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![[Post New]](/s/i/i.gif) 2012/12/30 05:51:54
Subject: Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Growlin' Guntrukk Driver with Killacannon
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Hi all I've been having a bit of a problem vs a Drop Pod Blood Angels Player and I'm looking for some good advice on how to counter him. I think any advice would also help to prevent against other Deep Strike Armies as well.
His first wave consisits of a few dreads with meltas and flamers and a Command Squad with 4x Melta guns, the Apoc and a Libby with Blood Lance. The second wave has all the troops all are assault squads loaded with meltas and flamers that combat squad when they hit the ground. In his deploynent done he has an agies a devestator squad and a few squads of troops manning the quad gun.
If he gets turn 1 he leave his deployment zone quite lite and throws the dreads in my face. If I go first he puts down half of the Assault squads with just bolt pistols and chain swords in his zone and camps them then drops down the special weapon halves in his turn 2 after the dreads have smashed me.
I run Mech Guard and if I faced an Army like this in 5th I'd keep everything in reserve and come after his turn 1 stuff had arrived then smash him. The only counters I can think of in 6th is to either take the hits and hope to come back and cause some more return fire next turn or get some allies. Both of these kinda suck & leave me on the back foot. If I had to go with the Allies I'd either run a Wolf Priest with Tempest's Wrath or GK with Cotez and some Strike Squads. Both of these Allies invole some Psychic powers of some sort so I'm not totally safe if I'm going Second. Only coatez can help out if something lands within 12" of him
What should I do I want to find a way to stop him and then crush him. I don't want the answer just don't play against an army like that. I want to beat an army like that. Thoughts and C&C welcome
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![[Post New]](/s/i/i.gif) 2012/12/30 17:35:58
Subject: Re:Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Fixture of Dakka
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Hidden Artillery pounding his deployment zone, with a cheap "bubble wrap" platoon squad or three? Gets your list less Mech with the PIS. Putting the PCS in a Chimera could help. Just a few random thoughts.
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This message was edited 1 time. Last update was at 2012/12/30 17:39:41
"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
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![[Post New]](/s/i/i.gif) 2012/12/31 12:42:39
Subject: Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Does your list include LRBT or similar?
Get Plasma sponsons, and hold them at the back of your force?
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![[Post New]](/s/i/i.gif) 2012/12/31 15:08:18
Subject: Re:Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Foolproof Falcon Pilot
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Solutions:
1: Ally GK, grab Strike squads with warp quake. Both fluffy and a solution to your problem. Also provide a viable anti-assault vs other armies and is cheap enough, especially if you grab a inquisitor and bolter acolytes as your hq.
2: Sabre platforms are a very good solution to flamers. Because he has to position the flamers in front and they dont have LOS, you can poke them out with a few failed saves with heavy stubbers or autocannons. With las cannons you can even deal with the dred.
3: Conscripts. Cheap, can bubble wrap well, and vs marines they block 25% of a Russ.
4: Aegis defense line and a block of tanks. Tanks should be literally touching each other. The aegis line is 1" from your block of tanks, meaning he cannot deny you your 4+ save. Blood lance is a beam so you get DTW and a 4+ on all your vehicles. Quad can be in the middle with one if squad since they cant flamer the middle of that. On your turn, tank shock out of the aegis line with your chimeras, disembark the inf and move them back behind the line, then volly plasma/melta into the squads you need dead. Russes/medua/colossus can then volly into them also as the fire lanes from the chimeras open up.
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"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK |
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![[Post New]](/s/i/i.gif) 2012/12/31 19:20:43
Subject: Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Junior Officer with Laspistol
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I have to follow with what others say.
ADL. The 4+ cover save is amazing, but remember your opponent will likely use this when you return fire, so make sure you deploy in such a way that you can manoeuvre to a position where the BA won't have a cover save.
Take advantage of his army coming in piecemeal. If you limit your reserves you'll have a ton of your force able to deal with a small amount of his.
I don't see how flamers are really affecting you if you're playing mech, and throw some melta in your squads, it'll make short work of the dreads. Remember they can't assault if they come in via DP.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2012/12/31 23:19:58
Subject: Re:Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Depraved Slaanesh Chaos Lord
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Am I the only one that thinks the easy solution is to put your parking lot on top of a Skyshield Landing Pad? That'll give you an easy 4+, and if you bubble wrap it then you can easily keep your mech outside of Meltagun range.
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![[Post New]](/s/i/i.gif) 2013/01/01 00:42:55
Subject: Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Growlin' Guntrukk Driver with Killacannon
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The heavy flamers are on the dreads and they burn the guys after the transport has been blowen up.
I played an 1850pt game against him yesterday and did ok. I lost but only due to first blood.
I ran a CCS with 4x Plasma guns in chimera, 6x Plama Vet squads in chimeras, 2x Vendettas with heavy bolter sponsons, 2x Manticores & Marbo.
I set up with a decent amount of spacing between my tanks anf let him drop in a smash a few chimeras the rest of the plasma attacked the dreads amd killed a couple. Turn two the rest of his guys swamped my objective so I moved out a couple of vet squads and over run his both sides got slay the warlord linebreaker and we both held each others objectives he only won because he drew first blood closest game so far
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![[Post New]](/s/i/i.gif) 2013/01/02 05:43:34
Subject: Re:Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Angry Blood Angel Assault marine
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I run a very drop heavy list, What hurts me is Interceptor Laz cannons shooting my Dreadnoughts before they can shoot.
The Sky shield is not a great Idea seeing there gona shoot it out from under you.
maby take 1-3 Hydras. They can shoot at things as they deploy and still have the mobility afterwards.
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Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"
We only ever get one shot marlin. Life is one shot |
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![[Post New]](/s/i/i.gif) 2013/01/02 06:34:18
Subject: Re:Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Numberless Necron Warrior
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Maybe try hiding your guys behind the Chimeras? Castle in a corner or along your board edge with the chimeras lengthwise facing him. Try to stay no more than 6-7" from the board edge at all times, that was he has to drop a bit further back, or drop right on you and risk scattering of the board. If your guys are behind the Chimeras, not in them, he will have to take them out first. If you cant see your guys, he cant shoot them. Remember, he can only bring in half of his Drop Pods first turn, so minimize your losses then annihilate whatever comes in first.
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![[Post New]](/s/i/i.gif) 2013/01/02 10:14:20
Subject: Re:Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Boosting Space Marine Biker
The Halo Stars
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BloodAngels Brother wrote:I run a very drop heavy list, What hurts me is Interceptor Laz cannons shooting my Dreadnoughts before they can shoot. The Sky shield is not a great Idea seeing there gona shoot it out from under you. maby take 1-3 Hydras. They can shoot at things as they deploy and still have the mobility afterwards. Hydras don't have interceptor, only skyfire.
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This message was edited 1 time. Last update was at 2013/01/02 10:14:49
About 3000 |
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![[Post New]](/s/i/i.gif) 2013/01/02 10:44:43
Subject: Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Agile Revenant Titan
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Don't allow your opponent to drop in close to your tanks. If you tweak your list a bit to allow for more infantry you can ensure he can't utilize drop pods close to your tanks. Below is an image from a dakkadakka battlereport showing exactly this:
http://www.dakkadakka.com/s/i/at/at2/2013/1/1/8477645e7d0443cad0659ad1b54e2981_4139.jpg
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2013/01/02 14:09:05
Subject: Mech Guard VS Turn 1 Deep Striking Alpha Strikers
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Nurgle Veteran Marine with the Flu
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That's awesome!
Also, I love the three executioners with the rainbow barrels. Gets me thinking, why don't I run three executioners???! *runs over to the bitz box and starts frantically searching for turrets*
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Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ |
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