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![[Post New]](/s/i/i.gif) 2014/11/10 20:10:55
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Fresh-Faced New User
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Long time lurker who just joined up. I've been playing blob guard for a while now, and it's getting a little boring/my mates are sick of being drowned by 100+ bodies in 1500 point games. So I've decided to start a mech army, but can't for the life of me figure out a good counter for monstrous creatures (which are common here, as everywhere).
I've got vets with meltas/demolitions and some Russes to kill tanks; Wyverns and LRBTs to kill infantry; but if someone throws a couple Riptides/Greater Demons/Nid monsters my way (and they would), I can't come up with a good counter except for autocannon sentinels, and they're expensive for a unit that probably won't be able to do the job in time to prevent disaster. And facing Wraithknights? Forget about it...
With infantry guard, it was easy - get my blob of 30 with prescience and "Bring it Down!" within 12" and the monster's gone (or worse case scenario, tarpit it in the next turn). But mech guard doesn't have the benefit of mass fire, or hordes of unbreakable bodies to use as tarpits.
I'd prefer to not use a Knight (I've got one, but I think it doesn't exactly fit with the theme of the army) or shell out for a minimalist platoon to get access to cheap HWS (again, doesn't fit theme), but if that's what I'd need to do to actually have a fighting chance, that's what I'll do.
So what would you recommend?
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![[Post New]](/s/i/i.gif) 2014/11/10 20:50:03
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Krazed Killa Kan
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As a nid player plasma is always a tough shot to face. You will likely need to kill my cover or find a way to ignore it but plasma is effective against all MC especially in rapid fire range.
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2014/11/10 21:17:08
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Swift Swooping Hawk
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Plasmacutioners.... a couple of those will toast a MC as long as he isn't flying, especially if it is Pask's unit. That's what my buddy has been running. Torches an M/C a turn if he needs to. He runs 3 plasmacutioners though. 1+ pask, and a separate unit of 1
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"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
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![[Post New]](/s/i/i.gif) 2014/11/10 21:26:09
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Is 'Eavy Metal Calling?
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Welcome to Dakka!
The best answers you have are:
Plasma Vets: Especially if you can unload them into Rapid Fire range and apply some kind of buff (Orders or Psycic Powers) they should easily throw down a few wounds unless the enemy has a very good invuln (the only one I can think of like this is the Riptide, which sacrifices firepower to get a 3++)
Executioners/Lasplas Vanquishers: Again, these guys really shine with a buff or two heading their way, but even without them, you should be stacking wounds pretty easily, and more importantly at good range.
Astropaths: Cheap Psychic Shriek in a CCS, which is a great counter to MCs. A few Auto-wounds can negate high toughness, and good rolling should put most MCs in the ground. Same works with Primaris Psykers, if they get Telepathy (I can't remember if that's the one they don't get or not)
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![[Post New]](/s/i/i.gif) 2014/11/10 23:53:49
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Longtime Dakkanaut
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Pask in an executioner.
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![[Post New]](/s/i/i.gif) 2014/11/11 04:54:50
Subject: Re:Starting mech Guard, but can't figure out what to do about monsters
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!!Goffik Rocker!!
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Pasknisher with melta and laz. Such ammount of s5 rending shots and a couple of meltas + laz will put some hurt on anything.
However, there's no one right answer. Plazma, massed autocannons, lazcannons - everything will do.
The best answer from my pov are conscripts with a priest or a comissar but i guess you don't have them in a mech list.
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![[Post New]](/s/i/i.gif) 2014/11/11 20:50:42
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Guard Heavy Weapon Crewman
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Paradigm wrote:Welcome to Dakka!
The best answers you have are:
Plasma Vets: Especially if you can unload them into Rapid Fire range and apply some kind of buff (Orders or Psycic Powers) they should easily throw down a few wounds unless the enemy has a very good invuln (the only one I can think of like this is the Riptide, which sacrifices firepower to get a 3++)
Executioners/Lasplas Vanquishers: Again, these guys really shine with a buff or two heading their way, but even without them, you should be stacking wounds pretty easily, and more importantly at good range.
Astropaths: Cheap Psychic Shriek in a CCS, which is a great counter to MCs. A few Auto-wounds can negate high toughness, and good rolling should put most MCs in the ground. Same works with Primaris Psykers, if they get Telepathy (I can't remember if that's the one they don't get or not)
Unfortunately the Primaris Psykers can only generate powers from Biomancy, Divination, Pyromancy and Telekinesis. Using Psychic Shriek is a great idea though, so biggups on that.. Definitely going to bring an Astropath when I play 'nids again.
I've had great success with Pask, both in a Punisher and a Vanquisher, and a couple executioner squadmates.
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Only the artist, not the fool.. Discovers that which nature hides... |
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![[Post New]](/s/i/i.gif) 2014/11/11 20:53:08
Subject: Re:Starting mech Guard, but can't figure out what to do about monsters
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Pauper with Promise
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Lascannons are the bane of wraithknights. 3+ armour save is pretty weak, and you can easily get them on sponsons for russes
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Coteaz is still less cheesy than Mat Ward
Armies:
Grey Knights
Eldar
Inquisition
Militarum Tempestus
Dark Eldar |
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![[Post New]](/s/i/i.gif) 2014/11/11 20:55:26
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Hurr! Ogryn Bone 'Ead!
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Imperial Knight Ally, if you're into that kind of thing.
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Death Korps of Krieg Siege Army 1500 |
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![[Post New]](/s/i/i.gif) 2014/11/12 00:54:56
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Unhealthy Competition With Other Legions
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I started played blob guard in 5th ed and eventually I also added some chimera's for mobility and to allow me to change the playstyle of my army a bit to mix it up. I always used 3xplasma vets in a chimera, sometimes with a powerfist to deal with MCs. Regardless of what the monster was, if I had them then I felt comfortable.
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This message was edited 1 time. Last update was at 2014/11/12 00:56:11
"He's doing the Lord's work. And by 'Lord' I mean Lord of Skulls." -Kenny Boucher
Prepare yourselves for the onslaught men. The enemy is waiting, but your Officers are courageous and your bayonettes sharp! I have at my disposal an entire army of Muskokans, tens of thousands of armour and artillery supporting millions upon tens of millions of the Imperium's finest fighting men with courage in their bellies, fire in their hearts and lasguns in their hands. Emperor show mercy to mine enemies, for as sure as the Imperium is vast, I will not!
- General Robert Thurgood of the Emperor's Own Lasguns before the landings at Traitor's Folly at the onset of the Chrislea's Road Campaign
"Pride goeth before the fall... to Slaanesh"
- ///name stricken///, former 'Emperor's Champion' |
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![[Post New]](/s/i/i.gif) 2014/11/12 00:58:00
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Punisher-Pask is your special nondiscriminatory friend. He kills everything equally.
20 preferred-enemy, rending strength 5 hits will tear most any FMC to shreds.Just be sure to keep him supported.
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![[Post New]](/s/i/i.gif) 2014/11/12 03:42:30
Subject: Re:Starting mech Guard, but can't figure out what to do about monsters
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Towering Hierophant Bio-Titan
UK
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Depending on how worthy your opponents are, I've found the point-dense Pask-Squad to be a liability, requiring yet more points spent to bubble wrap so... YMMV.
Wyvern's rock such fantastic delicious spicy sauce, bring many!
Sentinels match a mech army, provide cheap firepower and can tie up (Front AV12) units in CC.
Mech Vets... ahh... Your either fielding three Plasma/Melta or Two specials & a h.flamer.
Inquisitor vehicles can add a good options; cheap psybacks (Str6 TL shots) or The 5-Firepoint chimeras (special weapons/servitors/Jakeros).
Manticores if you aim to use prescience psykers. Otherwise they are too unreliable with scatter combined with limited ammo + D3 blasts.
Eradicators are useful for the passive ignores cover + combined with full heavy bolters = a dakka boat.
Leman Russ Shells with (Not a battle cannon) weapons are good! AV14 can be very intimating if fielded cheaply.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2014/11/12 17:02:36
Subject: Re:Starting mech Guard, but can't figure out what to do about monsters
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Infiltrating Broodlord
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I second the Eradicator. It's one of the less popular options but as a nids player, the strength ap and ignores cover blast scares the pants off the Harpy, Hive Crone, Toxicrene and anything else caught in the crossfire. Might try PC sponsons/Melta and the front mounted lascannon to knock down Carnifexes and other 3+ save monsters after the Eradictor shell kills the Venomthrope giving everyone cover.
Because honestly if you bring anything that doesn't ignore cover, 20 rending shots or 5 plasma cannon blasts what have you, I'm really not scared. I can just take my 2+ cover save all day long.
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Proud supporter of
It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos |
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![[Post New]](/s/i/i.gif) 2014/11/19 03:16:05
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Hardened Veteran Guardsman
New York
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against singular MCs, I don't think the executioner is best way to go. If you want a dedicated anti MC unit I would give a vet squad 3 plasma guns and a lascannon and put them in a chimera. Try to get within 12" for rapid fire
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He's been ferried through hell on a ship that's ten thousand years old to some godforsaken, war-torn rock; He is one of ten million men snatched from his home to fight a war he barely understands; He wages war against devouring hiveminds, ravenous demons and hordes of hyper-advanced aliens with strange technologies and sorceries he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold lightyears from home.
Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no millennia-old genetic engineering, no prophetic leader, no miracles of faith. He has his lasgun, his orders, and those beside him. He is the Imperial Guard.
And he will hold the line.
Ferox 1st Calvary Regiment 2500pts |
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![[Post New]](/s/i/i.gif) 2014/11/19 23:37:29
Subject: Starting mech Guard, but can't figure out what to do about monsters
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Longtime Dakkanaut
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Run an Armoured Battle Group and use Vanquishers with Beast-Hunter Shells.
Instant death for MCs. Best thing I can think of.
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