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Made in ca
War Walker Pilot with Withering Fire





Behind you

They don't have PF or TH, nor storm shield, as I said he is still a friend of mine...
And there is only one unit of them
Thanks for all the advice people

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Longtime Dakkanaut





Do you have a cat? Cats make pretty quick work of most MEQs. Or they do in my house, anyway







There's just an acre of you fellas, isn't there? 
   
Made in gb
Towering Hierophant Bio-Titan



UK

0) Fire Prism x 2.

1) Shoot for a few turns, separating in different directions whittling down those DC.

2) As the DC get close, start moving the closest fire prism flat-out (to 18-24").. Even IF you do get assaulted you wont definitely loose a serpent as that squad will be less than 30 DC models now & will need 6's to-hit with no re-roll.

3) Hopefully you can consistently deny any form of charges whilst kiting the DC.

4) Shoot until dead.

Simple as beans. A player would have to fail in a very extreme way not to notice the Rage USR or the ability to annihilate T4 3+ FNP with prism cannons. Simpler than beans, even.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Proud Phantom Titan







... When you enemy only brings models with rage you've all ready won ...


If you take a pair of Prisms (best way to deal with them) Just jump out from each side of the board only showing one tank ... They'll run that way ... hide that one and bring out the other and they'll run the other way.

To be frank you could just shoot them too death with Gardian jetbikes. 12 jetbikes + warlock with conceal + 4 S.cannons ... x2 and they'll never catch you. Ok it'll take a while to kill them but you can move faster then they can.
-Jetbike can move 12" and then move another 6" even if they don't assault. Or Turbo boost. Total 18-24"
-Jump infantry can move 12" and run D6" or assault 6" Total 13-18"

This message was edited 1 time. Last update was at 2010/05/16 20:26:34


 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

But what if, WHAT IF they catch me?
They are going to be mad after running the whole game you know

What is the joy of life?
To die knowing that your task is done
 
   
Made in gb
Proud Phantom Titan







Tony the guardsman wrote:But what if, WHAT IF they catch me?
They are going to be mad after running the whole game you know
If they could catch you'd be dead. Mathematically and from my own experience they won't.
   
Made in us
Storm Trooper with Maglight



Buffalo NY, USA

I've played games like this too, and they are almost NEVER one-on-one. You can avoid him with fast tank squads simply by being That Other Guy and putting the other player between you and your friend . Othewise there is NO way to avoid him.

He can be THAT GUY THAT EVERYONE REALLY **** HATES and just line his DC up 2" apart in a colum. If he does this he has a 60" line that moves 12" and assaults another 6". Vertically this puts him at a 78" reach and horizontally 18" in either direction for a 78"X36" area of effect. Or he could do the sure_to_be_thrown_out_of_the_store box tactic. Can you guess what this is? Yup, a 7X8 box formation where his DC are each 2" apart. This protects him from ordinance by scattering his units, which if a break does happen it is still connected by going the other way, and gives him a 42"X44" area of effect. Remember he just has to get one of his guys into CC and you can't shoot at any of them!

So the ONLY way to avoid him is by selling the other players on the table to put some kind of a meat buffer between you and him. There is a reason the staff at the LGS is flipping him off.

ComputerGeek01 is more then just a name 
   
Made in us
Dominar






Death Company have the Rage USR. Any formation you start them in comes apart the second your first movement phase begins with an enemy visible.

So the 60" line becomes a parabola as they all are required by the rules to move toward enemy model that is nearest the unit.

The box formation becomes a rapidly contracting blob as the same thing occurs.
   
Made in us
Bounding Ultramarine Assault Trooper






Ultramar

i'd go with a D-cannon or two
although if they get that close to you to use them you're screwed
fire prisms are another good choice

Melissia wrote:TAKE YOUR NUN FANTASIES ELSEWHERE!!!!!

Noto The epileptic dude that knows how to dance... on the ground... using random jerky movements... while biting his tongue... (Also the kid that plays Ultramarines )
I've been playing Dark Eldar since before the hype came out about them, so I guess that makes me a long-term player  
   
Made in us
Maddening Mutant Boss of Chaos





Colorado

I would take a unit or vypers to bait them and then something like 3 warwalkers with starcannons.

With rage he runs around in circles chasing the vypers and the warwalkers unload S6 AP2 shots into them ignoring that FNP all day.

NoTurtlesAllowed.blogspot.com 
   
Made in us
Sadistic Inquisitorial Excruciator





You can't bait a jump pack unit without coming within assault range and getting put down. With no point limits on these units, you simply cannot win this matchup with Eldar. Period, it's just not going to happen. As someone said, you can't beat 2000+ points worth of unit with 500-1000 points. At least not with Eldar.

Imperial Guard could have a field day with two squadrons of Executioners. Enjoy 30 plasma cannons, one for each of those DC.

This message was edited 1 time. Last update was at 2010/05/17 01:03:17


 
   
Made in us
Sneaky Striking Scorpion



Minneapolis

Actually for guard I would prefer a few demolishers along with those plasma cannons.

But yeah, bating will be difficult, if not impossible, and anything you bait with will not cause much damage (how many models are you guys expecting to hit with a prism?). But, if there are no S5+ weapons, and especially if there are no S5+ armor ignoring weapons, then a pair of wraithlords with swords and star cannons are your friend.
   
Made in us
Sadistic Inquisitorial Excruciator





Why? A demolisher is far inferior to an executioner. Shorter range makes getting the first strike more difficult, and three 3" blasts will cover more models than one 5" blast. The extra strength is unnecessary.
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

Really?Starcannons?4 shots a turn?

What is the joy of life?
To die knowing that your task is done
 
   
Made in ca
1st Lieutenant





If I was guard I would go nuts on a blob squad.

Squad 1:
5x Commissar (PW, Plasma Pistol, Melta Bombs)
5x Guard (Plasma Gun, Krak Grenades)
5x Guard (Vox, Krak Grenades)
30x Guardsmen (Krak Grenades)
6x Guardsmen
6x Guardsmen (Demolition Charges)
14x Heavy Weapons Teams (Lascannons, Krak Grenades)
50x Conscripts

Squad 2:
5x Commissar (PW, Plasma Pistol, Melta Bombs)
5x Guard (Plasma Gun, Krak Grenades)
5x Guard (Vox, Krak Grenades)
30x Guardsmen (Krak Grenades)
6x Guardsmen
6x Guardsmen (Demolition Charges)
14x Heavy Weapons Teams (Lascannons, Krak Grenades)
50x Conscripts

Total:
10x Commissars
10x Guard w/ Vox
10x Guard w/ Plasma Guns
12x Guardsmen
12x Guardsmen w/ Demo Packs
28x HW Lascannons
60x Guardsmen
100x Conscripts

242 models.
3040 points,

At range outside of 24" you have 28 shots that are S9 AP2.
Within 24" you have 10 S7 AP2 shots, and 28 S9 AP2 shots.
With 12" you have 30 S7 AP2 shots, and 28 S9 AP2 shots.
Within 6" you have 30 S7 AP2 shots, 6 S8 AP2 Large blasts, and 28 S9 AP2 shots.

In close combat taking the charge you have 20 PW attacks, and 232 regular attacks (if you can get them all in).

In close combat giving the charge you have 30 PW attacks, and 464 regular attacks (if you can get them all in).

Assuming your foe goes from outside 24" first turn and has dual hammers on a board with no cover your first turn of shooting kills 11.67 with lascannons, with cover you kill 5.83.
Assuming his next turn he gets within 12" and there is no cover you kill 24.6 for the win, or kill 12.08. If there was no cover on turn one but cover on turn two you've killed 23.75 models. Cover both turns it's 17.91.
Either way it's gg.

If he drops in only giving you one turn at 24" and assuming no cover that might ruin a charge you'll kill 15.83, with cover you kill 7.92, if he landed in cover he has 8.75 dead models. Of course this drop will be hard to get right even withn only scattering 6", purely because 30 models eat up tons of room.

This message was edited 1 time. Last update was at 2010/05/17 16:50:07


 
   
Made in gb
Regular Dakkanaut




UK

If only you played guard, then you could just get two blocks of 1000 guardsmen

I would suggest anything that can stay away from his units and then blow them to peices in the SP. I.e a fire prism


Automatically Appended Next Post:
Norade wrote:If I was guard I would go nuts on a blob squad.

Squad 1:
5x Commissar (PW, Plasma Pistol, Melta Bombs)
5x Guard (Plasma Gun, Krak Grenades)
5x Guard (Vox, Krak Grenades)
30x Guardsmen (Krak Grenades)
6x Guardsmen
6x Guardsmen (Demolition Charges)
14x Heavy Weapons Teams (Lascannons, Krak Grenades)
50x Conscripts

Squad 2:
5x Commissar (PW, Plasma Pistol, Melta Bombs)
5x Guard (Plasma Gun, Krak Grenades)
5x Guard (Vox, Krak Grenades)
30x Guardsmen (Krak Grenades)
6x Guardsmen
6x Guardsmen (Demolition Charges)
14x Heavy Weapons Teams (Lascannons, Krak Grenades)
50x Conscripts

Total:
10x Commissars
10x Guard w/ Vox
10x Guard w/ Plasma Guns
12x Guardsmen
12x Guardsmen w/ Demo Packs
28x HW Lascannons
60x Guardsmen
100x Conscripts

242 models.
3040 points,

At range outside of 24" you have 28 shots that are S9 AP2.
Within 24" you have 10 S7 AP2 shots, and 28 S9 AP2 shots.
With 12" you have 30 S7 AP2 shots, and 28 S9 AP2 shots.
Within 6" you have 30 S7 AP2 shots, 6 S8 AP2 Large blasts, and 28 S9 AP2 shots.

In close combat taking the charge you have 20 PW attacks, and 232 regular attacks (if you can get them all in).

In close combat giving the charge you have 30 PW attacks, and 464 regular attacks (if you can get them all in).

Assuming your foe goes from outside 24" first turn and has dual hammers on a board with no cover your first turn of shooting kills 11.67 with lascannons, with cover you kill 5.83.
Assuming his next turn he gets within 12" and there is no cover you kill 24.6 for the win, or kill 12.08. If there was no cover on turn one but cover on turn two you've killed 23.75 models. Cover both turns it's 17.91.
Either way it's gg.

If he drops in only giving you one turn at 24" and assuming no cover that might ruin a charge you'll kill 15.83, with cover you kill 7.92, if he landed in cover he has 8.75 dead models. Of course this drop will be hard to get right even withn only scattering 6", purely because 30 models eat up tons of room.


I thought your not allowed to blob conscripts with guardsmen

This message was edited 1 time. Last update was at 2010/05/17 17:22:34


happyguardsman 2250 Cadian 25th serving alongside conscripted Keimarchan soldiers
In Soviet Russia Valhalla lasgun shoots YOU!

Enemies of the Imperium:
 
   
Made in ca
1st Lieutenant





My mistake, it was late and I was only half paying attention. If it was a 2 FOC challenge then you would be golden with guard though.
   
Made in us
Dakka Veteran




lol... depending on what he arms his death company with, i'd say necrons would beat him best (wierd, I know)

bring 2 monoliths... with 2x thunderhammers per guy, and melta bombs, he can only glance the monoliths. this wouldn't EVER kill them.. while every turn they could pump out 2x marine killing templates.

if phase out is in effect, a monolith and a unit of 20 warriors would work just as well. keep the monolith close to the death company, rage makes them attack it, and then move the warriors up to encircle them and stay at 11" away from them, rapid firing. would take a while to kill them all, but you would.

After the orbital strikes, Thunderhawk bombardments, Whirlwinds, Vindicators, fusion and starfire and finally Battle Brothers with flamers had finished cleansing the world of all the enemies of Man, we built a monastery in the center of the largest, most radioactive impact crater. We named the planet "Tranquility", for it was very quiet now.
 
   
Made in ph
Guard Heavy Weapon Crewman




Tony the guardsman wrote:They don't have PF or TH, nor storm shield, as I said he is still a friend of mine...
And there is only one unit of them
Thanks for all the advice people


I would've gone for the 2 fire prisms tactic BUT...

If they don't have Powerfists or Thunderhammers then 2 wraithlords should solve your problem. DC don't have rending and they can charge 1 and possibly kill it with furious charge. but then you charge with the other WL and take all the time you need, fearless should help you every now and then to speed it up. Best thing, you won't have to resort to anything too scientific if you don't want to estimate distances.
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

No, prisms should be good with me, I love the new models

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Regular Dakkanaut




Arizona

Take two fire prisms and keep them on opposite sides of the board. Leave one behind cover so they can't see it. Let them rage towards it while shooting, when they get about 30 inches away (just to leave a margin for error) have the prism they're moving towards hide behind a terrain piece then they will rage towards the other one for a while.

Similarly make use of Star Engines and have one fly around and the other shoot. Jump Pack DC can't outrun Star Engines. Your movement in any case would need to be precise, but the strategy is solid.

"I drive a big car, cuz I'm a big star. I'll make a big rock-and-roll hit." "I am a big car, and I'm a strip bar. Some call it fake, I call it good-as-it-gets."

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
 
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