Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/03/03 17:10:27
Subject: Beasts of Nurgle with the grimour
|
 |
Regular Dakkanaut
|
I am looking for advice on dealing with these pain in my butt models with Eldar.
A friend of mine runs these and dump about 600 - 700 points into them and gives them a 3++, I know wraith guard shooting and wraith knights in close combat will instant Death them if the wounds get through but if caught in CC they will die eventually.
I am looking for other options to deal with these guys or thin them out at least before I charge something into them.
I don't want to build a list specifically to kill these as when I do a kill a specific army I loose to everything else in Tourny's.
Any Advice would be great.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/03 20:02:51
Subject: Beasts of Nurgle with the grimour
|
 |
Stalwart Veteran Guard Sergeant
|
Kill the guy with the grimoire first.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/03 21:24:48
Subject: Beasts of Nurgle with the grimour
|
 |
Regular Dakkanaut
|
its a Harald that is part of the squad and I typically don't run anything with precision shots.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/03 22:12:00
Subject: Beasts of Nurgle with the grimour
|
 |
Longtime Dakkanaut
|
If it's a herald that's riding in the unit, then they arent moving very fast (nurgle heralds don't have a cavalry steed). 6" move with no run should be pretty easy to stay away from, especially with speedy eldar. Just ignore that 700pts of his army, and kill the rest.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/04 01:01:39
Subject: Beasts of Nurgle with the grimour
|
 |
Grisly Ghost Ark Driver
Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)
|
McGibs wrote:If it's a herald that's riding in the unit, then they arent moving very fast (nurgle heralds don't have a cavalry steed). 6" move with no run should be pretty easy to stay away from, especially with speedy eldar. Just ignore that 700pts of his army, and kill the rest.
It actually isnt that difficult to conga line the entire unit down field max coherency and sling shot the herald into combat. As seen with the dronestar a while back the slingshot tactic is very possible with fast moving nurgle units and heralds.
|
"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War
"If your not winning, try a bigger sword! Usually works..."
10k
2k
500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/07 18:27:00
Subject: Beasts of Nurgle with the grimour
|
 |
Regular Dakkanaut
|
A GumyBear wrote: McGibs wrote:If it's a herald that's riding in the unit, then they arent moving very fast (nurgle heralds don't have a cavalry steed). 6" move with no run should be pretty easy to stay away from, especially with speedy eldar. Just ignore that 700pts of his army, and kill the rest.
It actually isnt that difficult to conga line the entire unit down field max coherency and sling shot the herald into combat. As seen with the dronestar a while back the slingshot tactic is very possible with fast moving nurgle units and heralds.
this is exactly true, and a very common tactic for him. Granted the new imperial knights that everybody seems to have 1 week after release are looking like a very good counter to this unit and killing it. with the 1 in 6 chance to remove a model from play with no saves of any kind allowed.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/07 19:19:20
Subject: Beasts of Nurgle with the grimour
|
 |
Potent Possessed Daemonvessel
|
Imperial Knights are a hard counter to Beasts. Beasts have no ability to hurt a knight, Will lose 1-2 beasts from regular attacks and possibly more to stomps. Then need to take instability which if you lose 2 beasts is snake eyes or more wounds.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/07 20:51:42
Subject: Re:Beasts of Nurgle with the grimour
|
 |
Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
|
The herald is nurgle? Then they are only moving 6" a turn. S&P prevents them from running. I dont understand the problem, thats a really easy win. If hes not nurgle then hes in another squad. Just kill that squad.
|
This message was edited 5 times. Last update was at 2014/03/07 20:57:14
"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/07 20:58:12
Subject: Re:Beasts of Nurgle with the grimour
|
 |
Confessor Of Sins
|
changerofways wrote:The herald is nurgle? Then they are only moving 6" a turn. S&P prevents them from running. I dont understand the problem, thats a really easy win. Not sure how one squad of beasts and a herald costs 600-700 points....I feel like im missing out on a lot of info
The beasts themselves will still move 12" a turn as long as they keep coherency with the Herald.
Mind you, the beasts can't hurt a lot of things: Dreadnoughts for instance, the Herald needs to grind it down (or have Iron Arm). The only thing the beasts have is a lot of attacks, no AP. Shouldn't be too hard to tarpit, especially if you can kill the Herald or keep it occupied.
|
Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog) |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/09 14:58:33
Subject: Beasts of Nurgle with the grimour
|
 |
Regular Dakkanaut
|
Breng77 wrote:Imperial Knights are a hard counter to Beasts. Beasts have no ability to hurt a knight, Will lose 1-2 beasts from regular attacks and possibly more to stomps. Then need to take instability which if you lose 2 beasts is snake eyes or more wounds.
I am not familiar with the instability? Is this something that Daemons have or something Imperial knights have?
Also in my meta Imperial knights have already been banned for competitive play by TO's
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/09 16:21:31
Subject: Beasts of Nurgle with the grimour
|
 |
Ragin' Ork Dreadnought
|
Matt2429 wrote:Breng77 wrote:Imperial Knights are a hard counter to Beasts. Beasts have no ability to hurt a knight, Will lose 1-2 beasts from regular attacks and possibly more to stomps. Then need to take instability which if you lose 2 beasts is snake eyes or more wounds.
I am not familiar with the instability? Is this something that Daemons have or something Imperial knights have?
Also in my meta Imperial knights have already been banned for competitive play by TO's
But... WHY? Because they're tall? Imperial Knights are strong, but they're not blatantly overpowered like everyone seems to think.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/09 17:17:34
Subject: Beasts of Nurgle with the grimour
|
 |
Regular Dakkanaut
|
the reason they have given is because they don't allow stronghold or escalation and that Imperial Knights use D weapons in close combat.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/11 21:10:32
Subject: Beasts of Nurgle with the grimour
|
 |
Nurgle Chosen Marine on a Palanquin
|
A few people run that with plague drones instead of beasts. They have a bit more combat potential and can have poison +3, and a character. They are also jet packs, so dangerous terrain, but assault moves. In any event, the unit is very hard to kill, and can deal some serious damage.
Knights are a good counter to the entire daemon codex, not just beasts. No saves, instant removal from play, and even if we do manage to kill the knight, the explosion will kill whatever took out the knight.
|
|
|
 |
 |
|