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Made in us
Secretive Dark Angels Veteran





Houston, TX

I currently run a 6 Razorback Lasplas list. My previous game didn't pan well since all my vehicles are destroyed in two turns due to

2 squads of 5-man scouts (both sergents got Combi-melta, 1 has PF, the other has melta bomb).
1 squad of Sternguard with combi-melta in Drop pod

Since scout can assault any unit with their Infiltrate 18", scout move 6", move 6", shoot melta then charge. How do I better position myself against this?

This message was edited 1 time. Last update was at 2011/12/11 06:03:58


 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I'm curious as to the answer, as well...
   
Made in us
Perfect Shot Dark Angels Predator Pilot




Blackwood, New Jersey

leohart wrote:I currently run a 6 Razorback Lasplas list. My previous game didn't pan well since all my vehicles are destroyed in two turns due to

2 squads of 5-man scouts (both sergents got Combi-melta, 1 has PF, the other has melta bomb).
1 squad of Sternguard with combi-melta in Drop pod

Since scout can assault any unit with their Infiltrate 18", scout move 6", move 6", shoot melta then charge. How do I better position myself against this?


You don't, because they cannot do that. Infiltrating within LOS has to be MORE than 18" away, and with a scout move you have to end up MORE than 12" away. So those scouts CANNOT charge you on the first turn, or your opponent was cheating. Some things CAN do this, such as Scouts with Shrike in the army to give them fleet, but they wouldn't be able to shoot as they'd have to run. Scout Bikers can do this as well even without fleet, since they can get to just over 12" with their Scout move, and then move 12" and assault. The example you've given, however, is your opponent cheating you.

This message was edited 1 time. Last update was at 2011/12/11 05:02:53


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Made in us
Longtime Dakkanaut





leohart wrote:I currently run a 6 Razorback Lasplas list. My previous game didn't pan well since all my vehicles are destroyed in two turns due to

2 squads of 5-man scouts (both sergents got Combi-melta, 1 has PF, the other has melta bomb).
1 squad of Sternguard with combi-melta in Drop pod

Since scout can assault any unit with their Infiltrate 18", scout move 6", move 6", shoot melta then charge. How do I better position myself against this?


They have to deploy more than 18" away, not 18". There is no legal way for them to get that charge (6" scout +6" move +6" assault = 18"....not enough to charge). Unless you got first turn and moved closer of course.....scout bikers could do it, though.
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

Dang it. I knew something is up after three of my Lasplas got destroyed on the first turn. The other three are destroyed on the second turn. :-(

But still, how do I fight against him doing: 18", scout move, normal move, then shoot combi-melta?

Against the Drop pod full of combi-melta sternguard, I guess there is not much I can do.

I guess it is much less crazy now since he no longer gets the melta bonus for being less than 6". That plus he can no longer assault if he misses.

This message was edited 1 time. Last update was at 2011/12/11 06:03:26


 
   
Made in nz
Longtime Dakkanaut



New Zealand

If he is more than 18" away then a 6" Scout and a 6" move leaves him at long range for his melta shot (i.e not 2D6) and he can't be in charge range. If your army can't handle that then you have bigger issues, he has an incredibly low chance of killing anything.

The Sternguard are a bit more of an issue, since (assuming they all have combi's not just 1-2) they can basically kill any vehicle in the game the turn they show up. There isn't much you can do to stop it, you either bubblewrap with cheap infantry (or more expendable vehicles) to try and force them further away (might keep them at long range) or you fully reserve so they aren't on the board when they arrive.

Either way following turn pretty much any army should be able to clean those units up, 5 man units of Scouts are easy to kill and pathetic in assault even with the Power Weapon and Sternguard are still Marines and its not that hard to remove 5 of them at point blank range.
   
Made in ph
Utilizing Careful Highlighting





Manila, Philippines

The only way he can pull this off is if he has Shrike.

Or if he has LSS, in that case he may have a MM and that's another melta shot with a bigger range.


 
   
Made in us
Sure Space Wolves Land Raider Pilot





heartserenade wrote:The only way he can pull this off is if he has Shrike.

Or if he has LSS, in that case he may have a MM and that's another melta shot with a bigger range.

+1 to this
   
Made in us
Stealthy Warhound Titan Princeps






If you see a guy with a drop pod full of sternguard, and 2 squads of scouts with fists and combi-meltas, just hold your entire army in reserve. Because your army is able to move onto the board edge and fire for effect while moving, you can get off a few major shots before he can reposition to defend, and because you can come in wherever you want, you can engage a flank of his army with part of yours, while you wait for the rest of your army to come in from reserve.

Never forget that you can just reserve your entire army
   
Made in us
Longtime Dakkanaut





Horst wrote:Never forget that you can just reserve your entire army


Without reliable reserve roll modifications that's probably not the best idea.
   
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[DCM]
Tilter at Windmills






Manchester, NH

Depends on the terrain, mission, and enemy army. A sternguard squad of only 5 guys with combis in a pod is 185pts. If you take a 10-man squad to be able to combat-squad on arrival and shoot two things, they're around 300 or more. If you can massively reduce the impact of an opponent's 300pt uber alpha-strike unit, that can be well worth the vagaries of Reserve rolls.

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Made in gb
Longtime Dakkanaut




OK assuming you are facing shrike or maybe a storm.

If you see them about to assault/drop pod-melt your tanks you put a barrier of troops around them. You can easily make sure the meltas will not be in their 6'', also there is the chance of cover saves. Once the combimeltas are used then you are free. The scouts sound like they are just set up for cc which your tactical squads can handle, 5 man sternguard can be took down by a tactical squad in cc if they haven't shot their combi weapons.

Or you use the antidrop pod tactic. Reserve everything. The sternguard have to land somewhere and the scouts have to be placed. You move the 'backs on somewhere along the back line out of melta range, or even in melta range given you get to shoot a plasma gun and everything at any squad in range.
   
 
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