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2013/08/02 20:42:38
Subject: Know Your Enemy (Competative Play Article) - rough draft
This thread is to collect knowledge for competitive play.
Hi Dakka, I’m gearing up for a big tournament and I realized I’ve a lot to learn about the other armies. So I decided I would start writing an article for a competitive player to reference. The purpose of this article is to list each army in a way that a player could get an idea of where to look for weaknesses and how to gain advantage over that army. As well as listing it strengths and what to avoid. Of course, using allies muddies the subject a bit, but that is beyond the scope of this article.
I’ve taken a stab at the rough draft of two of the Codexes I know best. Please comment on those and contribute a write up for the armies you know well. I will treat this as a living document and be updating the OP as the information comes in.
Know your enemy
The Imperial Guard:
Spoiler:
Overview; This army focuses on out shooting the opponent most time excluding any CC element. Lots of High Str Low ap shooting. Lots of tanks or lots of bodies or sometimes more of each then you brought. In a competitive IG build you are all but guaranteed to see 2-4 flyers, tough and hard hitting flyers.
Strengths; IG thrives on shooting, if they can shoot you off the board they don’t have to worry about being assaulted. Strongest range for the IG army will depend on build, but most will prefer to keep you > 18” away to minimize assaults. Redundancy, most IG armies will have 2-3 of any give selection. Resilient, the trooper is weak, but the army can usually win a war of attrition through bodies/vehicles, it’s not the best at it but there aren’t many better. Air superiority, guard can bring a surprising amount of AA and fliers. If the guard player wants the skies he will take them and win 9/10 times.
Weaknesses: Close combat, almost any guard unit will fold quickly to any reasonably competent melee unit. The ideal situation is to get a weak charge off and finish the assault in the guard player’s assault phase. Rear armor, the ability to outflank or deepstrike into a position where you can target the vulnerable armor of the tanks is not only a benefit to you but, your IG opponent will be forced to worry about it or lose tanks. Tanks hugging a board edge for protection are probably out of position. Mobility, Aside from the previously mention fliers most units in the Guard aren’t terribly mobile and can’t move better than a marine. If you have a highly mobile army you can use this to deny range to the slower Guard player. No interceptor; If you aren’t playing with FW rules guard only have the interceptor options form the BRB. This means tactics like Deepstrike and Outflank are more reliable than against say, a Tau army.
Gotchas; There aren’t too many of these in the guard dex. I think that the str 10 pie plates are important to identify if you have t5 MCs you want to live. Also, metla bombs. Guard have access to an entire squad with melta bombs. If your MC charges into 10 vets with bombs it will be looking at the remnants all with 1 Str8 ap1 attack.
Dark Eldar:
Spoiler:
Overview: This army focuses on mobility. High amounts of poisoned shots. Decent close combat presence. Decent access to anti armor.
Strengths; Though no longer as mobile as their lighter brethren the Dark Eldar are still pretty freaking fast. Most of their Hvy guns are a 36” range so dancing outside of the opponent’s reach is a viable tactic for DE. High volumes of poison shots melt 3+ MCs as quickly as Marines. Your wraith knight is just a combat squad to a DE army. Good access to lance weapons means that all your tanks are threatened regardless of how tough they are. Close combat, all wytches have a 4++ in close combat so you’re only going to kill have your wounds. Sergeants can either get a 2+ poison weapon or an ap3 poison weapon. Bottom line is, what every toughness boost you have DE reduce it as an army.
Weaknesses; Highly specialized, DE units in general will be good at one thing to the exclusion of others. There troops can be ok generalists most everything else is not. Glass cannon, DE fly around in skimmers made of wet cardboard. Outside of a transport most DE units are mostly GEQ. There are a few exceptions but what you can shoot with the right weapons should die. No air superiority, a DE player will need to try really hard if they want to control the skies. An opponent who has even a modest presence in the combat airspace can take it from the DE player.
Gotchas; Night vision, the entire army has night vision. This means night fight only helps them, never voluntarily choose night fight 1st turn( Immotek is an exception, of course.) Poison, remember this army doesn’t care what your toughness is. Haywire grenades, wytches threaten land raiders in CC. Night shields, DE have access to a vehicle upgrade that subtracts 6” from your range. This means meltas are never in melta range and their 36” guns now out range yours.
This message was edited 1 time. Last update was at 2013/08/08 20:01:20
I play +
2013/08/08 05:50:22
Subject: Re:Know Your Enemy (Competative Play Article) - rough draft
Thank you. I thought it would be a useful article, but I don't have the knowledge base to write it all myself. I was hoping to use this thread to collaborate with the good people of Dakka.
I play +
2013/08/08 18:32:48
Subject: Know Your Enemy (Competative Play Article) - rough draft
Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE)
2013/08/08 19:29:54
Subject: Know Your Enemy (Competative Play Article) - rough draft
Few questions on the DE part. What weapon does a sgt have access to thats ap2 and poison? And did you say they are TEQ cause they have a single HQ choice with a +2.
@Insane: I thought that the Agoniser had been FAQ'd to ap2. I am wrong it is AP 3.
TEQ was written to mean "Tau Equivalent", but looking over the codex reveals that they mostly GEQ (Guard, incase I'm wrong on the abbreviation again. ).
These points have been updated in the original post.
This message was edited 1 time. Last update was at 2013/08/08 20:02:55
I play +
2013/08/08 20:17:39
Subject: Know Your Enemy (Competative Play Article) - rough draft
Ok, you were probably thinking of the huskblade, which was upgraded to AP 2, and I thought TEQ meant Terminator Equivalents. Just wanted to get that settled and great idea for a post.
Overview: This army focuses on strong close combat models which use psychic powers to buff themselves and do damage when out of CQC. The army has a lot of random elements that can shift the game one way or another. Flying monstrous creatures stay in the air to survive and then assault when they can. HEAVY psychic needs. Daemons really aim to flood your target priority system so if you don't focus correctly youll end up in CQC with half his daemons and get slaughtered.
Strengths: The baddest fatties around. Most competitive daemons lists are flying circus based. These feature several FMC creatures with max psychic ability. Often feature other fast moving assault units like flesh hounds. If greater daemons and princes get to assault you. You are probably done. Lots of psychic powers that can ruin your day if you're not grey knights or eldar. They have a lot of multi wound models so killing things with small arms fire can be taxing.
Weaknesses: They only have 1 actual shooting unit. None of their units besides big daemons have armor saves. All of the troops die extremely easily and the randomness of the codex can really hurt them. Keep them away from your front lines or use a bubblewrap technique and focus fire. they have a lot of multi wound models so STR8 shooting if you can bring it in droves will ruin their day.
Gotchas: The grimoire of true names will give a tzeentch unit a 2++ re-rollable making them functionally invincible. To counter this target the unit carrying the book. Another thing to watch out for is that all the units have invuln saves that can get buffed by divination etc. so armor piercing shots are useless.
This message was edited 1 time. Last update was at 2013/08/08 22:38:03