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Astra militarum vs. Thunderwolf cav and biker blobs  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Fresh-Faced New User




I was wondering if anyone has had any success running imperial guard vs. these specialised pain in the ass super blobs. I have been theory crafting for a while for a good method of dealing with these things and haven't seen anything jump out at me. Ideas? Success stories? Will hordes of LR executioners work? Boat loads of auto cannons? It seems like they cross the table before you would get a chance to deal with them. HELP!
   
Made in us
Speedy Swiftclaw Biker





Coming from a Space Wolves player dealing with IG is one of my main problems. VS Deathstars you want pure firepower. Leman Russ's with that 20 shot cannon (not sure on the name) and Basilisks and heavy weapon teams (Autocannons/Heavybolters) are your best friends.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Going 2nd with obsec units in flying transports and jumping out onto objectives turn 5 is an option if you're playing eternal war missions. For maelstrom or itc though, no, not really beyond trying to tarpit them with azreal + priest + conscripts, but even then, superfriends probably has enough attacks to still chew through the blob.

Against normal bikers, the Emperor's Wrath artillery Company with bassies and the pimp cane to ensure that you don't fail your ignores cover order should put a dent in them.

Don't forget your friendly neighbourhood inquisitor with 3 servo skulls to prevent Scout moves and reduce scatter on your blasts (for example, ignores cover bassie shells).

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in gb
Pyromaniac Hellhound Pilot






Provided it isn't invisible, wyverns are your friend. Fought against a super-unit of ravenwing command squads plus tanking chapter masters yesterday, and they made a huge impact!

Use them to snipe all the basic bikers/thunderwolves + any buffing characters (e.g. apothecaries etc.) to leave the deathstar as just a bunch of characters without the squad numbers to back them up. These will be easier to gun down with your conventional firepower, and they'll have far fewer attacks against your guard blobs

When they hit home, if you have a huge platoon/conscript blob to lock them in combat, it can do wonders. No super-fighty characters are going to earn their points if they're swinging at 3 point conscripts for the rest of the game haha. Make the conscript unit as big as you have models - 50 conscripts with a priest is 175pts and should be guaranteed to hold up those crazy-expensive wolves up for 2+ turns.

This message was edited 4 times. Last update was at 2016/04/04 11:57:57


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in ca
Fresh-Faced New User




I am brand new to Astra militarum and was at a complete loss as to what to get but I did pick up two start collecting boxes a demolisher kit and a wyvern (seems to be a big favourite and they do seem to poop out the dakka.) I was thinking about going forge world style and picking up some Medusa's. Ideally I would rather keep the whole army out of the Astra militarum selections as I'm not a huge fan of allying with other groups.
   
Made in us
Rookie Pilot



Ohiowa

Barrage sniping is pretty important. The issue is that the wolf player can do lots of look out sir things if you aren't careful. You can mess with his plans in a couple of ways.

1) Positioning. To look out sir, the wolf player needs to have the characters as the first targets. Well, if you get over to the flanks and sides of the unit or behind it, this becomes harder for him to do.

2) Barrage. Similar to point 1, you can use barrage weapons to force your enemy to remove models you want, rather than what he wants.

3) Orders. You have an order that gives you precision shots. With 100 las guns, you can allocate a fair amount of that.

4) Psychic powers. Witchfires can let you pick dudes out, hexes (the rending one from divination springs to mind) are beastly.

5) Off-angle assaults. If you charge the blob from the back/rear with something guardsmen can't handle, he's going to have to reposition and move backwards to kill off the offending unit. I am thinking of sentinels in particular. At 3" consolidations, that may take some time. Hit-and-run counters this, but it's an idea.

6) Volume of shots. As stated, volume of shots can do work. For this, I am a fan of the vulture gunship with twin-linked punisher cannons, but that may not be in your lexicon yet.
   
 
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