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![[Post New]](/s/i/i.gif) 2015/03/19 21:46:33
Subject: Countering thunderwolves with Eldar
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Devastating Dark Reaper
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There is a local guy who has a space wolves army centring around 2 squads of wolf cavalry backed up by long fangs and a flyer. I get decimated every time I play him.
My list centres around 9 war walkers backed up by a waveserpent with wraithguard, warp spiders and either another serpent with fire dragons or an allied detachment of BA with DC and podding sternguard/furioso.
My problem is that I don't really have access to anything that can counter the wolves in CC and they can almost always get into combat in turn 2 as they are so fast. My tactics so far have been to overwhelm their 3++ with scatter laser shots and throw everything at them in the 1 or 2 tuns I have to shoot. The mathhammer I've done suggests focus of my whole army should be able to remove a squad of 5 per turn even on bad rolls but on the table is never happens they always pull some FNP/psychic/wound allocation stuff and my hundred dice kill like 2 models. Then once they are in its all over.
Any suggestions?
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![[Post New]](/s/i/i.gif) 2015/03/19 22:06:13
Subject: Countering thunderwolves with Eldar
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Locked in the Tower of Amareo
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And they tanking with a 2+ save character?
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![[Post New]](/s/i/i.gif) 2015/03/19 22:16:17
Subject: Countering thunderwolves with Eldar
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Dour Wolf Priest with Iron Wolf Amulet
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Zippokovich wrote:My problem is that I don't really have access to anything that can counter the wolves in CC and they can almost always get into combat in turn 2 as they are so fast. My tactics so far have been to overwhelm their 3++ with scatter laser shots and throw everything at them in the 1 or 2 tuns I have to shoot. The mathhammer I've done suggests focus of my whole army should be able to remove a squad of 5 per turn even on bad rolls but on the table is never happens they always pull some FNP/psychic/wound allocation stuff and my hundred dice kill like 2 models. Then once they are in its all over.
What you said is basically what you have to do most of the time. Either that or use your maneuverability to focus on objectives and just kill everything else instead - if you're going to waste all of your firepower if it is going to be used on TWC, then shoot at something else instead. A Wraithknight might work as well to destroy or tarpit one squad.
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![[Post New]](/s/i/i.gif) 2015/03/19 22:17:13
Subject: Countering thunderwolves with Eldar
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Longtime Dakkanaut
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If you like heresy then daemonette summoning can be effective:
Jetbike, mantle of the laughing god and gem that lets you summon on 2 warp charges.
Give the wraith guard the flamers for insane wall of death.
Try to space out to avoid multi charges.
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![[Post New]](/s/i/i.gif) 2015/03/19 22:40:27
Subject: Countering thunderwolves with Eldar
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Devastating Dark Reaper
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At points yes one of the units has a wolf lord (I think that's what is was) - as I say they seem to dodge way more wounds than I would have thought possible with psychic powers, feel no pains and times when it's 2+ not 3. I'm not saying the guy is cheating but I can't follow how they can tank so much fire.
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This message was edited 2 times. Last update was at 2015/04/11 14:48:48
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![[Post New]](/s/i/i.gif) 2015/03/20 00:47:10
Subject: Countering thunderwolves with Eldar
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Longtime Dakkanaut
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Zippokovich wrote:
At points yes one of the units has a wolf lord (I think that's what is was) - as I say they seem to dodge way more wounds than I would have thought possible with psychic powers, feel no pains and times when it's 2+ not 3. I'm not saying the guy is cheating but I can't follow how they can tank so much fire.
I think my 9 SL walkers, wave serpent, 5 wraith guard, 9 spiders, 5 stern guard and 6 jet bikes plus 1 eldrich strom killed 4 wolves across the entire game (2 shooting turns before they engaged in CC) and those were my only kills (0 kill points to 15).
Make sure he explains the items and abilities he is using. For example if he takes a 2+ artificer save then he can't 'Look out Sir' it onto a dog if he fails it.
Refuse to play killpoints, if he has 2 super units and a few backfield units he is obviously going to win on killpoints.
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![[Post New]](/s/i/i.gif) 2015/03/20 15:40:01
Subject: Countering thunderwolves with Eldar
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Dakka Veteran
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How does he get FnP on his wolves, the only way I see is either lucky Rune Priest rolls or a Wolf Priest, but then that is only a 6+ FnP.
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![[Post New]](/s/i/i.gif) 2015/03/20 17:43:12
Subject: Re:Countering thunderwolves with Eldar
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Regular Dakkanaut
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With Eldar mobility and wound allocation from the closest model, you should be able to maneuver so that you're not shooting everything at his tankiest 2+/3++/FNP(?), lead characters unless he gave everybody terminator armour and SS's. In which case, as others have said, your vehicles can move flat out 30-36 inches each turn. Don't be afraid to sacrifice one turn of shooting to redeploy away from him and make him chase you. Also, remember that barrage wounds originate from the center of the blast marker and not from the closet model to the firing unit. D-Cannons and Shadow Weavers supported by a Farseer for Guide or Prescience can do wonders putting the wounds where you want them to go instead of where your opponent would like them to go.
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![[Post New]](/s/i/i.gif) 2015/03/22 19:53:09
Subject: Countering thunderwolves with Eldar
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Regular Dakkanaut
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I know it's frowned upon, nad math hammer will probably prove I'm wrong, but I tried a different gun load out of my walkers and it worked a treat.
I don't get the hate for the SL/Starcanon load out. I if hit with the lasers I get two twin linked AP2 hits. These worked wonders on taking out the tank. Yeah he still had his 3++ storm shield, but as I was near enough getting all my AP2 shots to hit, he failed a few rolls on a 2, and then the rest of the unit got pretty shredded before they got into combat. I think I took out 8 fenrisian wolves and a 5 man squad of thunder wolves before any of them got into combat. the iron priest killed my guardians in combat, but that just left him out in the open for walkers to shoot at him next turn.
Maybe not do it on all three squads, but give one of your squads some AP2 Starcannons and see how that works. Same points cost
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This message was edited 1 time. Last update was at 2015/03/22 19:54:12
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![[Post New]](/s/i/i.gif) 2015/03/24 01:34:29
Subject: Re:Countering thunderwolves with Eldar
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Fresh-Faced New User
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sweetbacon wrote:With Eldar mobility and wound allocation from the closest model, you should be able to maneuver so that you're not shooting everything at his tankiest 2+/3++/ FNP(?), lead character...
This is a very good strategy. Get him to explain exactly what model is doing what. He's getting FNP from a guy on a bike. Take out the guys with the 3+ save, most won't be able to relocate, and if they do you can position yourself so he has to allocate to a model you want to kill. Be aware that his cyberwolves wolves are likely characters, go for the guys in power armour. If he's getting endurance from a rune priest he needed to roll it and got lucky, otherwise his wolf priest provides a 6+ fnp and blood angels allies would give him a 5+ FNP.
His unit has many different parts which make it it good from head on, if you take a different angle it'll help.
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This message was edited 2 times. Last update was at 2015/03/24 02:23:35
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