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How to manage overkill?

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Post by Brother Martius Thu Jun 12, 2014 11:02 am

Hi brothers, I'm here again asking for your wisdom.
Now, tomorrow I'm having my first game but watched few in my club. I'm wondering: how to manage overkill risk? I mean: we field just few models, for sure tough, bloodthirsty guys but just a few...so facing a horde army would be a problem, 'cos they have numbers by their side (statistics says we roll 1s...so at least a bunch of wounds every turn will pass before we get in close combat).
So here's the question: how do we manage the risk of being overkilled, especially by shooting?
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Post by Andarius the Red Thu Jun 12, 2014 12:00 pm

The thing about horde armies like Tyranids, Deamons and Orks is that YES they can field lots of models, but stat wise they are pretty bad. Its the sole reason they can take 10-30 of them per squad, so that they can balance out with armies that take squads of 5-10 models that are REALLY good units.

When dealing with swarms don't be the aggressor, hold back and fire storm bolters / psycannons at the lot of them as they are coming at you. On your next turn if they get into assault range take a step back and fire again, unless they've been reduced to 10 or less models then you can stand your ground and have them try to assault you. You can pick those off with over watch and snuff the rest out in close combat.

The bane of all horde armies are template weapons such as Incinerators or Heavy Psycannons, a 5' blast template will kill 10 easy and flame weapons get D3 automatic hits in over watch.
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Post by Brother Martius Thu Jun 12, 2014 12:08 pm

Mmm thanks mate, and about objectives?Since we're few we'll have problems to control them?
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Post by bigbri Thu Jun 12, 2014 1:09 pm

Andarius has it exactly right. Overall stormbolters are actually much better for dealing with hordes than templates IMO. Anything you'll see in a horde (guard blob, green tide, nid swarm etc) has a rubbish save which means SBs will tear them apart long before they get near you. With templates you have to be danger close to use them.
As for objectives you could always combat squad units if necessary.

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Post by Brother Martius Thu Jun 12, 2014 1:30 pm

I'm not scared of close combat...ranged combat with hordes armies scares me a lil bit (like Astra Militarum). Anyway thanks brothers for sharing your wisdom with me, hope to become a decent knight soon
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Post by Souba Thu Jun 12, 2014 2:11 pm

yeah just as mentioned. the old daemonhunter tactic applies here well. fire and move backwards. thin their lines down and only assault if you know you can do it. also dont let yourself be the assaulted.
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Post by Brother Martius Thu Jun 12, 2014 2:15 pm

Gotcha, fire and backward, rinse and repeat then charge and unleash hell. I like this plan
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Post by Sai Thu Jun 12, 2014 3:40 pm

Another problem hordes have is getting everyone in a squad in range and LoS at the same time. Don't get lazy when checking ranges.

Also, those big squads will get in each other's way giving your guys cover saves and holding up their movement.

An interceptor combat squad with duel incinerators deals with hordes quite well when you get to the point of trading lives for time. Sure they won't make their points back unless you're very careful, but they don't need to as long as you are achieving your objectives.
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Post by Souba Thu Jun 12, 2014 4:33 pm

also purifiers are great. not only because of cleansing flame but they can also take incinerators for free.
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Post by Rion Thu Jun 12, 2014 11:22 pm

agreed Purifiers are great at anti-horde. I have to also agree with whats been said. When out numbered hold ground and start shooting. Best way to go.
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Post by Brother Martius Thu Jun 12, 2014 11:36 pm

Thanks guys, lot of precious advices; think I'll fix my list adding a couple of incenerators
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Post by Sai Fri Jun 13, 2014 12:50 am

I always take more incinerators than psycannons anyway. The sheer number of wounds caused mean that a good number of heavy infantry will die to them, and they're useful for overwatch.

If you want to make sure the hordes stay dead give the unit re-rolls of 1 to wound via a grandmaster. As you say, we roll fewer dice to it makes sense to stack the odds, even when wounding on a 2+.

A dreadknight with a heavy incinerator is useful backup to foot based versions. They can fire first and take out the nearby enemies, then the heavy version fires and eliminates the squad members that are out of range.

If in doubt, kill it with fire  cheers 
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Post by Brother Martius Fri Jun 13, 2014 12:58 am

Sai wrote:If you want to make sure the hordes stay dead give the unit re-rolls of 1 to wound via a grandmaster.  
How can I do?
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Post by Aubec le noir Fri Jun 13, 2014 1:29 am

There's a grand strategy that can do that if i'm not wrong...  Suspect 
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Post by Brother Martius Fri Jun 13, 2014 1:58 am

Uh ok thanks! prolly I'll face a horde army tonight (Necron with infantry spam and resurrection) so...let's see how "kill with fire" tactic works
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Post by Akoni Fri Jun 13, 2014 9:22 am

Also, keep in my mind as your strategy and models grow, Razorbacks with Heavy Bolters or an upgrade to a Heavy Flamer would help reduce the number of models in a Horde unit, plus it can act as an obstacle between your troops and theirs, in addition to the blessings of Sanctuary.
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Post by Brother Martius Fri Jun 13, 2014 9:29 am

You mean using Razorbacks to cover units, while they are going to flanks?
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