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Made in us
Rough Rider with Boomstick





So, played against Daemons for the first time the other day, and it was painful.

1850 (seize and control, pitched battle) IG vs Daemons, his 1st wave was a Bloodletter, Fateweaver, two squads of 7 Bloodcrushers. His 2nd wave was 3 squads of Horrors and a squad of Bloodletters (there was some other units, but I forget).

I had a your standard "lots of armor and lots of men with guns" IG list, that included an Inquisitor w/ 2 mystics placed behind my Demolisher (which was in front of my objective). I basically castled around my objective and got ready for the assault...

He landed right in front of me, didn't even care that I was able to shoot Demolisher shots at most things that came in. Since the Fateweaver was letting him reroll everything, my shooting was really poor. I got lucky near the end of my first turn and wounded the Fateweaver (after he absorbed an insane amount of firepower) and he amazingly failed his Ld test. But at the end of the first turn, he was only down a few models :\

2nd turn assault, and then it was just trying to survive.... which didn't happen.

In the end he still had 5 Bloodcrushers and most of his troops and I was off the board.



I understand a lot of the game depends on if the Daemon player gets his chosen wave, and if the daemon player gets good deepstrike rolls. But it was frustrating to realize that the game pretty much rested in *his* dice and not mine.

Howe can IG stand up to Daemons?

This message was edited 1 time. Last update was at 2009/02/14 07:05:27


The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Superior Stormvermin





Make them take tons of saves, most of the daemons usually have crap saves. AP is of little concern, so try to focus on things like heavy bolters and multi-lasers. Having a lot of transports is also your friend as daemons struggle with keep up with tanks. Also, don't be afraid to throw a couple squads at things like bloodcrushers to slow him down.

Steve Perry.... STEEEEEEVE PERRY.... I SHOULD'VE BEEN GOOOONE! 
   
Made in us
Fixture of Dakka






San Jose, CA

You ran into a well-composed tourney list, using what stands like a fairly reasonable/friendly IG list. Yes, you were going to get rolled.

If you want to put up a stronger fight, your Inquisitor needs a Psycannon, as the Fateweaver ONLY has an Invulnerable save; psycannons knock him off the board quickly. After than, it's just volume of fire, and keeping as spaced out as possible. His nasty assault units will crush anything they can reach, so limit what they can fight, and keep shooting. Also, try to limit how much "extra" movement he gets off assault moves; you don't want to give Bloodcrushers an extra 6" into the middle of your lines. If you're going to be in assault range, more the endangered squad FORWARD.

You can also add a full-size Conscripts squad, and run a Cannonness w/the Book of Stubborn; that'll lock down the Bloodthirster for the entire game, if you can force him into it.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Grisly Ghost Ark Driver





NC

If Ig deploy correctly, then you should never have to fear assault armies. You can from and impenetrable onion by layering your squads around each other. Sure, you will lose squads, but if a 300 point unit assaults and wipes out 100 points of gaurdsman and is not left out in the open, then you can shoot it apart.

Falcon Punch!


 
   
Made in ca
On a Canoptek Spyder's Waiting List




place your troops so that after your opponent kills a squad (which will happen) that they cannot assault next turn or if they can, place your troops in the way to protect your heavy firing squads. i cannot stress enought that shooting is how you bring these badboyz down. and someone stated you needed a psycannon, if you know you are facing daemons, a psycannon is a must.

3000pts
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Longtime Dakkanaut







extrenm(54) wrote:If Ig deploy correctly, then you should never have to fear assault armies. You can from and impenetrable onion by layering your squads around each other. Sure, you will lose squads, but if a 300 point unit assaults and wipes out 100 points of gaurdsman and is not left out in the open, then you can shoot it apart.


HAHAHAHAHAHAHA

Sorry, i had to laugh. That might be true, if for some reason units can't assault more than one unit. But since they can, assault armies should be able to easily roll over Guard.

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

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Dakka Veteran





Centurian99 wrote:
HAHAHAHAHAHAHA

Sorry, i had to laugh. That might be true, if for some reason units can't assault more than one unit. But since they can, assault armies should be able to easily roll over Guard.


HAHAHAHAHAHA

Sorry, had to laugh. You might be correct if you could somehow assault through one unit to get to another, but sadly you can't. As long as the gaps between the IG unit are too small to fit your assaulting models' bases through (which, especially with something large like bloodcrushers, is pretty easy) the "layer defense" works fairly well.

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Grimaldi wrote:
Centurian99 wrote:
HAHAHAHAHAHAHA

Sorry, i had to laugh. That might be true, if for some reason units can't assault more than one unit. But since they can, assault armies should be able to easily roll over Guard.


HAHAHAHAHAHA

Sorry, had to laugh. You might be correct if you could somehow assault through one unit to get to another, but sadly you can't. As long as the gaps between the IG unit are too small to fit your assaulting models' bases through (which, especially with something large like bloodcrushers, is pretty easy) the "layer defense" works fairly well.


Who said anything about moving through? Either the units are so far spread out, which minimizes their ability to concentrate fire, or their together in a mass, which means going around squads to get multiple squads is eminently possible.

10 models per squad, ...and how large of a footprint are you talking here? I play guard myself, and Daemons, and I know which ones going to get tabled.

Not to mention numbers like these:

1 Full Platoon...50 guardsmen. 300 points. Lets give them all a plasma gun and a heavy bolter. Then lets magically assume they're all withing rapid-fire range of an 8-man squad of bloodcrushers with full upgrades. Points are in favor of the guardsmen, BTW. To stack the deck even more, we'll treat all the guardsmen as a single unit.

15 HB shots, 10 plasma shots, and 80 lasgun shots. 7.5 hb hits, 5 plasma hits, 40 lasgun hits. 3.25 hb wounds, 4.16 plasma wounds, 6.67 lasgun wounds. Total wounds: 9.92 regular, 4.16 plasma. Lets round to 10 regular, and 4 plasma. Plasma wounds are assigned to musician, standard, fury, and a regular model. Each upgrade model takes a lasgun hit, and 7 go onto the regular models. After saves, each upgrade is likely to take a wound, and the regular models will likely take three wounds. You've just forced one model to be removed as a casualty. Any unit that get touched by the bloodcrushers will die in HTH combat.

I'm not saying you've got this misconception, but there seems to be this idea that assaulting multiple units is difficult. It's not. There's ways to theoretically set up intervening units to prevent multi-charges, but unless you have extremely large squads, its rather difficult to do. Guard don't do it well at all, because their squads are simply too small.

In addition...why worry about Bloodcrushers? Worry about everything else in a Daemon army, anything that can assault a squad of guardsmen and prevail. Even Horrors will do a number on IG.

Guard NEED multiple turns of shooting in order to attrit enemies to death. Daemons throw that entire picture upside down, because they start out so close that Guardsmen get a single turn before the Daemons are on top of them.

Not saying that Guard can't win, but saying that Guard should be easily able to counter Daemons is a laughable idea.



"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. 
   
Made in ph
Frenzied Juggernaut






uhm hahahahaha at grimaldi i guess, since what he meant was assaulting squads beside each other. and yes the bloodcrushers do have a big base allowing them to multi assault squads beside each other. and even if he did put htem strictly in an onion manner, it'd be cover save galore for the crushers.

and some people here keeps saying "shoot them apart" etc. its not that simple, if he's running 2 units of 7. I run 2 units of 5 against an IG, and it takes more than5-6 platoons to take em out, but in my case he left 2 more standing, and another squad with still 3 more models after all that shooting.

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Been Around the Block




Besides kill points there is really no reason not to take a DH inquisitor lord with at least psycannon, sage, hood and 2+ mystics in an 1850 guard army, especially for lists that include Fateweaver (although the hood has no effect on the new Demons). BS5 Psycannon will also do a decent number on Demon Princes without iron hide and/or even non Bloodthirster Greater Demons (though GUO FNP reduces it somewhat). The DH inquisitor lord can be taken for 117 points base, but you will probably want to pad his squad numbers a bit with cheap wound soakers (or even more shooty warriors), so total price will be somewhat more. For 50 points you can have an elite inquisitor in any Imperial army with a psycannon if really short on points. The aforementioned Inquisitor lord provides so much utility (anti lash/psychic powers, anti deep strike-even if it is mostly psychological, anti Fateweaver) that the guard is simply lacking.

I only hope that they make the new primaris psyker at least a better choice than a DH inquisitor lord, otherwise no point in really taking him.

Honestly, with all the high invul saves floating around like candy, a callidus assassin(even though I think they probably arent worth the cost) can also put a hamper on Fateweaver and/or kill an assault termie or two, and if you are already taking an inquisitor lord, then you can take one as an ally. Or you could take a second elite inquisitor with psycannon, 3 mystics, sage, and some wound filler as well for 2X the shootyness and pretty much the same price.

An alternative is also a 40 point elite inquisitor with an incinerator (S5 AP4 flamer, no invul or cover saves) which will rape regular demon squads, or the elite inquisitor with an inquisitor lord with incinerator and 3 warriors with flamers , which is also good against a wide variety of other things, especially if mounted in a vehicle to countershoot things. Note that your flamer squads will die after they shoot however....

As for killing Crushers, thats an entirely different story...
Like everyone else I am hoping that they make Guard at least a B+ army with the new codex, who knows though...

This message was edited 1 time. Last update was at 2009/02/16 06:29:41


 
   
Made in us
Foolproof Falcon Pilot





I like the heart of darkness reference in the title( I think it is a heart of darkness reference unless it is a horror reference as per demons of chaos armylist =/).

Anyway, just massed fire really is the key so moving into rapid fire and making sure you can only have one squad assaulted a turn is the important thing. A large squad of conscripts would be a great help.

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Whorelando, FL

Besides kill points there is really no reason not to take a DH inquisitor lord with at least psycannon, sage, hood and 2+ mystics in an 1850 guard army, especially for lists that include Fateweaver (although the hood has no effect on the new Demons). BS5 Psycannon will also do a decent number on Demon Princes without iron hide and/or even non Bloodthirster Greater Demons (though GUO FNP reduces it somewhat). The DH inquisitor lord can be taken for 117 points base, but you will probably want to pad his squad numbers a bit with cheap wound soakers (or even more shooty warriors), so total price will be somewhat more. For 50 points you can have an elite inquisitor in any Imperial army with a psycannon if really short on points. The aforementioned Inquisitor lord provides so much utility (anti lash/psychic powers, anti deep strike-even if it is mostly psychological, anti Fateweaver) that the guard is simply lacking.



The problem arises where because of his abilities this is a primary target for everyone. Additionally, the "wound soakers" contribute very little. A fully tooled =I= retinue is really expensive pointswise.


Honestly, with all the high invul saves floating around like candy, a callidus assassin(even though I think they probably arent worth the cost) can also put a hamper on Fateweaver and/or kill an assault termie or two, and if you are already taking an inquisitor lord, then you can take one as an ally.


With the counter-attack ability that units get for free now, all assassins are garbage now...utter garbage.

Or you could take a second elite inquisitor with psycannon, 3 mystics, sage, and some wound filler as well for 2X the shootyness and pretty much the same price.


With all this added crap you might as well switch over to a daemonhunters army with IG allies. See, this is the huge problem I have with IG currently and why my IG army is in temporary retirement until the new book comes out. There is so many uber units in the new codexes that unless the IG pull hundreds of allied units from other codexes they simply can't compete. However, if you have 2 inquisitors with big retinues, a canoness with a book mixed with IG units isn't really a true IG army. I should be called Army of the Imperium

An alternative is also a 40 point elite inquisitor with an incinerator (S5 AP4 flamer, no invul or cover saves) which will rape regular demon squads, or the elite inquisitor with an inquisitor lord with incinerator and 3 warriors with flamers , which is also good against a wide variety of other things, especially if mounted in a vehicle to countershoot things. Note that your flamer squads will die after they shoot however....


Delivery of this unit requires more resources...and as you've stated it's a one shot wonder...why invest the points in something that will only be able to be used once? Lastly, this unit will give up 2-3 KP's once killed.

As for killing Crushers, thats an entirely different story...
Like everyone else I am hoping that they make Guard at least a B+ army with the new codex, who knows though...


The IG simply have no answer to 10+ bloodcushers w/ Fateweaver lists. It's pretty much an auto loss in that respect. Sure you can add =I= elements to your army...but it really only delays the inevitable. That's the bottomline.

Capt K

This message was edited 1 time. Last update was at 2009/02/18 14:37:06


   
Made in us
Fixture of Dakka






Lancaster PA

120-150 points of =I= allies hardly makes an IG list something else. A DH Inq with 2 mystics, a sage and a psycannon or an incinerator in a rhino (or possibly a chimera if you can swing it) is an excellent addition to any IG army to help them deal with the plethora of DSing units. You can leave the Inq in the rhino and have him tool around 6" a turn shooting enemies measured from the hull of the machine, giving quite a range.

Bloodcrushers are never fun to have to fight, but being able to smash down Fateweaver with your psycannon as he lands really helps, as well as dropping pieplates on bloodcrushers as they land all clumped up.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
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Whorelando, FL

Sure it does. It changes the basic concept of how the army works...even further if you are fielding more than just one allied unit as other posters have suggested. A codex should be able to stand on it's own. When I have to start "borrowing" units from other books the math is easy enough to figure out that the codex itself is rife with garbage units that don't help the army. So what to IG players have to do to even compete? Borrow units from other books. I've fielded =I= units many times in my IG lists over the years with mixed results. Only up until recently have I finally given them the boot from my list. They simply don't do enough to justify them being there. I laugh at the people that still feel that adding assassins to their IG somehow makes their list more competitive, etc. For another 130+ points I could get another Hellhound in there. Deepstriking armies can be countered in other ways. Hopefully, all the issues I have with IG currently in 5th will be remedied with the new codex.

Smashing down Fateweaver is only icing on the cake...and the amount of resources needed to do it needs to be shooting at the other things that will actually kill your army.

Capt K




Wehrkind wrote:120-150 points of =I= allies hardly makes an IG list something else. A DH Inq with 2 mystics, a sage and a psycannon or an incinerator in a rhino (or possibly a chimera if you can swing it) is an excellent addition to any IG army to help them deal with the plethora of DSing units. You can leave the Inq in the rhino and have him tool around 6" a turn shooting enemies measured from the hull of the machine, giving quite a range.

Bloodcrushers are never fun to have to fight, but being able to smash down Fateweaver with your psycannon as he lands really helps, as well as dropping pieplates on bloodcrushers as they land all clumped up.

This message was edited 1 time. Last update was at 2009/02/18 18:14:23


   
Made in us
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mortetvie wrote:I like the heart of darkness reference in the title( I think it is a heart of darkness reference unless it is a horror reference as per demons of chaos armylist =/).


I an not nearly cultured enough to have read any of Conrad's work, give me a fat Marlin Brando in Apocalypse Now and I am a happy man.



Well, I am thinking that a normal =][= with a Psycannon and 2 mystics (will run me 62 points, perhaps throw in a warrior in the retinue for BS5...) will be good enough, and hopefully will not distort my force layout for IG. This will give me anti deepstrike (helps against SM, Daemons, other IG, ect) and the Psycannon will help me kill the Fateweaver (which would help things out a LOT).

Then I just got to make sure to limit his multisquad charging and keep reciting the litany of accuracy.


The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
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Los Angeles, CA

"... and then he said 'rectum? It nearly killed him!'"

Centurian99 wrote:HAHAHAHAHAHAHA

Grimaldi wrote:HAHAHAHAHAHA

enmitee wrote:hahahahaha



Gunlines with no mobility just have a very difficult time beating demons. That isn't conjecture.

Fortunately, IG are getting 50 point chimeras, and the master of the fleet gives your opponent a -1 to reserves rolls. Let's re-address this question in May.

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Feel free to PM me to talk about your list ideas....

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Oops.

This message was edited 1 time. Last update was at 2009/02/18 21:29:59


"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. 
   
Made in us
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whidbey

seven bloodcrushers take up a lot of room on the drop. most demon armies let you go first.
take three squads of infiltrating storm troopers. spread them out and run forward on your first turn with the rest of your army leaving very few places to deepstrike. on his first drop he could lose quite a bit of points. or end up stuck in a corner. where you can ran down battle cannon rounds.

or just go into a shell for the next 80 days
   
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Los Angeles

Well, if you go bare bones, you can take 290 guardsmen and conscripts and 235 of them will be able to infiltrate. You should be able to spread them out enough to cover the whole board and auto win. You need 385 models to really cover everything with 2 inches in between, but you can get away with three inches in between squads here and still deny anywhere to deep strike, so no problem.

Of course, that ridiculous army will lose to pretty much anything else...but it's funny to do. Once.

But yeah, as has been said here, you played a very tough army. There are options for eliminating fateweaver but you still lose a lot of your mystic advantage with his re-rolls even if you eliminate him first turn.

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whidbey

the spacing for a 7 bloodcrusher size is atleast 180mm wide + 25 mm minimum distance from a unit a hole needs to be 230 mm wide basicly a 9 inch circle. deep stike denial works wonders against demons.
   
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I've been able to beat them with shooting 90% of the time. I also use a radical Inquisitor and 3 daemonhosts. along with rough riders for my counter charge. The daemonhosts don't have to worry about being powerfisted, have 4 wounds an invun-save, d6 attacks, and a bunch of (mostly) useful abilities. Belive it or not Ogryn make good speed bumps for when you are fighting daemons. they have ok stats in shooting and assault and will work well aginst tzeench daemons. and plague bearers and with their str4 bs3 assalut 2 guns they can lay down a surpising amout of fire while they sit incover waiting to take a charge for the team.

As for taking a Inquisitor in a IG army. CSM take generic daemons in thier army, and Khorn and Tzeench are hated enemies but for some crazy reason they work together now. Besides It's a freaking demonic Insursion, why wouldn't a mallus Inqisitor be there, it's thier job. In closing due to the lack of powerfists the IG and DH HtH elements can actually speed bump while you get more shots in. Never let bloodcrushers get of a multiple charge! Spread out never give them a sizeable point to converge on. Foucus on winning the game, not beating the army. Target troops, with all his points tied up in bloodcrushers and MCs, wiping out his troops will insure that the best he can get is a draw. Lure Mcs away with cheap tanks, it's like throwing a stick to a dog, they can't resist them. Use Inflitrating to spread 120 models all over the board, laugh at the mis-shaps and free Inquisitor shots. Or Go all emo, give up, scream woe is me, a throw a pity-party, and refuse to try anything different. It can be done, and more often than not, just think outside the box.

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
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Wehrkind wrote:
Bloodcrushers are never fun to have to fight, but being able to smash down Fateweaver with your psycannon as he lands really helps, as well as dropping pieplates on bloodcrushers as they land all clumped up.


if the daemon player doesnt run his BCs. he shouldnt be playing daemons.

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Made in ph
Frenzied Juggernaut






sexiest_hero wrote:I've been able to beat them with shooting 90% of the time. I also use a radical Inquisitor and 3 daemonhosts. along with rough riders for my counter charge. The daemonhosts don't have to worry about being powerfisted, have 4 wounds an invun-save, d6 attacks, and a bunch of (mostly) useful abilities. Belive it or not Ogryn make good speed bumps for when you are fighting daemons. they have ok stats in shooting and assault and will work well aginst tzeench daemons. and plague bearers and with their str4 bs3 assalut 2 guns they can lay down a surpising amout of fire while they sit incover waiting to take a charge for the team.

As for taking a Inquisitor in a IG army. CSM take generic daemons in thier army, and Khorn and Tzeench are hated enemies but for some crazy reason they work together now. Besides It's a freaking demonic Insursion, why wouldn't a mallus Inqisitor be there, it's thier job. In closing due to the lack of powerfists the IG and DH HtH elements can actually speed bump while you get more shots in. Never let bloodcrushers get of a multiple charge! Spread out never give them a sizeable point to converge on. Foucus on winning the game, not beating the army. Target troops, with all his points tied up in bloodcrushers and MCs, wiping out his troops will insure that the best he can get is a draw. Lure Mcs away with cheap tanks, it's like throwing a stick to a dog, they can't resist them. Use Inflitrating to spread 120 models all over the board, laugh at the mis-shaps and free Inquisitor shots. Or Go all emo, give up, scream woe is me, a throw a pity-party, and refuse to try anything different. It can be done, and more often than not, just think outside the box.


thanks for the heads up. another way to smash IG, knowing their little petty tricks. in fact, i love spread out ig, with infiltrating units, makes me focus flank DS and get a plethora of a cover saves from your own guardsmen.

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Lancaster PA

Enmitee: Mystics allow you to shoot each unit as it lands, before they get to run. That's why it is good. Everyone loves an extra serving of Pie

Captain K: I just don't get how taking an allied HQ choice for <5-10% of your points in an HQ slot that can only be filled up by a special character anyway really changes the army.
Now, when you are maxing out selections, that does change it a good bit. But the current IG and WH/DH codexes were designed to work together to a greater or lesser extent. While I am excited for the new IG codex too, I don't frown upon =I= so heavily. Then again, my main army is WH, so I might just be more used to them.


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Whorelando, FL

Captain K: I just don't get how taking an allied HQ choice for <5-10% of your points in an HQ slot that can only be filled up by a special character anyway really changes the army.


Because that unit is consuming points for either: more men, more guns, or both while not really contributing anything other than 2-3 easy KP's.

Now, when you are maxing out selections, that does change it a good bit. But the current IG and WH/DH codexes were designed to work together to a greater or lesser extent.


I understand that, but at that point it would be easier to switch to a DH/WH army and add in IG elements...not the other way around. When people are fielding 2 units of SOB's, two allied =I= and a fething Landraider into the IG army...it isn't an IG army anymore. It's an Army of the Imperium. Sure it may win games, but really isn't a true IG army in the traditional sense. While you can use allied units in an IG army...I still think that a codex should be able to stand on it's own vs. other codexes..and the current IG one can't at the moment.

While I am excited for the new IG codex too, I don't frown upon =I= so heavily. Then again, my main army is WH, so I might just be more used to them.


Don't get me wrong, I think that some of the allied stuff can be helpful, but the more of that stuff you add to your IG army...the less it becomes an IG army. If I have to do that just to be competitive with the army...I think I'll wait for the new codex.

Capt K

   
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Wehrkind wrote:Enmitee: Mystics allow you to shoot each unit as it lands, before they get to run. That's why it is good. Everyone loves an extra serving of Pie

Captain K: I just don't get how taking an allied HQ choice for <5-10% of your points in an HQ slot that can only be filled up by a special character anyway really changes the army.
Now, when you are maxing out selections, that does change it a good bit. But the current IG and WH/DH codexes were designed to work together to a greater or lesser extent. While I am excited for the new IG codex too, I don't frown upon =I= so heavily. Then again, my main army is WH, so I might just be more used to them.


i have played 3 games against IG, with mystics and 2/3 times their so called 4d6 range is out of my units. lucky me.

and from the suggestions of "that guy who wins 90% of the time" i've seen it done, guardsement spread out, conscripts to block, infiltrating units. always ended up in an almost Guardsman-less board.

This message was edited 1 time. Last update was at 2009/02/20 09:05:39


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Essen, Ruhr

BoxANT wrote:So, played against Daemons for the first time the other day, and it was painful.


I can imagine. As things currently stand, you have no chance other than to hope for massive fatal mishaps.

JourneyPsycheOut wrote:Make them take tons of saves, most of the daemons usually have crap saves. AP is of little concern, so try to focus on things like heavy bolters and multi-lasers.


With Fateweaver, most of those daemons have two Inv saves. Think army-wide Seer Council with better T, or SC with FNP, and you get the gist. Coupled with immunity to instakill and morale, medium to high toughness and FNP (not everything for everyone but hey), it makes for a most resilient list.

Heavy Bolters won't work. There's no way you can get enough of them into a list to make an impression unless your opponent takes many T3-4, 5+ Sv daemons along. In the same vein, other guns won't work well. They'll simply shrug of battlecannon hit after battlecannon hit, don't worry about Inferno Flamers, and don't care about plasma.

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Lord Solar Plexus wrote:I can imagine. As things currently stand, you have no chance other than to hope for massive fatal mishaps.

With Fateweaver, most of those daemons have two Inv saves. Think army-wide Seer Council with better T, or SC with FNP, and you get the gist. Coupled with immunity to instakill and morale, medium to high toughness and FNP (not everything for everyone but hey), it makes for a most resilient list.

Heavy Bolters won't work. There's no way you can get enough of them into a list to make an impression unless your opponent takes many T3-4, 5+ Sv daemons along. In the same vein, other guns won't work well. They'll simply shrug of battlecannon hit after battlecannon hit, don't worry about Inferno Flamers, and don't care about plasma.


Fateweaver is an issue (see DH inquisitor reference above) but outside that, your post is a little iffy.

Most daemon Troops choices are T3-4 with a 5+ save. 'letters are T4 5+, daemonettes are T3 5+, horrors are T3 4+, flamers are (I think) T4 4+... I don't recall fiends of slaanesh, but I think they are T5 5+. Really Plague Bearers are the only troops that can soak fire, which is why the scary lists often just drop the elite Bloodcrushers in piles and leave the troops to just sit and hold things.

Now, that doesn't mean they evaporate before battle cannons like most troops, but when ~1/2 of your hits kill, most daemons are in bad shape when facing down cannons.


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Its actually not that idfficult ; to make gunlines simply place rows of guards.


X X X X X X X -- 4 to six inches ---------- X X X X X X
-
3 Inches
X X X X X X X X X X
If you are do this it will only allow them to charge one unit at a time and its completely legitiamate.One rule people seem to miss is the whole coherencey the squad still has to maintain that.

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Hollismason wrote:Its actually not that idfficult ; to make gunlines simply place rows of guards.


X X X X X X X -- 4 to six inches ---------- X X X X X X
-
3 Inches
X X X X X X X X X X
If you are do this it will only allow them to charge one unit at a time and its completely legitiamate.One rule people seem to miss is the whole coherencey the squad still has to maintain that.


You're wrong....4-6" is nowhere near enough separation to prevent a multicharge by a smart Daemon player who maneuvers correctly. Moving into assault follows specific rules:

#1 - move closest model into base contact with the closest any model.
#2 - choose any other model and move it.
#2A - If you can make base contact, you must do so.
#2B - If you can't make base contact, you must get within 2" of a model in base contact.
#2C - If you can't do 2A or 2B, you just need to get within 2" of a model that's already moved.
#3 - Select another model and move it, following the rules in #2

Notice...there's absolutely no restriction on which order models are moved in. So all the player needs to do is move his models in the movement phase (and shooting phase) so that he has models which A) cannot make base contact, and B) also cannot move within 2" of a model that will be in base contact. It's not difficult to do at all. For every three inch gap you want to span, you just need that many models.

In fact, by the way you've set up the scenario above, I'd feel reasonably confident of being able to charge all three squads, given the ability to maneuver properly in the movement and/or shooting phases.

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