Eugene Earnshaw-Whyte <eug_at_...> came forth and spoke thusly:
>The first big defense is to blow the #$%*ers to shreds before the assault
>phase. This can be tricky because they are fast enough to hide out of range
>behind cover and still get to grips with you in assault.
90cm move when marching or assaulting into combat! Great for hiding from
those tank chaps, then kicking them in.
>Nevertheless, web
>spinners, and heavy artillery can hit 'em pretty much wherever they are,
>and big gunz, whirlwinds, and dactylis can do it if you set things up
>right. Flyers can also be very helpful. (Yes, even against eldar. If you do
>things right, there's no reason they should end up controlling the skies.)
>Even if you can't wipe 'em out, every casualty/blast marker is a big blow.
Yeah. The combined might of 3 Marauders and 1 Thunderhawk (23Fp!) was
turned on them in the very next turn, before they could escape, because
my opponent wanted to make sure they couldn't 'do' the bike detachment
that was about 60cm away.
>The next thing is that they pretty much have to charge the closest unit,
>because of the way assault movement works, so you should try to have an
>appropriate detachment ready to recieve them. Daemon packs are great (so
>great, in fact, the Eldar might wuss out and firefight them instead, the
>scurvy dogs). Tyranids will also have few difficulties coming up with
>something appropriate( six genestealers and 3 zoanthropes, par example).
>War engines can be good too, as can medium to large size units with good
>assault capabilities (some space marine and ork detachments).
Yup. Thorn in my side. In this battle we were playing Blitzkrieg, so
they came on at the side.
>Another excellent unit to receive the charge with is a bunch of grotties/IG
>cannon fodder/xmagants. The ridiculous concentration of assault factors
>will successfuly eliminate 35-50 points of troops, and you should be able
>to vaporize the offending detachment shortly thereafter.
Yeah, if only because you get huge totals for supporting fire...
>Another option is to beat him to the punch and attack the detachment with a
>fast moving force of your own (bikes, probably). All those assault factors
>won't help him win the firefight, and the psykers only count if they're
>actually engaged in it. If you're good at guessing ranges, they won't be.
Not too easy when they're 70-80cm away.
>Incidentally, Chaos can make an (in some ways) nastier assault detachment
>out of Bloodthirsters and Lords of Change, 'cuz they are skimmers and move
>25 cm (doubled on charge). It's a bit silly, in my opinion, but my opponent
>keeps doing it, and it works pretty well. In the last game I played, the
>two detachments of Bloodthirsters/LOC, each 7 strong, would have been a big
>problem, were it not for my o-so-masterful (some would say ruthless)
>sacrifice of lots of wussy IG detachments to protect my really valuable
>units. The infantry didn't thank me for it, but thats probably because they
>were all dead. Or else it's because they're just plastic models.
;-)
<emblem of Slaanesh>
'Mad Dog' McAlister And The Cats, 'Jo', 'Fat Smudge' and 'Stac'
--
/\ Colen McAlister, AKA 'Mad Dog' McAlister,
/--\ Keeper of the Unholy Keys, Lord of the
|| Third Realm, Founder of N.A.S.A. (National
|| |\ Anti-Skaven Alliance), R'n'F member
/-- ---- \ and chosen of the Chaos Gods, AKA
\-- ---- / Brother Morgan who wields the Blade
| | |/ of Immortals, Member of the Twisted Brotherhood
\---/
\-/ colen_at_...
' http://www.bryanmac.demon.co.uk/colen
Received on Wed Oct 22 1997 - 21:51:40 UTC