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Post by endgame422 on Jan 7, 2018 21:23:05 GMT
My successes against the shadowsword(and baneblades in general) generally revolve around 3 things. 1. Debuffs. Shrouding spores, spore cysts, the horror can really take the bite out of them. If you can get them to hitting on 6s is excellent. Also if your bringing cult mass hypnosis is excellent against those flamers and mind control can be alot of fun. 2. LOS and movement control. Biovores, spore mines, and even gaunts can be very useful in keeping the big bastards from getting anywhere they can make use of those flamers and anywhere they can actually see your important units. 3. Hive guard Either impalers or shock cannons are excellent. With impalers Ill hide them. With shock I like them in a trygon tunnel, in both cases use SMA to shoot 2x and it should do some serious damage. All that said I still hate to see a baneblade variant drop on the other side of the table.
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Post by crazydiamond on Apr 13, 2018 22:53:59 GMT
Need some help. I need a list that's 100% pure ANTI-GUARD. My meta has (please do not swear) tons of it and I play test all the time with my cousin who plays solely guard, so I'm looking to bring in a list that can shut some of these guard players up. As it stands, I'm only winning ~40% of games with my all-comers list, which I attribute to the imperial guard abundance here. I've tried a couple of my own but still isn't great, looking for outside guidance.
It needs to be a competitive anti-guard list with the only restriction being max 2 Hive tyrants, have unlimited access to everything else.
I'm playtesting nearly daily so can try things and report back. Thanks in advance!
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Post by No One on Apr 14, 2018 1:48:07 GMT
OK, it depends a bit on what exactly they play. But this is a very good idea of how to play into guard as a starting point. If I was tailoring 100% anti-guard, I'd take 30 gargs and swarmlord in a pod to give that 'bad touch' start. Then some shockguard in a trygon tunnel with devilgants or stealers (screen nuking or follow up, depending on meta/tastes). Shockguard in the tunnel, since artillery can deal with impalers pretty well. 2 flyrants, either double devs if infantry heavy/instead of devilgants, or dev/MRC for anti-vehicle/Flyers. Which still gives you ~300 pts to play with: again, meta dependant. But the general gist is, kill any infantry in the way, assault something and wrap/touch as many of the tanks as possible. Gargs are great for this specifically, but stealers can do the job as well, while also being more general purpose and actually killy. GSC primus bomb could also work instead of swarmlord, but that's less reliable and doesn't get around screens/wrap anywhere near as well.
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Post by crazydiamond on Apr 14, 2018 13:00:57 GMT
OK, it depends a bit on what exactly they play. But this is a very good idea of how to play into guard as a starting point. If I was tailoring 100% anti-guard, I'd take 30 gargs and swarmlord in a pod to give that 'bad touch' start. Then some shockguard in a trygon tunnel with devilgants or stealers (screen nuking or follow up, depending on meta/tastes). Shockguard in the tunnel, since artillery can deal with impalers pretty well. 2 flyrants, either double devs if infantry heavy/instead of devilgants, or dev/MRC for anti-vehicle/Flyers. Which still gives you ~300 pts to play with: again, meta dependant. But the general gist is, kill any infantry in the way, assault something and wrap/touch as many of the tanks as possible. Gargs are great for this specifically, but stealers can do the job as well, while also being more general purpose and actually killy. GSC primus bomb could also work instead of swarmlord, but that's less reliable and doesn't get around screens/wrap anywhere near as well. Played about 4 games today. Did alright, but not great. Think luck played a role. I tried the last 2 games with swarmy in a pod and, despite being behemoth, he failed his charge the turn he came in and got blasted down to 3 wounds on the guards turn, where he was vapourized on overwatch the following charge. Pod was filled with barbed stranglers, which was actually decently effective at clearing guard blobs. I only took 15 gargoyles, will try 30 tomorrow. They were really effective 1 game but seemed to just die fast and not get in on the others. Also used 20 devilgaunts in a trygon. Trygon flaked both games at getting in on first charge and was either wrecked or made ineffective quickly. The gaunts burnt through guard with ease, but the lists im facing are really tank heavy. To expand on my meta, it's mostly tank heavy with 1-3 fliers (averaging 2.5) and usually like 3-4guardsman/vet squads plus characters. Face basilisks and toughness 8 vehicles a lot. Also seems like a lot of heavy flamers or similar on the vehicles. I never tried the pod Hive guard but I love the idea! Will try tomorrow, but I'm weary on how well they'll fair against T8. I suppose I should try targeting the squishy backfield stuff with them if possible. Flyrants (dev+MRC) always pulled their weight, although when they're chasing around enemy fliers a lot it irks me. I also put the Maw claws of thorax or whatever on one of them. Their devs feel wasted often too with the lower infantry counts. Took some biovore too, at most I took 3 squads of 3 to see what kind of havok they cause. They were effective at chipping the last few wounds off of heavily injured high toughness targets, and the sporemines were great denial and soaked up shots, but it felt as though the shots being soaked up were by guard that had nothing much better to shoot at with their lasguns anyway either because of range or they didn't have squishy targets near. Do you think swapping the devilgaunts for genestealers is more wise in this case? Should I slap toxinsacs on them if I do? Also, I've never really looked at carnifex this edition, but I've heard the screamers and thornbacks are trash. Is this true? Are the regular fex good platforms for anything? What about stonecrushers? Any of these competitive? Could they fit in here somehow? Sorry for poor formatting, typing this up on my phone, appreciate the help Edit: I tried an exocrine a couple times too, but seems wasted because it was out of range/sight often and didn't do much to T8. Would it be better to swap it for a tyrano with rupture? I tried one in 1 game but the rupture got bad rolls every time and targeted down pretty quick by fliers. Also, thoughts on mawloc? Thanks
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Post by trashcan01 on Jan 19, 2019 8:50:47 GMT
Are you running OOE? In Kraken he's great for charges, and he pretty much one shots tank per turn, as well as 10model squads. Also character of 9 wounds helps keeping him safe. I've had few games where I'd get 80% of my army shot down in first two turns, but once you get close and you're able to tie units down in melee, it's a whole different story.
My favorite setups are Astra vs Tyranids. It's a friggin bloodbath. Every. Single. Time.
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Post by khyz0r on Apr 16, 2020 12:41:51 GMT
Thought I might pose a question here about an upcoming game I am playing this weekend and wondered what strategies people thought I could do. It's an ITC Mission, using LVO terrain guideline. The armies are as follows.
Leviathon - Flyrant (Venom Canon, Rending Claws, Adrenal, Toxins), Warrior Prime (Deathspitter, Bonesword), 8 Warriors (Deathspitter, Bonesword), 2x 3 Rippers, Maleceptor Kronos - 2x Nuerothrope, Maleceptor, 3x 3 Rippers, 6 Hive Guard (Impalers), 4 Zoanthropes, 3x Exocrine
vs
Commander Pask (Battle Canon, Lascannon, Plasma Cannons), Tank Commander (Hammer of Sunderance, Heavy Bolter), 2x Company Commander, 6x Guardsman Squads (Missile in each), Commissar, 3x Basilisk, Manticore (Full Payload), 2x Hydra, 3x Mortars, Inquisitor, 2x Psyker, Tech Priest, Baneblade.
I figure if I win roll off for turn 1, he will attempt to roll anything long deployment and backline out of my 36" range. If I go second, and try to roll short table edge, I might be in range, but I have to risk my Hive Guard getting blown away by the artillery. Obvious choices for Secondaries are Big Game Hunter, Butchers Bill, and Recon. Otherwise I risk Engineers on my Maleceptor/Zoans to draw fire away from Hive Guard. Anyone got any suggestions?
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Post by afewveiws on Apr 16, 2020 22:54:26 GMT
Well considering you brought a nid gunline vs an IG parking lot... go in to it expecting to lose and if you some how manage to win, rub it in his face.
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Post by khyz0r on Apr 20, 2020 6:43:15 GMT
Well i did win, but I did not rub it in his face because he really didn't understand my army and had poor target priority. Basically I got kill more every turn, we held the same or I held more with bonus having lost the roll off and he gave me defender role. IMO, he played it poorly and didn't go after my hive guard early enough, which ended up killing Pask and Hammer of Sunderance Tank Commanders turn 1 with Symbiostorm and double shooting. In turn 2, they also combined with the Flyrant and smites to kill the Baneblade after he failed his psychic buffs. Exocrines and Zoanthropes backed by Maleceptor and Malanthrope did the business in being hard to kill units, and helped chip away.
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Post by Cribby on Aug 16, 2022 7:57:00 GMT
Anyone had any games vs Astra Militarum since 9th? How'd they go? I've got one myself this weekend, the guy likes fluffy Elysians on Vultures/drop ships. ANd I like ym swarms, curious how it will go now in 9th.
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Post by Bohxim on Aug 16, 2022 8:40:49 GMT
Had 2 games with one this past month. Those tanks are so efficient now, Its painful. They can easily outrange you if you get a bad deployment setup and have 2-3 rounds of easy shooting. They easily picked up my tyrant turn 1 (was small point doubles game so I didn't have points for tyrant guards) Leviathan warriors with cover and catalyst still do soak quite a lot though. Without major invul saves, shard gullet and exocrine could help to degrade them quite a bit too
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Post by Cribby on Aug 16, 2022 12:48:32 GMT
Yeah was curious if the tanks were a game changer, luckily the friend I fight does Elysians fluffilly (Vultures/aircraft & drop troops) but those planes are like a mini flying baneblade. Nice to hear warriors soak a bit, lvoe them =) Sadly in the realms of anti-armour all I have is Zoanthropes/Carnifexes & one Dimachaeron, the Dima should hopefully be ok, presume Carnifexes haven't really changed much (not so effective like the previous gen's).
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Post by trashcan01 on Nov 22, 2022 20:11:02 GMT
I've played 2 games against the new Astra Militarum (pretty much confirmed leaks). Aaaanyhow, my opponent did not field any Riders or Lord Solar. He is still in the 8ed Codex, and he is trying to make mass Cadia troops work, did not rely on Kasrkin or the new Ogryns. Their shooting is okay, but I play Jormungandr and I was able to withstand and shoot back with decent results. Won both games with over 30pts advantage. As hard as they hit, their infantry is kind of thin and without AoC on their vehicles (we played it that way) they went down pretty easy.
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Post by hiveoverall on Dec 12, 2022 12:45:14 GMT
Prepare to get wrecked until karskin get their MW output nerfed. I played AM nex codex Friday and it was a meathook massacre. Turn 2 we called it...
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Post by trashcan01 on Dec 30, 2022 15:07:29 GMT
Astra is really scary atm. The amount of bodies and damage output, or cost effectiveness is bonkers. About time they have their field day, as they were bottom feeders for the last two years.
After the point increase for the Nids become official, I am thinking the battles against AM 9.0 will be very difficult to the point that the first player roll-off will determine the winner because once all of his infantry starts having +1 save/ -1 ranged hit buffs moving 80+ bodies backed up by an extremely point efficient tanks will be ... hard.
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Post by dkng on Dec 30, 2022 15:14:33 GMT
I was thinking about collecting AM but now they are so strong they will eventually get the Nids/Custodes/Mechanicus treatment of being nerfed to the ground just in time I collect a decent size force.
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