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![[Post New]](/s/i/i.gif) 2012/03/12 18:52:58
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Guardsman with Flashlight
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Ok I've got a 1250 pt army of imps with 2 power blops, a lord commisar with camo cloak, Ursakar Creed, a leman russ, 2 heavy weapons teams and a hydra. I stuck the hydra in to counter the skimmer cover save he will inevitably get, but beyond that the army is just kinda... there...
I haven't played in 3 odd years and i havent played dark eldar ever so i have no clue what to expect. Can anyone give me a few ideas of what hes gonna be throwing at me?
Also a few qs about some rules.
-With Al'Rahem when he gives his fancy dancy order to fire and then move d6, can that squad fire again?
-Why does a lord commisar with camo cloak give a whole squad or blob a cover save?
-Are a power blob of 3 infantry squads worth 3 kill points or 1 kill point?
Thanks DakkaDakka
*Edited for spelling
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This message was edited 1 time. Last update was at 2012/03/12 18:56:43
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![[Post New]](/s/i/i.gif) 2012/03/12 19:10:10
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Lone Wolf Sentinel Pilot
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Well first off, I would say that if you can, get rid of either the lord commissar or creed, and grab another hydra.
Anyways, onto your questions:
-No, the squad shoots, then moves D6. And that's the end of it.
-I didn't think it does... I just looked through the rules again and their is no inication of it. In fact, it says that characters do not confer their special rules to the units they join.
-The power blobs are 1 kill point I believe.
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![[Post New]](/s/i/i.gif) 2012/03/12 19:46:28
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Stone Bonkers Fabricator General
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stevie4568 wrote:Ok I've got a 1250 pt army of imps with 2 power blops, a lord commisar with camo cloak, Ursakar Creed, a leman russ, 2 heavy weapons teams and a hydra. I stuck the hydra in to counter the skimmer cover save he will inevitably get, but beyond that the army is just kinda... there...
I haven't played in 3 odd years and i havent played dark eldar ever so i have no clue what to expect. Can anyone give me a few ideas of what hes gonna be throwing at me?
Also a few qs about some rules.
-With Al'Rahem when he gives his fancy dancy order to fire and then move d6, can that squad fire again?
-Why does a lord commisar with camo cloak give a whole squad or blob a cover save?
-Are a power blob of 3 infantry squads worth 3 kill points or 1 kill point?
Thanks DakkaDakka
*Edited for spelling
against DE spam Chimeras and anything with an armor value and a multi laser. Hydras are even better.
your power blobs will do worse than units meched up. power weapons are not super important against DE.
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![[Post New]](/s/i/i.gif) 2012/03/12 20:52:43
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Plastictrees
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stevie4568 wrote:
-Why does a lord commisar with camo cloak give a whole squad or blob a cover save?
It's in the FAQ on the GW site. Any model with stealth now gives the rule to his whole unit.
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![[Post New]](/s/i/i.gif) 2012/03/12 22:28:45
Subject: Re:Imperial Guard vs Dark Eldar and a few rules queries
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Guardsman with Flashlight
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Unfortunatly what I have there is LITERALLY all the guardsmen I have, and I'm proxying a lot as it is, mainly for the special characters and the Hydra. I may be able to proxy for one more tank, but I don't see how I could effectively use Chimeras here, I mean I'm trying to keep the DE AWAY not getting even closer!
My main strategy was to have the blobs form up in front of the heavy weapons teams and tanks and act as a buffer to the DE. Tanks and teams shoot over them at the transports with Creed in the back row ready to catch a blob if it breaks and send em back in and use bring it down on the teams.
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![[Post New]](/s/i/i.gif) 2012/03/13 00:43:51
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Daemonic Dreadnought
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Watch out for wytches with a pain token. It takes 16 regular attacks to drop a single wytch, or 8 power weapon attacks. That pretty much means 9 strong squad can tarpit a 30 strong blob for the rest of the game. The other thing to watch out for is the haemonculus giving them the pain token comes with a really nasty flame thrower.
I would make raiders full of wyches a high priority target.
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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) 2012/03/13 02:16:55
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Stone Bonkers Fabricator General
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schadenfreude wrote:Watch out for wytches with a pain token. It takes 16 regular attacks to drop a single wytch, or 8 power weapon attacks. That pretty much means 9 strong squad can tarpit a 30 strong blob for the rest of the game. The other thing to watch out for is the haemonculus giving them the pain token comes with a really nasty flame thrower.
I would make raiders full of wyches a high priority target.
Wyches can also do damage! Hitting on 3s and then wounding on 4s or 3s with maybe rerolling to wound can be nasty for guard. all with 2 attacks base and 3 on the charge they can cut up a power blog.
The flamer is no worse than a regular flamer vs guard. in fact it is occasionally worse.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/03/13 04:02:09
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Daemonic Dreadnought
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Exergy wrote:schadenfreude wrote:Watch out for wytches with a pain token. It takes 16 regular attacks to drop a single wytch, or 8 power weapon attacks. That pretty much means 9 strong squad can tarpit a 30 strong blob for the rest of the game. The other thing to watch out for is the haemonculus giving them the pain token comes with a really nasty flame thrower.
I would make raiders full of wyches a high priority target.
Wyches can also do damage! Hitting on 3s and then wounding on 4s or 3s with maybe rerolling to wound can be nasty for guard. all with 2 attacks base and 3 on the charge they can cut up a power blog.
The flamer is no worse than a regular flamer vs guard. in fact it is occasionally worse.
With crappy combat drugs whyches will hit 2/3 wound 1/2 and bypass armor 2/3 totaling to 2/9 attacks=dead guardsman.
So 9 wyches will kill 6 guardsmen on the charge. The guardsmen won't kill that many in return, but won't break in CC either. The fight would be a long drawn out for both sides. IG could end the fight at any time by allocating a power weapon wound to the commisar. DE have the advantage that the wyches cost 1/2 to 1/3 the cost of the blob, and therefor win if the fight is a tar pit.
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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) 2012/03/13 12:45:50
Subject: Re:Imperial Guard vs Dark Eldar and a few rules queries
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Storm Trooper with Maglight
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3 combined infantry squads is indeed only worth 1 kill point.
Though that gives me a question....Is a squad of say, 3 sentinels 1 killpoint?
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This message was edited 1 time. Last update was at 2012/03/13 12:46:38
40k is as exciting as riding a pony, which doesn't sound very exciting.......
But the pony is 300 feet tall and covered in CHAINSAWS! |
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![[Post New]](/s/i/i.gif) 2012/03/13 22:45:00
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Stone Bonkers Fabricator General
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schadenfreude wrote:Exergy wrote:schadenfreude wrote:Watch out for wytches with a pain token. It takes 16 regular attacks to drop a single wytch, or 8 power weapon attacks. That pretty much means 9 strong squad can tarpit a 30 strong blob for the rest of the game. The other thing to watch out for is the haemonculus giving them the pain token comes with a really nasty flame thrower.
I would make raiders full of wyches a high priority target.
Wyches can also do damage! Hitting on 3s and then wounding on 4s or 3s with maybe rerolling to wound can be nasty for guard. all with 2 attacks base and 3 on the charge they can cut up a power blog.
The flamer is no worse than a regular flamer vs guard. in fact it is occasionally worse.
With crappy combat drugs whyches will hit 2/3 wound 1/2 and bypass armor 2/3 totaling to 2/9 attacks=dead guardsman.
So 9 wyches will kill 6 guardsmen on the charge. The guardsmen won't kill that many in return, but won't break in CC either. The fight would be a long drawn out for both sides. IG could end the fight at any time by allocating a power weapon wound to the commisar. DE have the advantage that the wyches cost 1/2 to 1/3 the cost of the blob, and therefor win if the fight is a tar pit.
with 30 attacks, the blob should do 1-2 wounds a turn. But yes, the wyches costing so much less they will win out even if they eventually die. My point was simply that wyches can either tarpit the blob or use two squads and make the blob go away.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/03/14 10:54:11
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Manhunter
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Yeah, but would you rather have the wyches hit the blob, or your tanks?
And as for KP, as long as its a squadron or a single squad, its one KP.
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Proud to be Obliviously Blue since 2011!
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![[Post New]](/s/i/i.gif) 2012/03/14 12:22:24
Subject: Re:Imperial Guard vs Dark Eldar and a few rules queries
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Stalwart Veteran Guard Sergeant
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 Death to the dark eldar
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Fire Fire fixes everything |
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![[Post New]](/s/i/i.gif) 2012/03/14 12:57:04
Subject: Re:Imperial Guard vs Dark Eldar and a few rules queries
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Storm Trooper with Maglight
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Awesome, that question has been bugging me for a long while.
Dark eldar are my worst match up. I always have the worst luck fighting them.
Though for the wyches, I would send a special weapon squad or PCS with flamers (As I always keep 1 near my blobs for support) and then finish with a "FrFsrF!" from said blob. (1 less round the wyches are hitting you by not charging them.)
Though a little hard to do that when you don't have the extra models....
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40k is as exciting as riding a pony, which doesn't sound very exciting.......
But the pony is 300 feet tall and covered in CHAINSAWS! |
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![[Post New]](/s/i/i.gif) 2012/03/14 14:31:22
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Stone Bonkers Fabricator General
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ObliviousBlueCaboose wrote:Yeah, but would you rather have the wyches hit the blob, or your tanks?
And as for KP, as long as its a squadron or a single squad, its one KP.
in KP missions I dont think you need to worry against DE. Either they table you or you will win KP. As a DE player ever loss I can remember since the new dex has been a KP loss. Automatically Appended Next Post: portugus wrote:Awesome, that question has been bugging me for a long while.
Dark eldar are my worst match up. I always have the worst luck fighting them.
Though for the wyches, I would send a special weapon squad or PCS with flamers (As I always keep 1 near my blobs for support) and then finish with a "FrFsrF!" from said blob. (1 less round the wyches are hitting you by not charging them.)
Though a little hard to do that when you don't have the extra models....
If you can ensure they are out of combat for a good flaming then go for it. But with their mobility it can be tough. Also 4 flamers might be overkill if you get the sweet spot and completely useless all other times. I would spread the flamers out instead.
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This message was edited 1 time. Last update was at 2012/03/14 14:34:45
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/03/15 12:41:59
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Manhunter
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I havnt had much trouble with dark eldar. I usually get a good first strike and destroy the raiders, since guard has so much str 6+ spam.
However i have seen other match ups where they strike hard and wipe the other army.
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Proud to be Obliviously Blue since 2011!
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![[Post New]](/s/i/i.gif) 2012/03/15 14:46:34
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Storm Trooper with Maglight
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lol yeah i'm the "Other" match ups. But i'm still new so i'll keep trucking.
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40k is as exciting as riding a pony, which doesn't sound very exciting.......
But the pony is 300 feet tall and covered in CHAINSAWS! |
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![[Post New]](/s/i/i.gif) 2012/03/16 07:10:20
Subject: Imperial Guard vs Dark Eldar and a few rules queries
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Daemonic Dreadnought
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Exergy wrote:ObliviousBlueCaboose wrote:Yeah, but would you rather have the wyches hit the blob, or your tanks?
And as for KP, as long as its a squadron or a single squad, its one KP.
in KP missions I dont think you need to worry against DE. Either they table you or you will win KP. As a DE player ever loss I can remember since the new dex has been a KP loss.
Automatically Appended Next Post:
portugus wrote:Awesome, that question has been bugging me for a long while.
Dark eldar are my worst match up. I always have the worst luck fighting them.
Though for the wyches, I would send a special weapon squad or PCS with flamers (As I always keep 1 near my blobs for support) and then finish with a "FrFsrF!" from said blob. (1 less round the wyches are hitting you by not charging them.)
Though a little hard to do that when you don't have the extra models....
If you can ensure they are out of combat for a good flaming then go for it. But with their mobility it can be tough. Also 4 flamers might be overkill if you get the sweet spot and completely useless all other times. I would spread the flamers out instead.
PCS is a junior officer and 4 guardsmen with BS3 and access to special weapons. 4 flamers is the obvious choice, and at the low price cost of 50 points they are an absolute steal. It's a 50 point squad that makes 30 ork mobs nervous, DE very nervous, and it's one of my favorite anti long fang tools as they easily do enough wounds to force a morale test backed up with a PBS and the long fangs run off the board.
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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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