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Discussion Starter · #1 ·
i more need some tactics help from you guys more than anything ive just recently finished a tournament where i sped above everyone with a nice 1st place well so i thought untill someone with a 6 drop pod spacewolves army was in it and i got mullered!

he was my final game he has two left so based on how his last two games go is whether i won or came second all i want to know is how the hell to deal with drop pods ?

i run

warboss w/ usual upgrades

weirboy w/ warphead

10 kommandos w/ snikrot

15 x lootas

1 x 30 slugga boyz

2 x 30 shoota boyz

19 grots

6 x big gunz kannons

ok so this is my 1500 list as said this worked fine untill i met this guys drop podding army so any advice?
 

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The problem with that army is you need to stand off from the enemy to get the lootaz and gunz and grots to play. Anyone who pods/transits into your backfield is gonna roll you. You probably need a unit of Nobz to stiffen your backfield. Maybe Nob Bikerz.
 

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Reserve everything, even the lootas and such (yes this might result in them not getting to shoot for awhile but at least you won't be giving away their KP).

If he's smart, he'll drop pod mid-field just out of range of you being able to assault off the table edge. If not, you should be able to land a few assaults (although space wolves don't really care but at least you get another attack).

I would recommend throwing in a unit of nob bikers (they'll be a troop choice as you have a warboss). Giving the warboss a bike (now you have a great hammer unit that's scoring). I would look at maybe dropping a few things like the grotz, big guns (I realize grots are a cheap way to score but they do nothing else), and reducing the boy squads to 20 man. With the saved points you could probably afford battlewagons /w deff rollas for the 20 boy squads. Gives you a mobile shooting platform that can munch on armour or cause damaging tank shocks.

Lately I've been playing this list at tourneys (I'm also taking it to the Astronomi-CON in Vancouver this year).

HQ:
Warboss - Attack Squig, Power Klaw, Cybork Body, Warbike
Ghazghkull Thrakka

Troop:
4 Nob Bikers - 1 Power Klaw, 1 Power Klaw & Bosspole, 1 Waagh! Banner & Big Choppa, 1 Painboy. (Warboss goes here)

3 Meganobz - 1 Kombi-Rokkit, 1 kombi-Scorcha
-Battlewagon /w deff rolla, big shoota, red paint job

20 shoota boyz - 2 big shootas, 1 nob /w power klaw and bosspole

20 shoota boyz - 2 big shootas, 1 nob /w power klaw and bosspole

Heavy:
Battlewagon /w big shoota, deff rolla, red paint job

Battlewagon /w big shoota, deff rolla, red paint job



Ghaz joins the meganobz, warboss the nob bikers. 2 shoota squads in the heavy battlewagons. Has 4 troop choices and absolutely everything in the list is able to shoot on the move. Deff Rollas to deal with MC and land raiders.

This army can reserve everything and just roll off the table edge, deff rolling and shooting everything before it charges into combat.

I realize Ghaz is pricey, especially for 1500 points but with so many jacked up characters around now - you need something to use for assassination. I have yet to find anything that lives during the time he Waaaghs! Even then he usually lasts longer than just that turn. Meganobz are purely a fun choice for me and could probably be replaced by more nob bikers.

Its a tough, fast list with everything either being T5 or in 14 armour putting out over 100 shots a turn and everything being to handle itself in CC. Lots of str 10 and str 8.
 

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I agree with creon, you will be able to get the charge on them if they drop in your backfield, but will have to soak up 1 round of rapid fire shooting. Maybe a mekboy with KFF to give things a better chance of surviving the initial barrage before you mow them down in cc

EDIT: also, what Crimzzen said
 

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Discussion Starter · #5 ·
i agree with you crimzen i was going to get some battlewagonz but wayland havent got a deal on at the moment as for the mek held have been a bit useless seeing as this guy was just flamering my ass (even with carefull placement of units) the worst thing that happened the is weirboy got an ere we go and he got templated killing 20 in one go !
 

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Why don't those damn space marines just walk in from table edge!

Yeah, these guys (see above) are definitely steering you in the right direction.
:so_happy:

We have an SM player that is amassing drop pods and we've all been scrambling to get our alternate lists/strategies together to cope with it. Heck, even 'nids have drop pods now (yay spores!).

Nobs on bikes, sir... nobs on bikes.
 

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Discussion Starter · #7 ·
well i do have 3 warbikers and 4 of the old variant maybe some bashing and counts as i can have the nob bikers just trying to find what to remove in my list to actually justify the heavy point cost!
 

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Going with battle wagons against drop pods can be perilous if there are meltas in the squads (as there should be). If your list does well against other people then I wouldn't scrap it, maybe just change your tactics. I typically play with grey knights which means I pick a corner of the board and say come get me to assault armies. You might put the cannons, grots and kommandos in reserve and just start with your boys and lootas. Pick a corner and wait for the drop pods. When they hit, you will eat bolter fire but he won't be able to assault. The lootas shoot and the boys hit them hard. If deployed right all your boys should be able to assault. Also, bikers would do really well in any list if you want to change something up.
 

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Discussion Starter · #9 ·
there is a tournament coming up soon im mainly going in for giggles and seeing as ive faired well so far i decided to drop snikrots boyz as hes very hit and miss (theres not many gunlines anymore) giving me 465 to mess around with so i have added

6 nob bikers w/ pain boy, 2 x pks, bp, waagh banner, big choppa - 405

and upgraded the weirdboy to old zogwort again for shits and giggles and if i can turn a heavy independant character into a squig that could help wonders

dropping me off spot on 1750 :) with a very fast and heavy hitting unit
 
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