all in reserve. Walk on into cover and hope for the best.Originally Posted by Serbi
But expect to get hurt.
Also make people get creative with terrain. All the popular armies, SM, IG included favor mostly open terrain with minimal cover because SM get better armor so they don't care as much except vs low AP weapons and gunline armies so the opposition has nowhere to hide. Nids, DE, etc want canyons and heavy cover that blocks LOS. At my shop the cover looks the same game after game. One ruin or building in each quarter with maybe another in the center of each long edge and maybe a few small bits in the center. The ruin is for devestator squads and the tactics never change. Recently I've been messing with people. 8 inches of foam canyons so infantry can't even attempt to walk over it. Naked long edges with ridiculous cover in the center. Destroyable bridges. Make them work for the terrain. No, you can't always have it your way, but they can't either.
Even a 4 inch hill in the center blocks LOS. Guard will actually have to move to find targets and they'll lose shooting if they move.
Last edited by Attemptedm; March 15th, 2011 at 02:24.
I play IG and Dark Eldar and the Dark Eldar are generally the easiest arm for m IG to chew through.
My 1750pt IG list
CCS 3 meltaguns 1 flamer officer of the fleet krak grenades chimera
Psyker Battle Squad 8 psykers chimera
10 Vets 3 flamers demolitions
10 Vets 3 flamers demolitions
10 Vets 3 plasmaguns chimera
10 Vets 3 meltaguns chimera
10 Vets 3 meltaguns chimera
3 Scout Sentinels autocannons
Leman Russ Demolisher
Leman Russ Demolisher
So this list is pretty solid, it has the tools to deal with raiders and ravagers at a range and can tie up S3 combat troops with sentinels of burn them with 7 flamers and 7 heavy flamers. It can meltabomb alpha strike mech if it gets the first turn by combining the scout move of the vendettas with the 2 demolition vet squads and has an officer of the fleet to hamper your reserve rolls. \
So how do Dark Eldar beat it?
Capture and Control: Take second turn if at all possible. Reserve everything, put your objective behind a building or something, out of line of sight if possible. You are playing for the draw.
Seize Ground: Take First Turn if at all possible. Deploy objectives across the board, this will tempt the guard player into spreading his scoring units out, kill the scoring units, do everything to stop him from getting those objectives, keep a few of your scoring units in reserve. If he takes the bait and spreads out use that massive side armour facing of his chimeras to your advantage.
Annihilation: Smile and hope painting/sportsmanship play a big part in the score breakdown.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
The above post is why I don't play IG. If I'm reading his predictions correctly....
Capture and Control: Hope for a draw.
Seize Ground: You MIGHT win, if you can go first.
Annihilation: You lose.
This is not balanced at all. And beign a player of orks/chaos marines and deldar it's basically the same across all three of those.
dude i feel your pain trust me there are a fair number of ig/blood angels and soon to be grey knights at my store. its not fun playing a game where your opponent out numbers you and has acess to twice as many heavy weapons at the same BS. the fact is unless gw releses all there books at once like privateer press it will never be balenced. im going to look forward to the day the new eldar book come around because i know it will be nasty and it will have an edge on all the other books until a new edition comes around or the codecies are redone again. ive been thinking over the past few days on how to neutraize the ig threat and ive come up with this... dont ytake any vehicles and you will netralize half or more of his killing ablity stay back and shoot dark lances with huge warrior squads in cover or truborn squads he will have to react and move because his troops wont really have the range if you deploy right. now his battle tanks are another story to stop them you must pick them out first and with no hesitation if he tries to turtle then you will have to plan for that, mabye suicide a haemi with a wrack squad in order to make sure the portal is dropped hold some cheap combat in reserve like talos and he is srewed no matter what he does if he moves his tanks up then all the easier for u to pick out his tanks and it wont even matter because if u deploy the portal right he wont even be able to surround it.
I played a 2000pt game today against the IG, the game was pretty much over on the first turn when he stole the initiative and imobilized my raider with the WWP, exploded another one with over half the unit inside and exploded both my Ravagers.
The only thing I think I could have done different was hide behind terrain and keep shooting at those vehicles and hope to take them out before he got mine (which is not very likely). I could have held more in reserve as the ones that eventually came from the wwp did do alot of damage, but I was just too out numbered by then, mainly because of his master of the fleet.
I did notice that he had more trouble than other armies though taking out my 6 reavers, which took out nearly 2 massive units of his before they finelly bit the dust, this may be something to look into. I will be.