How to deal with all factions

AndeeT

Ganger
Apr 16, 2016
112
169
43
Palmerston North, New Zealand
So, in 'Munda, if you are playing the 6 main houses, you pretty much know what you are up against in a campaign, and can plan accordingly, given everyone starts off near-enough the same.

With SW:A it's a different story! You might need to deal with high-armoured/low number kill teams (e.g. grey knights) and low-armoured/high number foes (e.g your orks, genestealers etc).

This means you might need to tailor your kill team a bit more if you know in advance which kill-teams others are playing.....if you dont know in advance, what do people suggest taking?

I will be picking up some hybrid neophytes to play the genestealer cult kill teams. Initially, I wanted to be the guy with three heavy stubbers. But where does that leave me going ip against high armour/high toughness foes. Do you rely on high numbers of rounds or swap one for a mining laser?

Be nice to get peoples thoughts on this
 
I think the good ol' heavy stubber has the best value for money as long as you're going against opponents with a single wound. With sustained fire and a -1 save modifier, combined with the long range, heavy stubbers are pretty good at taking out marines. Which means they're pretty good at taking out almost everything you can face.
A mining laser might be useful against a very limited number of things. Tyranid warriors or chaos spawn for example. But its short range is a real handicap. I don't think it's worth it.

Generally speaking, I don't think one should focus too much on high-armoured enemies because they generally cost a lot of points and you're likely to be able to field at least three grunts with basic weapons for every armoured enemy. Basically you'll just have to rely on your numbers anyway. But if you want to be certain to be able to deal with them, then the versitality of the shotgun should appeal to you.

The grenade launcher is also pretty good and versatile, but its shortened range in SW:A is a bummer.

If I were to play GC I'd go with a lot of guys with shotguns and as many heavies with heavy stubbers as I can. Perhaps one or two guys with chainswords for HtH. And I'd do my best to have a 15-guy strong team asap. Consider recruiting two initiates after each game to serve as meat shields.
 
I can strongly recmoend the nade launcher, its quality and versitile with the large blast for clumps of chumps and a krak round to blow away that marine!
 
I feel the best guns in the game may be the trusty plasmas. The plasma gun can sustain fire and pin Tyranids with high impact. It also has -3 armour pen and will wound the vast majority of units on a 2+ (5+ OOA). I have just finished converting a Valhallan with one after I figured this out.
 
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