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Made in us
Loyal Necron Lychguard




 easysauce wrote:
you still have to clear the unit you are running away from and be 1" away for H+R to work,

so surrounding them with conscripts is a viable tactic to stop them from H+R, or at least force them to roll a higher #


Automatically Appended Next Post:
wolfstar will die to mass of fire like most other things, tau/eldar/guard can lay them down nicely


Given that Bikes and Calvary fall back 3d6", you'd be hard pressed to create a situation where they'd still be close enough unless they roll minimum.
   
Made in us
Legendary Master of the Chapter






Requizen wrote:
 easysauce wrote:
you still have to clear the unit you are running away from and be 1" away for H+R to work,

so surrounding them with conscripts is a viable tactic to stop them from H+R, or at least force them to roll a higher #


Automatically Appended Next Post:
wolfstar will die to mass of fire like most other things, tau/eldar/guard can lay them down nicely


Given that Bikes and Calvary fall back 3d6", you'd be hard pressed to create a situation where they'd still be close enough unless they roll minimum.


Have you seen a Max out infantry squad list?

its baller amounts of bodies.

Anyway. I feel perhaps the best option is to just attempt to snipe out the IC that has hit and run and hope its not the sisters chick that attempts to come back. vindi probably has a decent chance.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in ca
Lieutenant Colonel






Requizen wrote:
 easysauce wrote:
you still have to clear the unit you are running away from and be 1" away for H+R to work,

so surrounding them with conscripts is a viable tactic to stop them from H+R, or at least force them to roll a higher #


Automatically Appended Next Post:
wolfstar will die to mass of fire like most other things, tau/eldar/guard can lay them down nicely


Given that Bikes and Calvary fall back 3d6", you'd be hard pressed to create a situation where they'd still be close enough unless they roll minimum.


what does fall back have to do with anything? everything hits and runs 3d6, average roll is around 10", depending on the direction and amount of bodies, that can be well under what you need, ESP since every model must clear, and with 50 ish bodies around this can get tricky after pile ins.


Automatically Appended Next Post:
 Desubot wrote:


Have you seen a Max out infantry squad list?

its baller amounts of bodies.

Anyway. I feel perhaps the best option is to just attempt to snipe out the IC that has hit and run and hope its not the sisters chick that attempts to come back. vindi probably has a decent chance.



yeah being able to snipe out the lynchpin is key, and not just for beating wolfstar.

any barrage or as you say a vindi can do well in this role.

This message was edited 1 time. Last update was at 2015/04/01 01:58:18


 
   
Made in ca
Longtime Dakkanaut





Yes, but the point of the star is just to make it down table. At that point the pieces will split off. It rarely needs to stay together.

 
   
Made in us
Daemonic Dreadnought






 Desubot wrote:
Requizen wrote:
 easysauce wrote:
you still have to clear the unit you are running away from and be 1" away for H+R to work,

so surrounding them with conscripts is a viable tactic to stop them from H+R, or at least force them to roll a higher #


Automatically Appended Next Post:
wolfstar will die to mass of fire like most other things, tau/eldar/guard can lay them down nicely


Given that Bikes and Calvary fall back 3d6", you'd be hard pressed to create a situation where they'd still be close enough unless they roll minimum.


Have you seen a Max out infantry squad list?

its baller amounts of bodies.

Anyway. I feel perhaps the best option is to just attempt to snipe out the IC that has hit and run and hope its not the sisters chick that attempts to come back. vindi probably has a decent chance.



I run huge blocks of conscripts. Brought 70 of them to the BAO. They can stand up to a unit dishing out 20+ wounds per turn as long as they get off 4+ invulnerable from divination and rerolls from a priest, but they can not envelope a huge death star of calvary and 60mm bases. The footprint is too large, and it has to be enveloped to prevent a hit and run.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Legendary Master of the Chapter






 schadenfreude wrote:
 Desubot wrote:
Requizen wrote:
 easysauce wrote:
you still have to clear the unit you are running away from and be 1" away for H+R to work,

so surrounding them with conscripts is a viable tactic to stop them from H+R, or at least force them to roll a higher #


Automatically Appended Next Post:
wolfstar will die to mass of fire like most other things, tau/eldar/guard can lay them down nicely


Given that Bikes and Calvary fall back 3d6", you'd be hard pressed to create a situation where they'd still be close enough unless they roll minimum.


Have you seen a Max out infantry squad list?

its baller amounts of bodies.

Anyway. I feel perhaps the best option is to just attempt to snipe out the IC that has hit and run and hope its not the sisters chick that attempts to come back. vindi probably has a decent chance.



I run huge blocks of conscripts. Brought 70 of them to the BAO. They can stand up to a unit dishing out 20+ wounds per turn as long as they get off 4+ invulnerable from divination and rerolls from a priest, but they can not envelope a huge death star of calvary and 60mm bases. The footprint is too large, and it has to be enveloped to prevent a hit and run.


Not sure what the actual mechanics of it are. but i can see it being an issue.

its going to be on the charge > 12" move for attacker then 3" at initiative pile in > end of fight pile in 3" then a further 3 and 3 on IG turn since that's when wolf star would want to H&R. It would be possible with some sort of jump unit to go over to the other side so that you only have to envelop one half but its still pretty inefficient unless you cornered them on a table edge.

I still think the sniper idea is best.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in ca
Lieutenant Colonel






wrapping them in bodies to prevent H+R isnt going to *always* work, but it can be done, and I have done it enough times to white scars that its something to keep in mind.

at the end of the day, wolf star is just a bunch of models that die to massed fire, and often have lynchpin models within the unit that are easy to pick out if you have the right tools.

besides, they have to get that H+R from another codex, so that limits what else they can bring (and often loses them fleet)

being able to snipe out lyncpins, like desubot and I said, is going to be your best bet, and is useful against lots of armies.

so is having a high volume of fire.

 
   
 
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