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Made in ca
Tough-as-Nails Ork Boy




Vancouver, BC, Canada

Okay, before I get to my question(s), I have to explain my gaming group.

My friends and I play a bit, my main opponent is World Eaters, and with the Mark of Khorne NOTHING RUNS AWAY *growls*. The other armies other friends have are Iyanden (and their mighty Wraithlord/Wraithgaurd who are so disconnected with reality they also do not test), and a Black Templars player (who, however, has not played under the new codex. He used to take a vow which made his whole force fearless... if there's one in the new codex he's likely to take it).

 

Right, so, I play Necrons, and I pretty well rely on inflicting sufficient casualties in shooting to either a)make the units break for it so I never have to fight in assault or b) reducing the # of models to the point that my counter-assault units can take them out (Wraiths, Destroyer-Body Lord, and 20 warriors in combat is scary).

 

What can I, or other armies for that matter, do to more effectively fight fearless forces?


Slowly working on:
40K: 2000
WHFB: 2000  
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

The new BT Codex states that all Black Templar units are fearless in hand2hand. The new vows are a little better, albeit expensive when added to the Emperor's Champion. As for fighting fearless armies, I cannot help you, as I am a Black Templars player one who fights Tau, Orks and Tyranids most of the time. The first of the three are a joke in h2h. Orks are easy to deal with, while tyranids are a bit more of a challenge.

I guess the only thing I can offer is this: kill us before we assault you. reduce any potential assaulting squad to half whenever possible, so that they no longer count as a scoring unit and will also pose little if any threat to your forces.

Hope that helps.
CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Fresh-Faced New User




Hmm...well, I've been playing Necrons a while, though most of it was in 3rd edition.  The Black Templar have changed with their new codex, though, so I'm not so sure what to do about them.

As to fearless armies in general, most Necron players would grab a Monolith.  Assuming your Warriors don't break and get swept on the first turn of combat, you should be able to warp them out of combat and reroll any failed WBB saves, leaving the fearless enemy standing in the open, ready to be rapid fired by most of your remaining units(including the newly teleported one).

Also, for fearless enemies trying to get you into close combat, fast-moving  firepower works  pretty well.  Keep the Destroyers wherever they deal the most damage(while taking as little as possible in return), and if your front lines get too messed up, you can always turboboost your Destroyers elsewhere and force the enemy to march back. 

Keeping some Scarabs handy can't hurt either, since the enemy can't make them retreat, and can't get out of combat themselves, essentially forcing them to cut their way through thirty wounds(barring anything with strength 6 or higher).  Using Scarab swarms to slow down the enemy advance can give your Warriors time to relocate, or allow you to halt part of their forces so that you can deal with another group, effectively shooting them up piece-meal. 

It's late, so there may be something I'm missing, but typically it pays to have an escape plan if your shooting just doesn't cut it.  Veil of Darkness can save enough Warriors to prevent fade-out if you can move some heavy fire power away from enemy pursuit(like Destroyers), while Monoliths can essentially recycle your line so that you get a round of shots for round of close combat they get on one of your units. 

Toy around with it, see what works.  Focusing so that you eliminate entire units can work, so that the enemy can only charge a few of your units at a time, instead of having a bunch of enemies at half strength attacking your entire army.  It really depends on their gameplan and how you react.  Those are some of the things that have worked for me in the past.
   
Made in us
Longtime Dakkanaut




Los Angeles

Welcome to Warhammer 40,000, the game of sci-fi battles, where psychology has almost no place in the game if you play MEQs because MEQs must always win.

And please don't slander Iyanden by grouping them with World Eaters and Black Templars. If if the Iyanden player is running 3 Falcons, he's still a trooper by any standard.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Banelord Titan Princeps of Khorne






Bring a lord with veil of darkness, bring a monolith, and laugh with glee as you teleport out of hand to hand to rapid fire your opponents to oblivion, and stand back up while you're doing it!*

*EDIT*

For added shock value, use the deciever, who makes even fearless units take a LD check and fall back, even though they normally don't! 


Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Fresh-Faced New User




What about fighting fearless shooty armies?

The other day I played a game (I play Tau) against a Slaanesh guy. Fearless, all. On the first turn I fof'd a squad of infiltrating ec marines (screwey deployment on his part), killing 3 of them (satistically average.) His return fire reduced the squad to 4 firewarriors and they promptly quitted the battlefield.

These fearless shooty marines are tough b****es.

I realize that it probably would have been better to have gone for a double-fof, or concentrated more firepower, but that wasn't a possibility at the time. Is this just a "shoot them more, or deal with the return fire pwnage" situations?
   
Made in us
Automated Rubric Marine of Tzeentch






You fleet of foot and then shot? That would be illegal. What is double fleet of foot? If you mean fof then charged then his doing more wounds would still have had a chance to wipe you out, so his fearlessness would not have had anything to do with it.


   
Made in se
Rough Rider with Boomstick





Swerike

For the tau fof = fish of fury.

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in us
Dakka Veteran




the spire of angels

1.shoot them lots(you know this already)

2.when you get into CC use your monolith(s) to suck them out right away so you can shoot them more again on the next turn

.3.outnumber them so they take automatic wounds at the end of combat


"victory needs no explanation, defeat allows none" 
   
Made in us
Bonkers Buggy Driver with Rockets




Da Southern New Hampshire!

fof, fleet of foot, fish of fury... yeah...
everyone knows Tau dont have fleet of foot

If at first you don't succeed, you fail. 
   
 
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