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Made in ca
Fresh-Faced New User




I play Grey Knight and IG. I mostly need the help with IG but i am curious how anyone might deal with this using their army, whatever race. The rest of the space wolf army in question is all foot, with 3 long fang and 4 grey hunters squads. General with wolfs. Thats not really important to the question though. Just want to know how you would counter or "deal" with the wolf riders.

Thunderwolf cavalry
rending in melee
counter attack
one power fist per unit of 5
fast attack slot

effective 1 turn charge range of 19"-24" using move 6" run d6 fleet charge 12' difficult to not let into battle with almost anything it wants. but possible.

This message was edited 4 times. Last update was at 2011/05/15 03:15:25


 
   
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Renegade Inquisitor de Marche






Elephant Graveyard

Shoot them...
Use anti-light armour weapons.
They have a 3+ at best and most anti-light armour stuff is AP4. Just put as many shots into them as posible and if you can't avoid CC sacrifice a unit to slow them down.
If nothing is in vehicles all your anti-armour stuff should be free to shoot at them but if you have to prioritise use the anti-light armour stuff.

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Kabalite Conscript





Can't post exact stat lines and points costs on here, bub.

With Grey Knights, I would use halberds + hammerhand to inflict a wound on each of them, and then force weapon them. But that takes Psyker Mastery 2, so that would be a Thawn squad. Another idea is a librarian with Hammerhand and Might of Titan on a squad, which saves them their test for force weapons, and has you strike before them. If you use Falchions instead of halberds, cast Quickening instead of one the previous two to go first. Warp Rift has a 33% chance of removing them from play also.
,
Imperial guard I would use a demolisher leman russ or a manticore. S10 them away. A Medusa would work too. Or use a Psyker Battle Squad to make them flee off the board (they flee 3D6). Or take a massive blob of 40 or so guardsmen and stall them with a meat grinder.

They may have a 3++, but they will only ever pass 66% of all wounds thrown at them.

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Renegade Inquisitor de Marche






Elephant Graveyard

Demolisher is a bad idea...
Too short ranged.
If you're running a platoon based IG army grab lots of autocannon.
For GK 3 twin psy-riflemen would work well as well as giving you a decent shot on the GH and LF.

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Stalwart Tribune





Nob bikers cause the same problem. The best way to handle these types of units (that I’ve found) is the manticore, its very powerful in an all comers list, so you don’t have to feel bad about taking them. I run 2 or 3 in my ard boyz list. Just because there is a very good chance that you will see this type of list.

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Daemonic Dreadnought






GK just need to get a HQ into the fight. HQ Hammerhand + Rad grenades=Squad wounds TWC on a 3+ and still has the option to activate force weapons.

For IG Manticores seem like a good option, as well as just throwing a lot of firepower at them. It really depends on how many are going to carry a SS.

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Perfect Shot Ultramarine Predator Pilot





With the IG, I would advocate drawing them in and hitting them with multiple melta/plasma chimeras. 12-18 plasma rifle hits tends to put a hurt on most any infantry unit, stormshields or not. Failing that unless you have S10 templates that you can bring to bear, a pskyer battle squad and then tank shocking them, with the idea being to escort them off the board.

For GKs....Have your vindicare use a shieldbreaker on their one offensive upgrade cavalryman to take their PF/WC/TH`s stormshield out of the fight, bonus points if you get a second shot off and pop him off the board, but give priority to taking the invulnerable saves off his TH/PFs because they are likely to cause a lot of pain if you don't take them out in CC. Then hit them with terminators or paladins.

With 15 on the board, rather than one squad, your problems get complicated, but hopefully you have some sort of redundancy in your list to deal with it.

This message was edited 2 times. Last update was at 2011/05/15 06:23:41


 
   
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Sneaky Lictor





UK

Stand on the second floor and ignore them. Beasts and Cavalry can't assault anything but the ground floor a rule a lot of people forget or don't know.



 
   
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Renegade Inquisitor with a Bound Daemon





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I can just imagine the scene: A bunch of Gaurdsmen holed up in a building, nothing left on the battlefield but them and a bunch of TWC, and they're looking down, scared witless, firing whatever they've got left, and the Wolves are just standing there, looking up at them, utterly defeated, completely oblivious to the fact that they could just get off their mounts and flay the poor Gaurdsmen alive. It goes on like this for hours, until the final Space Wolf, completely shamed and bored over the situation, finally decides to save his enemies the effort and offs himself with his bolt pistol.
   
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Stealthy Space Wolves Scout



Rynn's World

Fafnir wrote:I can just imagine the scene: A bunch of Gaurdsmen holed up in a building, nothing left on the battlefield but them and a bunch of TWC, and they're looking down, scared witless, firing whatever they've got left, and the Wolves are just standing there, looking up at them, utterly defeated, completely oblivious to the fact that they could just get off their mounts and flay the poor Gaurdsmen alive. It goes on like this for hours, until the final Space Wolf, completely shamed and bored over the situation, finally decides to save his enemies the effort and offs himself with his bolt pistol.
Very funny .In all seriousness,just shoot them off the board with weight of fire.

This message was edited 2 times. Last update was at 2011/05/15 13:35:13


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Renegade Inquisitor de Marche






Elephant Graveyard

The Strange Dude wrote:Stand on the second floor and ignore them. Beasts and Cavalry can't assault anything but the ground floor a rule a lot of people forget or don't know.

How many boards have you played on where you can get your entire army onto a second floor?

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Jovial Plaguebearer of Nurgle





Valdosta, Georgia

There is many ways to get rid of thunder cav, my favor is to tank shock them, this is due to their low Leadership.

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Plastictrees






Salem, MA

Psyker Battle Squads plus (1) tank shock or (2) WH inquisitor with Divine Pronouncement. Chase them off the board, and you don't even have to kill them.

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Fresh-Faced New User




Halberds or LOTS of shooting.
   
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Renegade Inquisitor de Marche






Elephant Graveyard

mrblacksunshine_1978 wrote:There is many ways to get rid of thunder cav, my favor is to tank shock them, this is due to their low Leadership.

1 attached Wolf Lord would wreck this plan. And considering Wolf Lords are something an SW player can take too excess...

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"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
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Plastictrees






Salem, MA

purplefood wrote:
mrblacksunshine_1978 wrote:There is many ways to get rid of thunder cav, my favor is to tank shock them, this is due to their low Leadership.

1 attached Wolf Lord would wreck this plan. And considering Wolf Lords are something an SW player can take too excess...


Your psyker battle squad(s) can lower the wolf lord's leadership to 1. Then let's see him pass tank shocks.

If he's near the table edge, the 3d6 fall back will often take them off the table in one turn. If not, you can herd them off by keeping a unit within 6" until they're gone.

Back in the days of Slaanesh doom sirens, I used to kill huge numbers of space marines this way without firing a shot using rhinos and tank shocks. It still works--you can easily fit 2 PBS units in at 2500. Just use your power from outside the 24" range of any rune priest defenses.

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Grim Rune Priest in the Eye of the Storm





Riverside CA

redhairdave wrote:I play Grey Knight and IG. I mostly need the help with IG but i am curious how anyone might deal with this using their army, whatever race. The rest of the space wolf army in question is all foot, with 3 long fang and 4 grey hunters squads. General with wolfs. Thats not really important to the question though. Just want to know how you would counter or "deal" with the wolf riders.

Thunderwolf cavalry
rending in melee
counter attack
one power fist per unit of 5
fast attack slot

effective 1 turn charge range of 19"-24" using move 6" run d6 fleet charge 12' difficult to not let into battle with almost anything it wants. but possible.
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Sadly the Tank Shock move doesn't work, as the PBS isn't used until the Shooting phase.

Shooting + PBS works fine, though. Just need to get 25% casualties on the squad, which should be doable with any competitive IG list.

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Mannahnin wrote:Sadly the Tank Shock move doesn't work, as the PBS isn't used until the Shooting phase.

Shooting + PBS works fine, though. Just need to get 25% casualties on the squad, which should be doable with any competitive IG list.


Whoops, forgot about that. Well, or the WH inquisitor with Divine Pronouncement in conjunction with the weaken resolve--but has to be within 18" which is risky if it doesn't go off.

Also I double-checked and the minimum Ld is 2, but that's a minor point.

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Uhlan





Colorado, USA

PBS in a Chimera + IG Shooting. Remember they'll be falling back 3d6, which should take them off the table for sure (especially considering on their turn, they fall back again before they have a chance to rally). Just make sure you protect that PBS.

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Do all 15 have SS? If the list is very SS heavy then the answer changes to throwing a lot of high str crap ap attacks in their direction.

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Elephant Graveyard

schadenfreude wrote:Do all 15 have SS? If the list is very SS heavy then the answer changes to throwing a lot of high str crap ap attacks in their direction.

If all 15 had SS then it would cost around 1500 points for just those 15...
Also it is worth noting that not many people play 15 TWC all at once.

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"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
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Stalwart Tribune





Very easy trick, manticore a few of the troops out (only say manticore cuz it only takes one to do it), then PBS the unit. Watch them run, if you feel you need 6d6 in. just turbo boost a vendetta in there path, you will loose the vendetta but its well worth the point exchange

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Krazed Killa Kan






Newport, S Wales

at 2500pts you have a lot of options.

A friend of mine is a bit of a treadhead IG player, his most lethal weapon for taking out a single unit in one turn usually tends to be a medusa/colossus/etc with Paske in it

With that high a ballistic skill, you basically end up with a S10 AP1 large blast sniper rifle

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