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Discussion Starter · #1 ·
Hi all.
Looking for advice - my mate runs a decent IG force and seems to (to an Ork player) to have a good balance of armour and squaddies but still cant handle deep striking units.

I have watched him face Nids and get trounced, Daemons and get axed and he is needing some help.

When I asked him about placing a quick reation force of hand to hand nastyness he says that he only has Ogryn that will do the job.

The question I have is "what are his other options"?
There must be a way that he can deal with things that either burrow underground, stop from the warp or just generally mess on his day.

Please provide any tips you can, and then once I have used my stormboyz against him I can tell him how to beat the situation. I said friend, but he my friendly enemy (Coppercastle).

Cheers:drinks:
 

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Moved to 40k Tactics

Rough Riders are another option if they are still in the dex ( I really must by the newer one :laugh:.)

The hunting lance make things into a tasty shish kebab but they are not as tough a Ogryns. The extra movement means they can cover a wider area of his lines though.
 

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Tell him to try a 'Beta Strike' army its the new black.

Basically you try to go second (ie if you win the roll off choose to go second) your not interested in stealing the initiative. Place your entire army in reserves always have an astropath (never an officer of the fleet you want him on second turn). He gets two turns with nothing on the board to shoot or hand to hand while his deepstrikers and hopefully his reserves come on to an empty table. Your turn two everything turns up on a 3+ so quite a lot of your army rolls on (or for more fun outflanks (rerolling entry point thanks to astropath) or deepstrikes). You can tinker with the basic set up to include a bait unit (say 5 ratlings) set up somewhere gives your opponent something to do and helps him forget about the outflankers and reserves ( I suggest looking at alraheem).

The other alternative is allied inquisitor and 2 mystics (35pts ish total) that allow free shots at units deepstriking within a rolled radius of the inquisitor by any one unit within 12".
 

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Ally Inquisitor with 2 Mystics. Keep a Manticore/Hydra Squadron/Leman Russ Squadron nearby.

Insta-win.

Be prepared to lose all your friends for running it, though.
 

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The Inq/2 Mystics will probably not be a choice once the new GK Codex comes out, which while still been several months away so OK as a countermeasure in the short term, it won't be a long term fix.

Apart from what others have said you could also -
- castle up in a corner.
- take some expendable Units that you can feed to the enemy unit and then shoot the crap out of them once their first assault is finished and before they can assault a second squad.
- do a refused flank so they have to foot it to get to you, meaning you can once again shoot the snot out of them.
- deploy along the Board edge so they can't easily DS in the first place.
- use some units to act as bubblewrap for your suseptible Artillery etc, so giving them cover that the enemy has to chew through first.
- take an OoTF so all his units come in piecemeal instead of all at once, so you can focus a lot of your firepower onto a small amount of his..whatever you have at hand, even if it's overkill, just wipe them out period.
 

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Blast weapons are probably the way to go if they're shooting units, they DS, shoot, and they're still clumped up, Plasma Cannon awaaaaay!
Against melee units though, they'll run after DSing so they won't be clumped up; Rough Riders are a good suggestion, a great unit, those, and generally massed firepower as well.
 

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Discussion Starter · #7 ·
Thanks guys, will forwards these ideas to my mate.

Its Nids and Daemons that cause him all the troubles, neither of which seem to stand still when they DS and thats whats beggering him up. They appear, jump 12" (Daemons) and can then have free choice about which target they go after.

Plus, almost as soon as they appear he gets the 'tilt' look in his eyes and starts to pack in.
 
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