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 No.221775

You have been given command of an attempt by the Imperial Guard and Navy to prevent a Tyranid hive fleet from devouring a system, due to a fuck up with the warp travel you arrive in system only a few days before the hive fleet.

What sort of force would you want to bring with you for this? How would you use them?

>Tough mode: no exterminatus for you.

>Hard mode: no Astartes or Inquis assistance.

>Beard mode: see above, and bring as many of your dudes home as possible.

 No.221779

File: 1456528058353.jpg (348.65 KB, 1100x1517, 1100:1517, 9454515181151847.jpg)

Catachans covered in tyranid guts


 No.221781

>>221779

So … just infantry? Because even for the Catachans that's going to hamper them pretty hugely.


 No.221789

Bring in a fleet with the confirmed records for many kills at range, coupled with defensive warfare. Position it so that the Nids won't see them on entering the system. Try to create funnels to concentrate the fleet's firepower on. Mine as much space in those areas as you can. Mine the asteroid fields, nebula, or whatever other stellar phenomena which might be present.

Bring in the Kriegers. Give them the condition that they may only give their lives for the Emperor if they leave no corpses (and at tactically appropriate times, at that). Heroic charges are strictly forbidden. Give them prayers and litanies with emphasis put on the blessed deed of killing many of the enemy's officers, and to accuracy. Make sure they dig in with anti-air ordnance covering every fortification, preferably at elevated points. Have them mine approaches and coat slopes with pitch. Sychronize naval reports with AA as much as possible. Have as many AA positions covering the initial Tyranid atmospheric entry as possible. Try to go for HE or fragmentation ordnance to rupture as multiple mycetic spores per shot.

Sync orbital strikes to ground spotters, do not give any enemy Bio-titans a response beyond the one-hit kill. Try to time naval attacks on incoming waves so that it causes pauses in the flow to the planets. Get a good motorpool of Hellhounds, and if possible get your hands on many Banewolves. Use burning masses of Nids as both disposal and defense. Your artillery is the God-Emperor's hand here. Have it in abundance and well-protected. Your strategy should be to kill plenty of the minor synapse creatures, then kill the big ones once the Hive Mind has put enough of the load on them. Doing that should break more gaunts at once.

That's all I can think of for the Hard option.


 No.221792

>>221781

Not really a navy kind of man


 No.221793

>>221789

Something like that, but with the majority of the forces being made out of Automata, Skitarii and Acheron knights to ensure maximum kills with minimum biomatter being offered up.

Alternatively, make sure you blast on all frequencies through all sectors that Yarrick is there and wants to wrassle some Orks, then sit back and watch as a ton of WAAGHs hit the Nid swarm.


 No.221807

>>221775

A lot of Hellhounds and it's variants


 No.221814

With such little time there can be no hope of saving the system, however we can make sure to stop the tyranids from moving on to destroy more worlds. Requisition all psykers and rip open a big a breach in the veil as possible


 No.221816

Could always trick some orks to fight them then clean up the survivors.


 No.221819

>>221775

Beg Eldar to save my ass.


 No.221825

>Krieg Deathkorps

won't get scared from 20 feet tall nightmare fuel

>Ogryns, lots of them

The only form other than Astartes able to beat the shit out of Orks and Tyrannids in melee without any trouble

>Sisters of battle

Technically part of the Ecclesiarchy, their overwhelming menstruation powered faith along with Flamers prove to be good in supplementing guards in fights against tyrannids

(maybe section)

>Vindicare assasin

Use him to target they Synapse creatures, the horde becomes as dumb as a brick

>Eldar

They'll probably want to stop a fuckheuge Tyrannid hive fleet from growing and nomming all their maiden worlds nearby so they should coincidentally try and help you to some extent, heck you might not even know it

>Necrons

see Matt Ward

>Tau

If they're in the area you can say you'll convert to the greater good and they'll help you, once the battle is over you call in SOB and beat the shit out of them (try not to let the sisters find out)

>>221793

>Alternatively, make sure you blast on all frequencies through all sectors that Yarrick is there and wants to wrassle some Orks, then sit back and watch as a ton of WAAGHs hit the Nid swarm.

because that worked soooo well in octarius


 No.221826

>>221793

>Orks

Yes, please do throw an army of massed infantry against a force that increases in numbers through consuming biomass. I'm sure that will go great for you.


 No.221830

>>221779

catachan are really only good for Guerrilla fighting in places like forests and jungles, the effective way at fighting Tyrranids is on open ground and Catachans do poorly at that, although you can use them to clean up detachment forces


 No.221831

>>221814

"A few days" could well mean nearly a month. With the resources of a taskforce or Crusade, you can do much in that space of time, especially if the planets have PDF you can kick into wakefulness. If you can force them to be useful, then a handy numerous resource is yours.

>>221819

Oh no, there will be no begging. Forcing or tricking them into telling us exactly what's going on and why they're here is top priority. Then, convincing them that a solidly Imperial-controlled and salvageable system is in their best interests.

At which point, they will be offered a choice: Either help, or get out from under foot. If they choose the first of those, some incentives can be bartered for them (such as looking the other way if we find one of their gates or relics, or handing over soulstones we have in possession). If they choose to leave, we'll let them go unmolested. If they choose to hinder Imperial forces here, however, then an active manhunt and death warrant will be put on their Craftworld and every other Eldar that so much as shows its face in the sector.

>>221826

>>221816

>>221793

No Orkz, that backfired so terribly in Octarius that the Eldar had to step in to fix it.

Now, waking up a Necron Tombworld on the edge of your territory, that has some promise. If, and only if, they can be talked into leaving the other Imperial planets alone after buggy pest control is done.


 No.221835

Ever consider hiring Terminix to handle all your bug issues?


 No.221839

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>>221830

Straken apparently stopped a chaos invasion of Catachan just by using a poison dart on a chaos lord.


 No.221844

Monitoring this thread because the concept of the imperial guard winning against Tyrannids by themselves arouses me.


 No.221848

>>221844

It happens, guardsmen are actually competent, if they werent, the imperium wouldnt exits at this point.


 No.221869

>>221775

Simple. Send poorly encrypted transmissions about a potential sighting of Farsight outside of his enclave on the planet directed towards the Tau. Sit back out of sensor range. When the Tau arrive and discover the 'Nids they will pound the hell out of that hive fleet. Then once it's thoroughly softened, come in and get the kill, then warp out before the Tau have a chance to say "WTF Gue?"

Worked before.


 No.221871

>>221848

This, they hold the line.

That said they'd have trouble purging a planet by themselves.


 No.221873

>>221869

>Worked before.

when?

>>221871

When the Galaxy has: 50 feet tall insectoid monsters that come in swarms, robot skeletons that take a lot of damage before dying, spehss elves who are way too fucking sneaky, green monsters who want to kill everything for fun, faggity space communists who have op weaponry and has scary as fuck allies with them, and lets not forget about the space marines who have scary shit all around them and can summon daemons & shit.

Normal humans have problems with this


 No.221874

>>221775

A public information and propaganda blitz is a must. The major worlds in the system will either win or die completely, so we mobilize the entire population. If the system is developed enough that commoners have access to radio at least, there will be non-stop broadcasts explaining the situation and as much tactical intelligence about various known nid creatures as we dare (while still making victory sound plausible). Weapons and materiel are mass-distributed. Even elementary schoolers receive rifles immediately if they're available, crude melee weapons if not.

Local power brokers (nobles, corporations, crime bosses, labor unions, etc.) will be brought into the effort with an extreme carrot and stick approach. Extremely harsh examples will be made of anyone trying to flee or profiteer, while lavish promises will be made to those who help. We can mortgage the entire future to get genuine commitment and buy-in, because the alternative is no future at all

The short preparation period is a huge problem, but it does have one upside: there's just enough time for a patriotic war fever to get going but not enough for war fatigue to set in. It's all going to feel fresh, new, and exciting to the people - morale is likely to be very good for the first few engagements at least.


 No.221902

>>221873

Normal humans have powerful weaponry, artillery, tanks and such, which are comparatively close to the ones that Astartes have. An army of normal humans is millions of people working together to destroy their enemy, with the best of their minds directing them, they have 40k years of merciless human war tradition. They may be not as powerful as Astartes in local encounters or single man combat, but they're not some weak useless meat.


 No.221906

Remember guys, as much as the guardsmen deserve more credit, you're not winning this fight without winning the war in space. The Imperial Navy is going to be a huge part of whether you win or not.

I'm not too familiar with a hive fleets combat capabilities (never played Battlefleet Gothic, and it doesn't seem to be mentioned much in their fluff) surely even if you tried to keep the battle at long range they'd find at least some way to close the gap and make sure that you weren't going to interrupt their re-enforcements.


 No.221922

>>221906

Nid ships swarm and can teleport into close range


 No.221927

>>221874

Combine that home front with the suggestions of Kriegers and PDF, and you get a large potential for a valuable populace afterward emulating the habits and example of the Death Korps (but without the baggage). More fanatical Guard regiments for the Imperium to work with!

>>221902

This. The Guard is a formidable force on the battlefield, where used correctly. All those infantry tactics and tanks have their purposes.

>>221906

>>221922

To that, I say: hit the big ones first.


 No.221998

>>221779

This, plus i tell them that there are Scintillian fuciliers hiding inside the hive ship.


 No.222019

>No one attempting beard mode

I'm not even surprised


 No.222036

>>222019

Strictly speaking, my plan relies on keeping most of the Kriegers alive, same with the Navy.


 No.222041

>>222019

If I wanted to bring dudes home, I'd pack as many civilians on ships as I can in the time we have, and then LEAVE.


 No.222045

>>222019

Remember, we do not call things beardy because they are easy.

An act is beardy because it is impossible, because only a gray haired, suspender wearing, god who was a master of the game before you put on your first pair of big boy pants could do it.

Back on topic though, at least as far as the ground war is concerned, would you not want a mix of armour and artillery? Baneblades and Deathstrikes en masse if you could get them of course, but a few regiments of Russes with Wyvern support should be able to at least punch above their weight - after all, you're fighting 'nids, you're not going to win the horde game.


 No.222046

>>222045

We don't have many gods anymore, do we?


 No.222047

>>222041

And leave the teeming masses and lands to feed the wretched xenos? Never!

>>222045

Defensive warfare, especially defensive warfare against orbital attack, has some constants: 1) the enemy is coming down from above you. 2) The enemy will be in the air for a time before they land **Nids don't have teleporters, shush*. 3) You have control of the ground. 4) The enemy is vulnerable to groundfire while in transit. 5) When in doubt, aim up.

Completely fouling their arrival is the name of the game.


 No.222048

>>222046

They're out there, and if you can't find one then it's your turn to stand up and do everything in your power to become a little more godlike.


 No.222049

>>222048

Some pretty hardcore shit would have to happen to me to snap me out of my contentness to be mediocre.


 No.222052

>>222049

Look around you Anon, shit has been hardcore for some time now.


 No.222057

>>222052

I was born to this chaotic time so I'm doomed to complacency


 No.222136

I really don't have any conception of how nids fight anymore, the same going for most 40k factions.

Fluff descriptions of a faction fighting are such masturbatory wank stories of apocalyptic, unstoppable doom that you'd think every faction is impossible to beat.

That said, the way Nids work I think once they get into the atmosphere you're fucked. There's no way you could ever fully exterminate the millions of gargoyles and other little flying shits that would get dumped into the sky. You can't burn all of the atmosphere.

>>221789

>>221793

It's understandable to want to reduce your fleshy combatants but really the amount of biomass the Nids could strip from nature would vastly outnumber the amount they could get from humans, Hive Planets excepting.


 No.222143

YouTube embed. Click thumbnail to play.

>>222057

Only for as long as you are determined to be complacent.


 No.222166

File: 1456672096456-0.jpg (71.24 KB, 640x480, 4:3, loghepisode15dvdcentral.jpg)

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File: 1456672096459-4.jpg (11.74 KB, 259x194, 259:194, images.jpg)

Beard mode is easy.

My chosen force will be mostly a battlefleet for engaging the nids in space and providing orbital bombardments against any nid concentrations that make it to the surface.

No need for making the planet uninhabitable or power-armoured boy scouts.

What kind of retard would try to fight the nids mano a mano when you can kill them before they arrive or nuke their landing sites?


 No.222171

Ship in bound chaos demons (on loan from the inquisition) and set them free on the planets, sacrifice as many psykers as necessary in order to open a warp rift, and observe from a safe distance.

Seriously, there needs to be more chaos vs nid conflicts.


 No.222174

>>222136

>He thinks you can't burn all of the atmosphere


 No.222176

>>222171

Chaos gods are the psychic reflection of sentient beings in the galaxy.

Nids have a hive mind made up of trillions upon trillions of minds, many millions of which are far stronger psychers than any human could ever hope to be.

Everyone still thinks "the shadow in the warp" isn't just the psychic footprint in the warp from an alien intelligence in the warp of chaos god like strength, made up of the combined minds of all the nids in the fleet.


 No.222178

>>222176

Then send khorne an inquisition-signed letter telling him that the hive mind called him a pussy


 No.222208

File: 1456681069073-0.jpg (418.63 KB, 1300x650, 2:1, anti_tyranids_by_lathander….jpg)

File: 1456681069073-1.jpg (259.98 KB, 1920x1080, 16:9, 1844466.jpg)

File: 1456681069074-2.jpg (207.3 KB, 1920x1080, 16:9, mow_editor_2012-04-25_00-2….jpg)

Hard Mode: Regular Guard unit. No Kriegers or focus on mechanized units

++SCORCHED EARTH POLICY++

IF IT CANT HOLD A GUN, BURN IT.

we must minimize the amount of biomass the invading Tyranids can absorb. Forests, Livestock, infants, the elderly. If it doesn't benefit the defense, it will help the Tyranids. Have the imperial navy bombard mass swaths of forests to prevent the the absorption of it's biomass.

Fortify the Hive Cities. Have every civilian available prepare trenches, barricades, anything and everything that would prevent the enemy advance.

Upon the Enemy arrival, have the imperial fleet fire everything into the biomass. Once the Tyranid fleet gets close enough, send the fleet into the Hive fleet before detonating their warp drives. Rather destroy the ships than let the nids have them.

Coordinate the civilian militias along with the Guard units to maximize the defense of the hive cities. If possible, use useless biomatter to lure the nids into incendiary traps.

++EMPEROR PRESERVE US++


 No.222211

>>222208

>wasting all those ships

>not keeping them and using them to continually blow chunks out of the swarm from a distance, or in guerilla-style hit-and-run strikes

>not turning the forests into mined, trapped, and fortified roach motels

>>222136

Making the Nid threat easier to deal with is all just a matter of killing the big ones. Works in space just as well as it does on land.

Typhon Primaris would have worked out fine if it wasn't for the fucking Black Legion and Kyras.

>>222166

>salutes

Sir!

Every precaution, space or planetside, helps, sir!

any particular spess tactics you had in mind?

>>222171

We're trying to save the system for further Imperial use, heretic.


 No.222220

File: 1456688321839.jpg (26.84 KB, 300x382, 150:191, jokaero_drop_pod.jpg)

Simple, round as many jokaero as you can find and drop them on the planet.


 No.222228

File: 1456693376893-0.jpg (6.17 KB, 259x194, 259:194, images.jpg)

File: 1456693376899-1.jpg (36.6 KB, 640x480, 4:3, loghsl06a.jpg)

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>>222211

Spread out lighter elements through out the system as pickets and plant a few battleship taskforces in the direction we expect them to come from.

The rest of the ships of the line should take up position around the planet.

Mines will be useless outside of denying low orbit to the nids. Space is just too big.

The plan is to harass the nid fleet as it arrives with lighter elements, try to draw off any parts dumb enough to give chase and hit them with the forward battleship forces. Get them good and paranoid and lure them to advance on the planet in one big dense group for defence against the skirmishers. This should take a week or two before they arrive in orbit and the real battle starts.

As their fleet advances on the planet, have the skirmishers group up in bigger groups and shadow the main nid fleet, picking away at any ships that stray from the main force, while the battleship detachments gather up behind the nid fleet following them into orbit.

As the nids decelerate, to avoid overshooting the planet, have smaller skirmishers pull high speed passes straight through the main swarm, identifying and trying to cripple vessels as they pass through the swarm at speeds high enough that the nid ships have no practical way of fighting back. The damage they can do will be limited, but nid ship with damaged engines will be unable to brake in time and will overshoot the planet, reducing the overall force the nids have, and it will help identify the largest and most dangerous vessels in the fleet. By dropping shrapnel and munitions prior to passing through the fleet, even small ships should be able to inflict some damage against even the largest vessels if they can just hit them, along with anything else that gets caught by all the crap they are dropping in the nid fleets path with a relative velocity in the neighbourhood of 200.000 m/s. The fleets making the high speed passes will take some time turning around and coming back, but will hopefully damage or destroy some of the nid force, forcing them to split forces off to keep the damage ships safe, or leaving them vulnerable to other skirmishers.

The force of battleships will also start decelerating slower than the approaching nid fleet, letting them catch up and overtake the main nid force, but at a slower pace than the smaller fleets and timed to hit the main nid force only a day or two before they hit the orbit. Aiming at the targets identified by earlier high speed passes, their main purpose is to be a big obvious threat coming at the nids, forcing them to pull their heavier ships to the rear of their fleet, or leaving the smaller and weaker ships there exposed, leaving the front of the fleet deprived of heavier ships for the main battle against the main force defending the planet, while disrupting their formations and fleet order.

When the real battle starts, let any nid ships that try to get into a low orbit go there. Our defensive line should be higher giving us more room to manoeuvre, while any nid ship that makes it to low orbit to infect the planet will be caught between our ships and the planets atmosphere with no room to move.

The rest of the fleet should be at least partially depleted and damaged by skirmishing and high speed passes, will engage our main force of heavy hitters in a stand up fight in orbit, while our skirmishers converge on the nid force from all sides and the secondary force of battleships overtaking their fleet from behind should put them in a weakend and battered state, between a hammer and an anvil with the tempting deathtrap of low orbit just behind our fighting line where the nids want to drop their spores as fast as possible.

Ideally, the main force should be arranged like infantry squares in the orbit, concentrated groups of battleships and cruisers that let the nids pass between them, allowing us to fire on them in a crossfire.

Surviving ships play orbital wack-a-mole with any nid forces the planetary garrison find.

Once the main nid fleet is broken, the rest of the battle is going to be easy to win for the ground pounders.

Its only a few slimy genestealers and such, how bad could it be?


 No.222456

>>222228

Respectfully, Lord Admiral, absolutely nightmarish if not caught in time. A genestealer infestation may indeed be the reason this hive fleet approaches. They may already be well-entrenched.

Guard units specializing in arboreal combat, urban warfare, and counterinsurgency will be necessary, if they weren't already. We'll need full control of the forests and cities, which will enable us to better search and clear them. Bring in the Athonians and Kaledons to better access the deeper areas. The search must be thorough and stringent.


 No.222514

>>222456

Remember, as any Ordo Xenos Inquisitor can tell you a genestealer infestation is not only to be found hidden away in the dark corners of the world it has taken root in.

It will always be found entwined with every level of the planets society, with that infiltration growing deeper and more entrenched with every passing generation. The fact that the hive fleet is coming shows that the genestealers have called them, that they are ready to sabotage the planetary defence efforts. When you are setting up your defences and conscripting the local civilians you must be at an extreme state of watchfulness as they are certain to try to sabotage you in any way they can.


 No.222519

'nids need biomass.

Deny them that.

Make use of as many walkers and tanks as I possibly can.


 No.222611

for the ground forces Kreigers and scrub guardsmen.

use civilian populace that is able to hold a lasgun as bait for the 'nids, have a fuckton of bombs under their position so that when they get close a good portion of the Tyrannid land forces will be blown up.

Use Krieg regiments to hold any actually important places, use scrub guardsmen the same way as civilian bait that can actually do some fucking damage, but only blow them up if necessary.

And possibly if you find any big guy civilians you could attach bombs on them and alot of combat drugs (read: Bathsalts and meth) so that he could rush into a swarm and then blow the fucker up with not just an explosion but throw some promethium in there with it to set the nids on fire.

Also, use artillery alot and try to pinpoint the Synapse creatures


 No.222641

>>222228

You are right that mines would be useless as used in naval warfare, which is as a static defensive deterrent.

But they could certainly have other uses. If they were hard to detect and could activate and track targets, then they could be actively used in maneuvers, particularly when an enemy is chasing you out of weapons range.

A space mine would basically be a hard to detect missile that is dropped, and activated at a later point in time.


 No.222655

ULTRAMEGAHARDBEARDMODE:

You have no guardsmen. The only things


 No.222666

File: 1456823031131.jpg (41.11 KB, 308x499, 308:499, 51ZvBloQLUL._SX306_BO1,204….jpg)

beard mode, but calling in the big guns

Cain plus deathstrike missile launchers will save us


 No.222668

File: 1456828932535.png (168.35 KB, 250x329, 250:329, 1451593984823.png)

Skitarii with Allied Guard Vehicles, explicitly a Stormlord in case the Tyranids goes full infantry swarm BS. Riddling Tyranids with radioactive bullets makes their recombinant biomassing tactics dangerous to themselves since they'll just ingest then die from the heavily irradiated meat/bullets.. I know it may seem a tad petty but why is there no Heavy Stubber-esque heavy Rad weapon? be perfect for their walkers.


 No.222669

File: 1456829004353.png (273.43 KB, 620x502, 310:251, 1453511106349.png)

>>222668

Also almost forgot; Rate my answer oh probably more venerable anons.


 No.222691

>>222641

Mines still have a fundamental flaw.

Each one is a large hunk of metal, with a powersource, a far higher temperature than the surrounding space unless you supercool all your mines before launching them and sensors, all trying very hard to be unnoticable, in an empty cold void where it is the only thing around.

Hiding isn't really an option in space…

http://www.projectrho.com/public_html/rocket/spacewardetect.php#nostealth

In short, while it would basically be a missile, it wouldn't be particularly hard to detect unless you use warp magic to hide the damned thing.

>>222668

You still make the same fundamental mistake as anyone else who thinks stopping a hivefleet is a matter of shooting the nids one by one.

If you let them land unopposed, you will be facing more nids than you have bullets and they will all be breeding exponentially. This is the entire point of the nids. Eat up anything organic and produce more nids until there's nothing left but nids on the planet.

Radiation isn't going to work on the nids any more than it does on cockroaches, most likely a lot less so. Its exactly the kind of hostile environments they excel at adapting to.

Neither will poison, diseases or trying to fight them man to slimy thing.

Giant robots are just a speed bump for them. It can only be in one place while the nids will be eating every other place and producing more nids until they can drag it down with overwhelming numbers.

And even if you somehow could kill all the nids they drop, what is going to stop the nid ships in orbit from just dropping more spores?

No, the only way to cripple them is to hit their ships in space. Without those, the nids on the planet could never reach anything off world anyhow. Once you stopped their fleet, the rest is just a mob up operation.


 No.222753

>>222691

This

Just thinking, the nids don't use warp space as far as I remember, could the Imperial fleet at least try to hit it at multiple points in interstellar space, to at least weaken the hive fleet before it's close enough to be in the last stand scenario in the system itself?

It kinda feels like if the nids get that close without severe chunks torn out of their fleet they've already won.


 No.222789

>>222753

Hitting the nids while they're dormant in transit would be ideal, but there are several practical obstacles in the way of that. Bioships are described in the fluff as being difficult to detect at long ranges, and the Imperium can't monitor every point in deep space anyways. Even if you do detect a fleet, the Shadow in the Warp means it would be difficult to send a message or report back, or send ships in to deal with the fleet.


 No.222799

>>222691

Yeah don't ridicule the similar strategies listed earlier. I never meant giant robots. And I thought this was a ground fight only. Otherwise I'd simply say the same as other beard-mode guys, fire at them in space forgoing most ground conflicts.


 No.222810

>>221873

I think it was in the Tau codex where it is mentioned that the Tau held off an entire arm's invasion, only at the last second have the final blow stolen by Imperium forces.


 No.222897

>>222810

Goddamn it Gedubya, you can't even stop the fucking Astartes stealing the spotlight in a xenos codex!


 No.222902

Aren't nids bumbling retards when it comes to space combat, though?


 No.222908

>>222902

I recall that they make some of the best boarders in the game with the right modifications on a battleship, regenerate their fighters/bombers and torpedoes, but they lack armor and guns to go broadside to broadside with imperial ships if my memory serves.

Been years since I've played Battlefleet Gothic though…


 No.223058

File: 1456966002640.jpg (116.89 KB, 520x773, 520:773, 1437666414720.jpg)

Get the steel asses of techpriests in space to add a shit tone of fucking cannons on my ship.

Convince them that machine spirits of warship and cannons may get a little butt hurt but will be ultimately happy to kill fucking xenos and that it is definitely fucking better than being destroyed.

That is if I already don't have working guns on my ship, then just maintenance check.

Long range space battle against a race that is limited to biological stuff in terms of ranged warfare. Easy win.

To protect people, Death Korps of Krieg wall of steel around the main one with all refuges in it, mines, bunkers, artillery, flamers all that fancy stuff.

Give them quick lesson about what genestealers are and they will do fine to kill all suspicious one inside the city. There was one of these fuckers spotted on Krieg that knowledge will be useful to them and Korps fags are like only ones to trust with such stuff.

If both won't work keep Exterminatus just in case, the one that clears the surface. Second planet to produce troops like Krieg ones cannot be bad idea.




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