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Imperial Guard and that damn basilisk
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Old 28 Jul 2006, 07:48   #1 (permalink)
Kroot Warrior
 
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Default Imperial Guard and that damn basilisk

hey, i need help, my friend who plays imperial guard, kills me with two basilisks, he puts cover in the corner side, gives his basilisks indirect fire, and put the basilisks behind it, and puts that big template all over my space marines, what can i do to get rid of those two basilisks
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Old 28 Jul 2006, 08:43   #2 (permalink)
Shas'Saal
 
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Default Re: Imperial Guard and that damn basilisk

how large is your table?

if i remember right the indirect firing basilisk has a minimum range of 36". which means the unit would not be much of a use on a 4'x4'.......

you could try lanspeeders, deep striking, drop pods,whirlwinds.....
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Old 28 Jul 2006, 14:03   #3 (permalink)
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Default Re: Imperial Guard and that damn basilisk

It sounds like you're letting your friend set up terrain and pick where he wants to go...

Try rolling for a random table edge/quater or one player sets up and the other picks zone.

Or try taking terminators, a 2+ save shrugs off ap: 3.
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Old 28 Jul 2006, 14:47   #4 (permalink)
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Default Re: Imperial Guard and that damn basilisk

a unit of deepstriking terminators should be more than enough to see off the basilisks. Between the 2 assault cannons and the 4 power fists there shouldn't be anything left of them after the second turn (by which I mean first turn after deep strike)
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Old 28 Jul 2006, 16:49   #5 (permalink)
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Default Re: Imperial Guard and that damn basilisk

I think this may be the only time I would recommend Rhinos. Power armoured Marines on foot will get flattened by an AP3 pie plate, but a mounted squad racing forward in a rhino is likely to avoid a template that scatters more than a couple inches. Smoke lauchers can be more useful than ever in this situation, reducing a potential ordnance penetrating hit to a glancing hit. A vehicle destroyed result will still be very bad news for your marines, meaning an initial 25% casualty rate and worse still as they pull themselves from the wreckage. But the alternative is slowly advancing in an extended line, losing two or three men every turn. It's a gamble, but more often than not, it pays off and the Rhinos can pick a path through the barrage to emerge unscathed (only to be obliterated by autocannon batteries no doubt).

As Bleak Fool pointed out, you just need to get your marines within that crucial 36" range, then his Basiliks are useless until they re-site in a position to engage with direct fire (giving you another turn to close the distance unhampered and take them out).

Better still than the perilous Rhino charge is drop-podding. They're cheaper, completely safe, and can even be deployed in a position to destroy your friend's arty, putting an end to any further harassment of your own supporting units, and negating a requirement for specialised Basilisk-hunting units. The only drawback to drop-podding is their poor reliability...it's possible, however unlikely that a pod might not turn up until after turn 3. So you'll have to weigh up their advantages with whether or not your army can hold it's own without tactical squad support.
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Old 28 Jul 2006, 20:01   #6 (permalink)
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Default Re: Imperial Guard and that damn basilisk

well we are playing a 4 by 8 foot table, we roll two d6 + 2 for the amount of terrian, and then he puts size three terrian in a corner, then we roll for the side, and he always seems to get the side he wants, it really sucks, i'll try the deep striking terminator assualt squad, to see if that takes care of them...thanks for the input though
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Old 29 Jul 2006, 01:14   #7 (permalink)
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Default Re: Imperial Guard and that damn basilisk

Excellant choice. Assault cannons will make short work of such poor armour, and the 'Tank Hunters' special skill nearly doubles their effectiveness against AV10 and AV11. Don't try to drop them too close enemy units or the table edge though...it could well end in tears. Good luck!
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Old 29 Jul 2006, 23:25   #8 (permalink)
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Default Re: Imperial Guard and that damn basilisk

Assault Marines with melta-bombs and a veteran sergeant with a powerfist. Deep strike them, then melt and punch them to oblivion and then point and laugh (Ha! Ha! Ha!) :-\
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Old 30 Jul 2006, 02:55   #9 (permalink)
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Default Re: Imperial Guard and that damn basilisk

Quote:
Originally Posted by Major Morgrimm
Assault Marines with melta-bombs and a veteran sergeant with a powerfist. Deep strike them, then melt and punch them to oblivion and then point and laugh (Ha! Ha! Ha!) :-\
Well that's assuming the Basilisk doesn't plant an AP3 pie plate on those tightly clustered Assault Marines as they stand there helpless for a whole turn...not to mention the various other horrible things that can happen to them in such a situation. Now that's a point and laugh moment...and it's much better to be on the laughing side. Don't give him the opportunity.

No, I think you really need something that can deliver the killing blow in the very same turn that it arrives. Deep striking Land Speeders or Termies are just the ticket.
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Old 30 Jul 2006, 14:38   #10 (permalink)
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Default Re: Imperial Guard and that damn basilisk

Quote:
Originally Posted by Tom Norman
Quote:
Originally Posted by Major Morgrimm
Assault Marines with melta-bombs and a veteran sergeant with a powerfist. Deep strike them, then melt and punch them to oblivion and then point and laugh (Ha! Ha! Ha!) :-\
Well that's assuming the Basilisk doesn't plant an AP3 pie plate on those tightly clustered Assault Marines as they stand there helpless for a whole turn...not to mention the various other horrible things that can happen to them in such a situation. Now that's a point and laugh moment...and it's much better to be on the laughing side. Don't give him the opportunity.

No, I think you really need something that can deliver the killing blow in the very same turn that it arrives. Deep striking Land Speeders or Termies are just the ticket.
Earth shakers are AP3!?! Some person i battled twice last week said they were AP2! I could have had a full squad of termies, still alive! That cheater!
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