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HEy everyone, this is my 3rd post, and my friend plays I.G. (imperial guard) and i need a good stratagey against him. I was thinking like VoD behind his tanks and then fire away with a necron squad. (he has 2 leeman russes, and 1 demolisher that are extreamly bad for me) Once his tanks are gone then i think i could take out the rest of his army. But i need a way to get those tanks out of the way. If you guys have any good tips against Dameon Hunters post em too plz. Thx alot
Destroyers. These guys are your friends, they can out run anything the IG have and can be a serious pain to kill.
If you use destroyers against IG you need at least 2 units, otherwise they lack survivablility.
You will want (as ever) plenty of warriors to soak up damage.
A monolith can be a very powerful addition, but NEVER deploy it against IG, always deep strike it directly on top of his units and get maximum usage of the gauss flux arc/ particle whip.
VoD can be good, but IMO IG have way too many ordanance weapons for it to be truly effective.
Taking a D lord with a 10 strong squad of scarabs is also powerful (simply give the D lord a res orb and lightning field), join the lord to the scarabs and turbo boost up the board, you will be in combat by turn 2 at the latest. This can be used to tie up large units for a very long time and the D lord can even go HQ hunting.
Wraiths are useful but if you take them you should be over destroyers, you ALWAYS need at least 2 units of wraiths.
It is worth considering one or two heavy destroyers, they make supreme tank hunters due to their speed and against a tank heavy IG froce they are easily worth their cost.
That's just a few pointers to get you in the right direction, if you post an army list we can go into more depth.
I have never lost to IG, Necrons do very well against them. There are so many strats against an IG army. Destroyers and Wraiths are great. I sometimes infltrate Flayed Ones, Deep Striking a Monolith is great too. Swarms to tie up his heavy weapons are fun, and he will often waste countless shots trying to kill them (keep them in cover!).
It is really importatn to have a Res orb protecting your whole army against the ORD of the IG.
VoD is hard to use, his army is usually big, and you may not have any good places to drop your troops. Also it makes you a very tempting target for multiple ORD.
I think The_Outsider got most of the stuff, so I will just reiterate- never deploy the monolith against armies with heavy anti-tank. That's what DS is for (and deploying my 'lith has gotten it killed on the 1st turn in my last 3 games vs. Tau). Be sure to pack some Immortals too- the 4+ carapace armor save is almost mandatory for Guard armies, and you don't want to waste your destroyers' AP4 shots on the regular troops until after they've wiped out the ordnance.:yes:
I kind of have to disagree with The_Outsider about the Lightning lord/ scarabs bit, as the guardsmen will chew the scarabs up before they even get into combat. Add to that the fact that the FAQ made the lighting field only effective for unsaved wounds, there simply will not be enough wounds in the guardsmen's faces to make a difference. I would say forget the Dest. Lord (who isn't all that good anyhow) and run the full complement of 10 scarabs as a speedbump/tie up unit, but don't expect them to kill anything.
Eh, it's still good in a "tit-for-tat" kind of way.Originally Posted by Orkrontyr
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
I don't know about Scarabs getting chewed up by fire before they reach the lines. With their movement rate, good use of cover, and INV saves granted from TBing, you can almost always make it to CC. And a unit of Scarabs with a DLord attached will shred Guard in CC.
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Destroyers can outrun most things, but if your IG friend uses Rough Riders, be wary.
On the charge they can be devastating to a isolated Destroyer unit. And being cavalry they can be surprisingly fast.
Getting rid or the Ordnance should be priority. Heavy destroyers and focussed Gauss are great for that. Remember that glancing hits still be effective, if you get a stunned, the gun won't be able to fire and your goal is achieved for a turn.
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