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Anti-tactica.; Not a thread about how to play 40k badly.
Topic Started: 22 Feb 2010, 09:29 PM (974 Views)
Brambleten
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The Red Hood
Dave38x
4 Mar 2010, 02:08 PM
davian thule: used to be able to do that, can only move and shoot two weapons now due to the lowering of the watershed for defensive weaponry from str5 to str 3... im mean seriously, they expect vehicles to have lasguns on them???
i thought it was str 4 so to still allow pintle weapons on imperial vehicles to still fire, as i remember feeling [tinkle]ed off that my bust cannon drones couldnt fire because they were too high a strength if I moved and fired the railgun
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Justedd_233
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Warrant Officer First Class
Defensive weapons are strength 4, so those storm bolters should still work.

I play IG and CSM so there are many things I fear:

1: Berzerkers (or other horrible close-combat troops) attacking my guardsmen.

2: Large blast templates annihilating my CSM's.

3: All those tyranid synapse creatures you can never manage to kill in turn 1.

4: Mawlocs deepstriking underneath your tanks.

5: Eldrad casting fortune and doom three times a turn.

The list goes on and on...
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Death Korp
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Lieutenant
I love facing Guard with my Chaos Marines. 2 Beserkers running down a 50 man Guard Platton with a Lord Commisar makes it all the clearer :)

With my main army, CSMs and Marines in general, I hate horde armies.

These are:
-Orks
-Tyranids
-Guard (to an extent)

Orks and Nids are nasty as they have alot of troops, but can still afford alot of nasty big stuff too, like Nob Bikers or Trygons for example. The key is to concentrate fire on one unit and wipe it out before moving on to the next one. And I hate Genestealers. Kill them before anything else if using Marines, or anything for that matter...

Guard are a nasty horde army too depending on the list. Liek the other two mentioned above, Guard have massed cheap infantry and spam armour on top of that (in some lists anyway). With these, its good to have a outflanking/Deep Striking unit like Wolf Scouts, Bikes or Chosen loaded with melta weaponary for example to take out that armour.

On the other hand, Guard armies full of tanks and not much infantry are quite easy to deal with as Marines of all types, as we have the tools to dismantle them. All squads have access to melta and powerfists and have fast moving transports and units to deal with them (especially Blood Angels). Just keep to cover, use smoke launchers wisely on your own tanks and you should get to the other side with some units. Even with some models, you can wipe a Guard army in CC off the table no problem at all.

And if you are a CSM, take units of Obliterators. They're ungodly against EVERYTHING.

Cheers,

DK

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Roesor
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Templars too, to an extent, can be rather hordish, I intend to personally take two full 20 man squads, 10 marines and ten neopythes, with a master of sanctitiy in each, who then take three cenobytes each, and an inquisitor in each also, and an emperors champion in one, and a techmarine in the other. 26 man squads. It's an awsome list for killpoints. My 1000 point list only has 5 in it O.o Which was rather awsome when fighting a guard player with 14...
It's like a horde army...but with significantly better fighting abilty and armour saves than others.
the best thing of course is, if spread out properly, fire from blast templates in severely minimised, and of course, whenever i take a casualty I run forward, up to a max of 9 inches. Very possible to be in combat by second turn and occasionally have reached by my first. So pure firepower armies are less effective on mine, there's only so much you can kill in two turns. Just need some suitable ranged anti-tank, I was thinking three attack bikes with multi-meltas.
My main problem is actually daemonic powers like Lash where my squads get grouped and then templated.
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Dexter
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i play daemons and marines

Daemons

Eldar - they cheat... you don't need to worry about ap when facing universal invulnerable saves, so my mate just takes lots and lots of str 6 weapons on falcons, walkers etc...

Dreadnoughts - against most of the army I have, low strengths and nothing like grenades will poo poo anyone's day

bolter drill - or massed fire with anything with S4 as it will (and has done so many times) kill my daemon princes in one turn of shooting with a little luck

those damned pesky monoliths - though I have learned to ignore them and focus on wiping out as many warriors as possible, woop woop for phase out...

though I have found that the soul grinder w/ phlegm is a cheap answer to these as it tends to draw allot of fire and can pack a punch with it's high numbers of shots and phlegm is a S8 ap 3 weapon that hurts all (baring terms)

also flamers of tzeentch are good for wiping out those gun lines of massed infantry, pop out of the warp close by and pow, three (i field them in threes) flamer templates with no saves allowed wound on 4+

and plague bearers annoy all the people i play against, 20 of them with T5, 5+ Inv save and feel no pain can be a real pest, and for fighting against almost anything their poisoned weapons wound on a 4+ with re-rolls as well as allowing them to hurt high T monstrous creatures, and being S4 means that they can take down tanks. main let down for combat is the very low I

marines

as seems to be the same for most marine players, high S low ap pie plates...

hordes

massed flash-lights...

trying something new for the massed fire and pie plates today, will let you know how it goes

i tend to run vehicle heavy with Ven dreads (Godhammer) and land speeders w/ typhoons... my army is missile heavy too
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Roesor
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I don't tend to run into many sevre problems, my main ones being:

- Bloodthirsters, they tear my unit to pieces before my Chaplin kills them.
- Ironclads, and other 13 armour walkers. The reason why I ALWAYS, have a power fist in my squads now.
- Realistically can only claim two objectives. (but awsome for killpoints).
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