Think about those allies twice...
A Reaver/Warlord Battle Group may do a lot of damage to those critters.
Some gunships with a full veteran/Terminator load to strike deep in the
enemy lines to get that last objective or to destroy those annoying critters
you wouldn't be able to reach with other means.
Anyway, I would field Inquisitors to prevent morale checks and (if you have
the models) at least two thousand points of cannon fodder ( lots of Tactical
units and Beastmen, and some ogryns), that is, BIG NUMBERS. This way they'll
have to break through your 'meat' line to get to your heavies and your
artillery.
Remember, if you have enough points, don't take Assault companies, for every
two assault companies, you loose 100 points in company HQ that would mean 5
more stands. Use them as support platoons to your Tacts.
And of course, if you win the initiative roll don't hesitate, let them move
first and fight them CC. Most of their critters can take out easily your
tactical stands, but you can sacrifice tactical stands to make bikes,
beastmen and rough riders roll another dice in CC.
The BIG unit against critters: D E A T H S T R I K E Missile launchers
Three MultiBarrage heads for 250 points. Buy one for every 5k of enemy
troops. Not more.
What you should NOT field against critters:
SHtanks, Warhounds, Tank Battle groups, High Cost Infantry, Leviathans or
Praetorians and dwarf allies (unless playing 10k+ points).
Why? because SHtanks are VERY expensive and easily killed in CC against good
CC troops( believe me, I fought a lot vs Chaos recently). Same for
Warhounds. The problem with Tank battle groups is that have a poor number of
stands / cost ratio plus they have a limited field of fire. You only want
them to clear the way in advance fire, firing from behind your surviving CC
troops. With critters you need a 360� firing arc because battle tends to
mess a lot and you may find your enemies even behind you.
On a 10k battle I would buy my army this way:
-2.5k Cannon Fodder (Tactical Squads with Assault Platoons support cards,
Beastmen, Ogryns ) Aprox. 100 - 120 stands
-2k Fast CC Fighters (Bikes and Rough Riders) Aprox. 100 stands
-2k CC support (Land Speeders, a Vindicator Company, Heavy companies
Aprox. 40 stands / units
-3.5k Artillery and Titans.
Aprox. 25 - 35 units plus 3 titans
If you don't use Titans field 2.5k of artillery and add 0.5k to Fast CC
Fighters and to CC support. You may also find that without Titans you'll
need ShadowSwords or StormBlades to fight BioTitans. Use at your own risk.
The main tactic should be:
- Let them come to you: Use your cannon fodder to screen your firing troops.
Leave one Titan as weapon Platform on FF and use your other Titans on
Advance until you make contact with the enemy. Then you'll have two options:
FF against all CC critters, FF against near tough units(including surviving
BioTitans) or Charge to get an objective before some fast units (bikes, L.
speeders...) secures it. Your Fast CC troops should be used when you have
the Initiative. If you are unlucky, leave them just behind your screening
troops, so they won't be outnumbered.
- Barrage them in first fire: All weapons that are not barrage and shoot in
FF, should be aiming to those ******* biotitans and, believe me, you better
bring them down by the end of first turn, not to say, before they can even
shoot, if you want to have any chance. With a battle group you can take them
out easily. All barrage for the critters. A good weapon choice for a warlord
group would be a combination of the following:Barrage missile
launcher(lovely), Plasma Destructor (at least one titan should be in FF at
your deployment line), Vulcan MegaBolters, and generally speaking any weapon
with lots of attack dice.
- Select carefully your CC: Your possibilities in CC are limited but they
exist. This step will decide who wins the battle so be very careful. Try to
avoid CC unless you have chances to win. Remember what Cannon fodder means,
but don't waste it for the sake of it, let them engage your cannon fodder
and then use your Fast CC troops and ogryns to break as most of their units
as you can. This works the same as Chaos, When they reach the break point
they won't flee, but you score the VP.
- Wipe out surviving CC enemies: Concentrate ALL your advance fire on
surviving CC units. If you don't, you may find some critters playing with
the smoking ruins of your artillery placement next turn. You can also use
the first advance shots to give the grace shot to the last biotitan. Your
best weapons here will be Titans with Vulcan Megabolters, Heavy platoons and
you can also take some vindicators to wipe out tough enemies.
If they get to your support and artillery you have lost. Sorry. Don't let it
happen again.
As you see this army is based upon a big infantry mob. Marine allies with
medics would be fantastic.
On conclusion, the key to victory is speed and precision. Don't waste shots
or troops, expendable troops may be necessary next turn, so be sure you
sacrifice them to avoid playing a next turn.
>Depending on the size of the game, most likely the biggest problem you'll
>have is finishing off the Dominatrix and bio-titans. My opponents always
>seem to have the regenerate card, and roll high to regen wounds. In games
>up to 5000 pts, its probably easier to avoid the big guys(there are only a
>few available). As far as units go, artillery can be very powerful,
>Manticores and Whirlwinds versus termagants and other creatures without a
>save, while Bombards and Basilisks are great for taking out Malefactors and
>Trygons, etc. To protect artillery from drop pods, a heavy support company
>should be able to take out a huge majority of a pod assault. Hydras among
>the artillery would help too. To protect the heavy weapon units, tactical
>companies with an inquisitor to protect against all of the damn morale
>checks tyranids can make you take. Air units and bikes can be an effective
>force to attack with, or grab objectives, because they can ignore the
>command radius of the IG. Bikes have to attack en masse, though, because
>if
>they do break out command, they just disappear. Commissars can help with
>that, if you've got a spare.
>As far as tyranid units, if you can hit each domi with a bike co. and do
>enough damage that they can't regenerate all of their wounds, the
>regenerate
>card can only save one of them. Without the domis, tyranids don't get to
>use their cards, no units connected to the hive mind and all. Bio-titans
>are just plain bad news. Maybe with enough knights, you can take out
>enough
>to nullify the regenerate card, but knights aren't cost effective. All
>'nid
>infantry is essentially the same, close combat and short ranged, so a
>Rocket
>Co. would wipeout the worst. Concentrate fire on the tyranid warriors.
>Take out the hive tyrants with the Artillery Co. and Heavy Support Co.
>Once
>the majority of the command units are taken out, the rest of the army
>becomes predictable(Instinct), and can be taken out piecemeal.
>The only way I've ever had success against tyranids is to counterattack.
>Sitting back and shooting will give the opponent the advantage. Use what
>fast units you have to take out the dangerous enemy units and synapse
>creatures. Let the biotitans go unless you can hit them with enough fire
>or
>hand to hand to bring them down for sure, preferably at the same time as a
>dominatrix. Tyranids are the worst opponent for the IG, all their units
>are
>tough to bring down, they're almost as cheap, they can drop in on you, and
>they make you take all kinds of morale checks. You're probably gonna need
>some spectacular dice to win, but good luck.
>
>Tom
>
>
>----- Original Message -----
>From: Bernasconi Davide <bernasconi_at_...>
>To: <netepic_at_egroups.com>
>Sent: Thursday, July 13, 2000 2:24 AM
>Subject: R: [NetEpic ML] Just For discussion: IG Vs tyranid
>
>
> > I theory I could field everything (I own more than 15.000 pts of
>marines,
> > 8.000 of IG and 7 titans), but I prefer don't mix them.
> > So for this game only IG (and maybe, but I'm not sure titans)
> >
> > Davide
> >
> > >
> > > What forces are available to you? Just IG, or a mix with SM
> > > and titans?
> > >
> > > Tom
> > >
> > > ----- Original Message -----
> > > From: Bernasconi Davide <bernasconi_at_...>
> > > To: <netepic_at_egroups.com>
> > > Sent: Wednesday, July 12, 2000 5:32 AM
> > > Subject: [NetEpic ML] Just For discussion: IG Vs tyranid
> > >
> > >
> > > > Hi all,
> > > > as I wrote in the subject soon I'll have to fight with a
> > > tyranid army (I
> > > > own IG).
> > > > In this period the ML is very quiet and my work too, I'd
> > > like to know if
> > > > there are effective tactics to obliterate (is it the right
> > > spelling? )them
> > > > :-)
> > > >
> > > > Davide
> > > >
> > > >
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Received on Sun Jul 16 2000 - 13:37:40 UTC