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![[Post New]](/s/i/i.gif) 2011/08/04 13:57:23
Subject: How do GK beat IG gunlines at 'ard boyz?
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Pestilent Plague Marine with Blight Grenade
Lafayette, IN
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Manticores, Russ squadrons, straken powerblobs, autocannons, valks...
How do we deal with that as Grey Knights? Automatically Appended Next Post: Or do they?
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This message was edited 2 times. Last update was at 2011/08/04 23:14:59
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![[Post New]](/s/i/i.gif) 2011/08/05 15:30:01
Subject: How do GK beat IG gunlines at 'ard boyz?
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Mighty Gouge-Horn
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As a avid Straken Powerblob player, what is crippling to a power blob is a Dreadnought. If I dont have melta bombs, an evis priest or decide to get Straken in the fight, that one dread will just chew through and tie them up for the rest of the game. With the blob gone, send the rest of your forces after deadly targets, Melta Vets/Russes/Artillery.
Once the blob is in combat, just ignore Straken, his squad is too small to do much. In fact other than himself his squad is normally not that deadly. Becuse of the fact that it is ment for CC and no one can take PW's, the only thing that will keep them running is a Medic. Being normally 7 guardsmen, it does not the depth to live through prolonged assaults, and loosing one assault will start killing guardsmen as his squad is Fearless.
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![[Post New]](/s/i/i.gif) 2011/08/05 16:20:46
Subject: How do GK beat IG gunlines at 'ard boyz?
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Daemonic Dreadnought
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Massed storm bolters will tear up Straken's squad, and once the squad is gone a single psycannon round will instagib straken. Keep in mind a nakid straken squad is about 150 points and only contains 4 GEQ + straken, and a decked out straken squad is easily 200+ points.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/08/05 16:28:43
Subject: Re:How do GK beat IG gunlines at 'ard boyz?
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Regular Dakkanaut
Leeds, England
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I'd say you can't. Or not yet anyway. Guard have too many varients which are competitive enough to be fielded in most lists to be able to come up with a solid strategy. It's best to take a well rounded force and decide what you're going to send against what in deployment. It pays to have some forethought on what you will use to take out such-and-such a unit but everyone plays guard a little bit differently. For example, I don't think i've ever lost a battle when i've deployed demolishers on my flanks and my opponents tried to charge forward. The main gun-line centered. I don't have much in terms of a weak point on most boards with this set up. (Varies with terrain) It doesn't allow a good dedicated attack though, since my power is spread out to defend, rather than in one area ready to lead a charge with shock and awe. Another player could put those demolishers centred, have slightly more vulnerable flanks but have a strong attack force ready to make a push down the middle. Another player still could swap the demolishers for say....melta vets. Instead of firing a single ordnance like the demo, they move up in a chimera to intercept you.
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Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.
Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.
I hate last stands, there's never time to practise them - Major Rawne - Tanith First |
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![[Post New]](/s/i/i.gif) 2011/08/05 16:43:09
Subject: Re:How do GK beat IG gunlines at 'ard boyz?
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Sword-Bearing Inquisitorial Crusader
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That really depends on the sort of GK list you're bringing. I think my list should do fairly well against an IG gunline, though it wouldn't be easy by any means. Dual Grandmasters, 30 Interceptors, 20 Purifiers, ~20 Strikes. Scout Interceptors, Outflank Purifiers, Possibly deep strike the Strikes, bring them all in on turn 2 with Dual Communication. Not an easy or flawless matchup by any stretch of the imagination, but its doable. Threatening first turn assault from 20-30 interceptors along with 20 outflanking Purifiers should mess with IG deployment ideas, either pushing the IG into reserving or deploying in non-ideal positions. Its all theory though, haven't had the chance to run that situation yet.
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This message was edited 1 time. Last update was at 2011/08/05 16:43:25
Sometimes, you just gotta take something cause the model is freakin cool... |
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![[Post New]](/s/i/i.gif) 2011/08/05 16:53:31
Subject: Re:How do GK beat IG gunlines at 'ard boyz?
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Regular Dakkanaut
Leeds, England
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I think the main thing to remember is that gun-lines are weak on the offensive. If they have good offensive then their defensive starts to develop weak points. You only need to worry about IG gun-lines in KP missions really. Some lack the mobility to capture objectives. If they do have some vehicles then they should be your no.1 priority. Guard are a slow army without the chimera and valks. Remove them and you can practically paralyse a gun-line and take the objective for the win.
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Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.
Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.
I hate last stands, there's never time to practise them - Major Rawne - Tanith First |
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![[Post New]](/s/i/i.gif) 2011/08/05 21:25:16
Subject: How do GK beat IG gunlines at 'ard boyz?
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Pestilent Plague Marine with Blight Grenade
Lafayette, IN
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Yea, it just scares me trying to get to them - manticores and medusas and plasma vets will be hammering me for sure. Valks and meltaves are scary as well - I need to get stuck in fast!
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![[Post New]](/s/i/i.gif) 2011/08/05 22:23:44
Subject: How do GK beat IG gunlines at 'ard boyz?
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Member of a Lodge? I Can't Say
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I would suggest going first and hoping for dawn of war
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![[Post New]](/s/i/i.gif) 2011/08/05 22:38:53
Subject: How do GK beat IG gunlines at 'ard boyz?
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Daemonic Dreadnought
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Dok wrote:I would suggest going first and hoping for dawn of war 
Going 1st in a no night fighting dow deployment against an army with superior range is bad.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/08/05 23:45:00
Subject: How do GK beat IG gunlines at 'ard boyz?
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Longtime Dakkanaut
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A paladin squad with Draigo + Libby in a stormraven turboing for the +3 is sick. I have had the paladin squad go through 5-6 vehicles thanks to might of titan and warprift. IG parking lots are good for GK multi assaults. Sure there may be hydras but by the time the stormraven has turbo boosted, they already got to their destination.
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Comparing tournament records is another form of e-peen measuring.
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![[Post New]](/s/i/i.gif) 2011/08/05 23:58:28
Subject: How do GK beat IG gunlines at 'ard boyz?
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Regular Dakkanaut
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schadenfreude wrote:Dok wrote:I would suggest going first and hoping for dawn of war 
Going 1st in a no night fighting dow deployment against an army with superior range is bad.
Why do you infer there is no night fighting?
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GWAR wrote:Lol PBS are Psyker Battle Squads and are in the IG codex lolololol!!!1!!!1!!11eleventyone!!!!!!11!!!
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![[Post New]](/s/i/i.gif) 2011/08/06 00:47:22
Subject: How do GK beat IG gunlines at 'ard boyz?
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Daemonic Dreadnought
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Emp. wrote:schadenfreude wrote:Dok wrote:I would suggest going first and hoping for dawn of war 
Going 1st in a no night fighting dow deployment against an army with superior range is bad.
Why do you infer there is no night fighting?
Deployment type is dawn of war, but no nightfighting rules are listed or specified as to what turn they are on. Scenarios 1 and 2 specifically list night fight as a special rule, while 3 excludes night fight from. The rules. RAW its a no night fight DoW.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/08/06 04:54:02
Subject: How do GK beat IG gunlines at 'ard boyz?
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Fixture of Dakka
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5 psyfleman dreads and a vindicare. That's how I beat an IG gunline with 13 tanks (well, actually I used 6 dreads that game).
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![[Post New]](/s/i/i.gif) 2011/08/06 05:00:17
Subject: Re:How do GK beat IG gunlines at 'ard boyz?
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Smokin' Skorcha Driver
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A single purifier squad in a razorback will destroy any powerblob. You'll be taking out ~30-40% of the squad with just one purifier waddling into combat. For everything else, just use the rest of your overpowered wardmory like you would against any list. Edit: By one purifier I mean one model left. One single wound in the squad. Last man standing. 4 peas short of a pod. He will single highhandedly stare down a powerblob of 40 guardsmen, charge in and wound 20 of them while chuckling as they run around screaming hoping their general passes their pitiful armor save. For everything else it's your choice of wardmonically possessed dirt cheap razorbacks, psyfleman spam, ect ect. I'm sure you're well aware of what you have at your disposal when approaching the wardknight codex with a WAAC attitude.
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This message was edited 2 times. Last update was at 2011/08/06 06:35:14
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![[Post New]](/s/i/i.gif) 2011/08/07 03:02:38
Subject: Re:How do GK beat IG gunlines at 'ard boyz?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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IG arnt that hard to beat. You just can't get drawn into a ranged slug fest.
GKs are a ranged army with CC ability. IG are a ranged army with no CC ability outside of power blobs(GKs are perhaps the one army that can actually wipe blobs with litle effort thanks to Purifiers)
Psyfleman are essential in is instance. They can pop enemy transports(or even stun Leman Russ) hand suppress enemy squads. Small heavy or special weapon squads(especially HWS) can be totally wiped out by a single volley from a psyfleman(morale tests and all)
The victory point missions wil be a tough slog for GKs though. Focus on expensive things first and foremost.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/08/07 05:43:23
Subject: How do GK beat IG gunlines at 'ard boyz?
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Tzeentch Veteran Marine with Psychic Potential
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Jy2 has it. My bud only uses 2 Psyfle Dreads, and that's enough. They're impossible to suppress because of Shrouding + Venerable + Fortitude and maddeningly hard to put down. I can't imagine even breaking a sweat against Mech IG with 6 of them.
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"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown
"Yeah, f*ck you too!" - R.J. MacReady, The Thing |
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![[Post New]](/s/i/i.gif) 2011/08/07 06:59:56
Subject: How do GK beat IG gunlines at 'ard boyz?
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Member of a Lodge? I Can't Say
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schadenfreude wrote:Emp. wrote:schadenfreude wrote:Dok wrote:I would suggest going first and hoping for dawn of war 
Going 1st in a no night fighting dow deployment against an army with superior range is bad.
Why do you infer there is no night fighting?
Deployment type is dawn of war, but no nightfighting rules are listed or specified as to what turn they are on. Scenarios 1 and 2 specifically list night fight as a special rule, while 3 excludes night fight from. The rules. RAW its a no night fight DoW.
As far as I understand RAW, Dawn of war always uses night fight the first game turn. Since that's what the rules say in the rule book.
I would imagine it's specified in the other two missions because those don't normally use night fighting.
Also, What makes you think they will have superior range turn 1? Two GK squads can start halfway across the board and the rest of your dreads can walk in and shoot across most of the table. Or stormravens if you choose, or interceptors, or jumping dreadknights, flavor your gk scenario to taste!
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