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Made in us
Been Around the Block




I am an Imperial Guard player with some Space Wolves as allies and I am having a bit of trouble with deepstrikers going in behind my vehicles or aegis defense line. What are some of the effective and reliable counters to deepstrike that I can use between the two codices? I am primarily being deepstriked by Crisis Suits and Deathmarks, as well as by some flyers. Thanks in advance for any advice.

This message was edited 1 time. Last update was at 2013/12/31 20:00:10


 
   
Made in us
Longtime Dakkanaut






How close are they Deep Striking? A Coteaz blob can mitigate the close-in stuff like Melta Guns in Drop Pods.

If you have a serious problem with things getting behind you, then you are failing during deployment. Either need more bodies to bubblewrap, or need to castle more densely to prevent it.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in us
Been Around the Block




The units are general deepstriking withing thier melta range, so within 12' I believe for the crisis suits but correct me if I am wrong. I have heard a little about castle formations but I am unsure exactly what they would look like. Also, I have always prefered to use Veterans for my troops choices becuase of thier BS4 but I suppose I could go for an Infantry Platoon to add more bodies to the list. Just not sure how I would equip them for the job.
   
Made in us
Locked in the Tower of Amareo




Use bubblewrap units. IG has plenty to choose from, and they are quite efficacious at hosing up drop lists.

Use the terrain to your advantage as well. They have do drop into the clear. Set up murderous kill zones for your hit back turn.
   
Made in us
Beast Lord





Castle up with your rear on a corner and have platoons bubble wrap your tanks, taking up as much space around them as possible

This message was edited 1 time. Last update was at 2013/12/31 20:41:47


 
   
Made in us
Legendary Master of the Chapter






Its 18" for Tau melta. but any way. you should spread out your meat shield within coherency all around your tanks.

or castle in a corner for additional protection.

 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 us
Been Around the Block




If I were to drop a Veteran squad with a lascannon and a Leman Russ Battle Tank from my list (240 pts), what would be a good "bubble wrap" unit to add to an aegis artillary list? I have yet to really use Infantry Platoons so I am not sure how to kit them out to be effective for this type of list. Thanks again guys. I am liking the advice so far but I am still relatively new to 40k so elaboration would be helpful.

This message was edited 3 times. Last update was at 2014/01/01 00:05:37


 
   
Made in us
Legendary Master of the Chapter






Well actually what is your general list.

You usually just want something cheap and plentiful to make a ring around your stuff about 5-8 inchs away.

 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 us
Been Around the Block




This is the list I currently run in 2000 pt games but I am open to getting more models.
http://www.dakkadakka.com/dakkaforum/posts/list/570826.page

This message was edited 1 time. Last update was at 2013/12/31 21:16:30


 
   
Made in us
Boom! Leman Russ Commander





Ohio

With that list you have you really need more troops.

Get a platoon with autocannons in the infantry squads for cheap and wrap around the tanks.

Drop a battle tank or two, I would maybe suggest dropping the plasma sponsons if you need points.

Maybe drop Marbo if needed but he's actually good for bombing something and then going to get line breaker.

I would also suggest dropping one of the advisors to get more points for them.

As for the vet squad with a lascannon I will recommend getting plasma guns or melta guns on them mainly because you should really make use of that bs 4.

 
   
Made in us
Been Around the Block




Very good points. So I should maybe drop the vets with a lascannon and a battle tank to get a platoon with autocannons to wrap my tanks in. This would free up 240 pts for my platoon, which may be enough. The other thing I was maybe looking to drop was the camo netting on the manticore but I have yet to test it and it seems like it could be a good buy. One more question though. I wouldn't want to bother kitting my platoon out with anything other than autocannons, like transports or wargear if they just bubble wrap correct? Is the point to remain stationary around them all game and be cannon fodder or can they eventually serve another purpose after reserves are all out?
   
Made in ca
Sister Oh-So Repentia




Canada

For 125 points you can take two Divination Inquisitors with 3 servo skulls each. Each skull prevents deep strikes, scout moves and infiltration within 12" of them. They are placed before deployment, and thus you can deny your entire table half to the enemy. Removing the Skulls requires one to move to within 6" of it. Coteaz might let you shoot at some of the things that drop down, but a pair of lesser inquisitors gives you the same number of Divination powers and better area denial.

They can also take some pretty cool wargear, like the psyocculum, which makes the unit that the inquisitor is in, along with said inquisitor shoot at BS 10 against psykers. A blob with FRFSRF all at BS10 against eldar, daemons and grey knights is pretty awesome.
   
Made in us
Been Around the Block




To take Inquisitors and Servo skulls I would need to use the Witch Hunters Codex correct? I am unsure how that works since Witch Hunters are not mentioned on the allies table. Also, I am already allied with Space Wolves. Could I not do this anymore if I take the Inquisitor and Servo Skulls?
Forgive me for the newbie questions but I am still new to 40k.

Thanks.

Also, when I went to the GW site to look at the Witch Hunter Codex it said it was unavailable, which leaves me with even more questions as to how I would use them in my list.

This message was edited 1 time. Last update was at 2014/01/02 01:15:01


 
   
Made in us
Devastating Dark Reaper






If you want absolute deepstriking protection you will want 1+ Void Shields to take hits from long range hits like the 18' melta and you also want a Warp Quake power from Grey knights to auto cause a mishap when something lands within the 12' bubble. Other than that spacing out a 20 man squad to fill up a whole area will prevent anything from getting close. You may lose the squad easy but its for sure protection, a Mawloc will still ruin your day but thats what Warp Quake is for.



The Eldar, more than any other army, should not only look at the output of each unit individually, but the synergy of multiple units together and their role in the force as a whole. - Fable 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

If you play IG and you are going against a drop pod/deep strike army, you can not win in the deployment phase, however, you can be defeated in the same phase.

Keep things that deep strike into your front armor. You don't have to deploy onto up to the line. Nothing says you can't deploy on the table edge. I usually keep my Chimeras about 4 inches from the edge (alot of drop pods where I am). This gives room for troops to exit if they have too. Also, the ADL is tricky, but, easy to deploy. If you have to, put a couple vehicles behind the ADL and not give any room for something to get behind that. Two manticore deployed on table edge, behind and ADL is great for this.

Also, keep your own units in reserve, as much as you can. IG has a handful of decent reserve units. Vendetta/Valks being the most used and best. Storm Troopers. Scout Sentinels (great for hitting side/rear armor). Even the mass outflank infantry platoon in chimeras.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Longtime Dakkanaut






 martin74 wrote:
If you play IG and you are going against a drop pod/deep strike army, you can not win in the deployment phase, however, you can be defeated in the same phase.

Keep things that deep strike into your front armor. You don't have to deploy onto up to the line. Nothing says you can't deploy on the table edge. I usually keep my Chimeras about 4 inches from the edge (alot of drop pods where I am). This gives room for troops to exit if they have too. Also, the ADL is tricky, but, easy to deploy. If you have to, put a couple vehicles behind the ADL and not give any room for something to get behind that. Two manticore deployed on table edge, behind and ADL is great for this.

Also, keep your own units in reserve, as much as you can. IG has a handful of decent reserve units. Vendetta/Valks being the most used and best. Storm Troopers. Scout Sentinels (great for hitting side/rear armor). Even the mass outflank infantry platoon in chimeras.


Bane Wolves actually have a decent role in anti-Drop MEQs duty. Which is nice because usually they aren't good for much else.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in ca
Sister Oh-So Repentia




Canada

Dekken442 wrote:
To take Inquisitors and Servo skulls I would need to use the Witch Hunters Codex correct? I am unsure how that works since Witch Hunters are not mentioned on the allies table. Also, I am already allied with Space Wolves. Could I not do this anymore if I take the Inquisitor and Servo Skulls?
Forgive me for the newbie questions but I am still new to 40k.

Thanks.

Also, when I went to the GW site to look at the Witch Hunter Codex it said it was unavailable, which leaves me with even more questions as to how I would use them in my list.
Recently there was a new Codex: Inquisition release. It is digital (only?) and pretty small, but it allows any imperial army to take them as allies. More importantly, it allows you to take an Inquisitorial Detachment in addition to your regular allies, where the force org chart looks something like HQ:1-2 Elite: 0-2. This means that you can literally just tack them onto your preexisting army+allies.
   
Made in us
Been Around the Block




Just to be clear. Since this is a Codex Suppliment, I would not need my opponants permission to use this with my Imperial Guard Army correct? Also, are these generally accepted in tournaments or are they generally restricted to private games?
   
Made in jp
Battleship Captain






The Land of the Rising Sun

The answer to your second question is up to each TO. Some do accept supplements but others think it`s something better left home. You will have to ask them.

Your first question is more complicated as in not a question of rules but rather politeness, you don`t need your opponent`s permission to use many things not in the main rules but they on the other hand don`t have to play against you. So the easy thing to do is to give them a fair warning in advance of the non_usual stuff you might want to add to your list (as in "I play IG with Inquisition escalation list")

M.

Jenkins: You don't have jurisdiction here!
Smith Jamison: We aren't here, which means when we open up on you and shred your bodies with automatic fire then this will never have happened.

About the Clans: "Those brief outbursts of sense can't hold back the wave of sibko bred, over hormoned sociopaths that they crank out though." 
   
Made in us
Been Around the Block




 Paimon wrote:
For 125 points you can take two Divination Inquisitors with 3 servo skulls each. Each skull prevents deep strikes, scout moves and infiltration within 12" of them.


I was reading the Inquistion Codex and I did not see in there that enemy units cannot deepstrike within 12 inches of the servo skulls. It only says "Enemy infiltrators cannot set up within 12" of a Servo-skull. Similarly, enemy scouts cannot use their pre-game move to approach to
within 12" of a Servo-skull". I saw no mention of enemy deepstrike. So the enemy sould still deepstrike as normal if I am not mistaken.

This message was edited 1 time. Last update was at 2014/01/02 16:16:23


 
   
Made in us
Longtime Dakkanaut




Yah I don't know where he got that you can't deep strike near an enemy servo skull from. In fact when you land within 6" of the skull via deep strike it's destroyed. Guard have possibly the best anti deep strike counter measure of any codex besides grey knights. And that's 50 man infantry platoon blobs. You can bubblewrapping everything you need to with 100 guardsmen.
   
Made in us
Legendary Master of the Chapter






Dekken442 wrote:
 Paimon wrote:
For 125 points you can take two Divination Inquisitors with 3 servo skulls each. Each skull prevents deep strikes, scout moves and infiltration within 12" of them.


I was reading the Inquistion Codex and I did not see in there that enemy units cannot deepstrike within 12 inches of the servo skulls. It only says "Enemy infiltrators cannot set up within 12" of a Servo-skull. Similarly, enemy scouts cannot use their pre-game move to approach to
within 12" of a Servo-skull". I saw no mention of enemy deepstrike. So the enemy sould still deepstrike as normal if I am not mistaken.


Thats because paimon is incorrect.

you can still DS near them.

really the only protection against Deepstrike is ether 1, bubble wrap, or 2 intercept and blow em up.

Coteaz from the Inquistor codex (for i been expecting you), a ADL with a quad gun + a big blob bubble wrapping would be an excellent deterrent.

This message was edited 1 time. Last update was at 2014/01/02 19:27:12


 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 us
Been Around the Block




I've noticed that in the Inquisition Codex there are actually no profiles for some of the units that I can take. Where are these entries found? Are they in the Grey Knights Codex and if so, would I have to purchase the Grey Knight Codex to use them? I not sure how that works exactly.
   
Made in us
Legendary Master of the Chapter






Like which?

 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 us
Boom! Leman Russ Commander






All good advice so far. Dont forget the Master of the Fleet. This guy can help keep the deep strikers away giving you more time to get your licks in before they show up.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Dakka Veteran





Bay Area, CA

Dekken442 wrote:
I've noticed that in the Inquisition Codex there are actually no profiles for some of the units that I can take. Where are these entries found? Are they in the Grey Knights Codex and if so, would I have to purchase the Grey Knight Codex to use them? I not sure how that works exactly.


The lay-out of C: =][= is pretty bad, hoonestly, but they're all in there. If you're having a hard time finding them, I'd suggest just scrolling farther into the book. Like as not, you'll get there eventually.
   
Made in ca
Sister Oh-So Repentia




Canada

Sorry about the confusion with the skulls, misremembering things like that is rather embarrassing. Worse is making lists based off of a misunderstanding of what a thing does. I still think that the skulls are quite good, not nearly as impressive as I thought.
   
Made in us
Hellish Haemonculus






Boskydell, IL

IG have a harder time bubblewrapping units. A drop pod unit can easily combat squad, letting the first team use flamers, grenades, and bolters to peel the bubblewrap away so the second squad can fire some tasty melta/plasma/what have you into the now-unprotected unit. The best bubblewrap units for them are only 5+, which makes them very vulnerable to bolters and ESPECIALLY flamers.

Backing your vulnerable rear armor up to a board edge or a terrain piece your opponent couldn't possibly shoot you over is a good way to at least make it harder for your opponent to pop the vehicles.

Keeping vulnerable units in Reserve is always a viable option, too. With the large number of vehicles the guard has, with very good range, you won't be suffering too bad from coming on in the backfield.

In any event, I hope that helps.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Boom! Leman Russ Commander






I would say that if someone combat squads and uses one up front with flamers to kill bubblewrap models, the other combat squad that is then shooting through the first combat squad is still shooting through a unit giving a 5+ cover save. If enough wounds are caused and they positioned themselves JUST right, they could avoid this, but that is pretty rare.

This message was edited 1 time. Last update was at 2014/01/03 22:32:41


clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
 
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