Today I will do three short strategies on fighting apocalypse battles with three different armies:
Tyranids: These guys first. They will usually be taking giant swarms of gaunts, (probably using the ‘endless swarm’ configuration, to gain the special rules.) The other thing they will be taking is super-monsters. No panzy warriors for them. They will go straight for the source, taking heirophants and heirodules, (if they own them,) and if that fails, all manner of regular MC’s. So pretty much you need two things: anti troop weapons and anti-super weapons. You know what you need? Stompas. Lots of stompas. Normally I would suggest big mek stompas for guns, but they have no tanks so your lifta-droppa would be useless. now, you could just take it for the gaze of mork and the gigashoot replacement weapon, but I personally would rather just keep the chainsaw arm, so you can kill 3-4 carnifaxes at once if you needed to. (Muah-hah-hah!) Another nifty trick, if you are near the board edge, you can assault a unit of 30 gaunts with a stompa and, well, ‘stomp’ on them using the stomp special attack. Then, when they get the -15 or so leadership, they will run off the board edge, or at least run a long ways away. However, this works both ways. While you should take lots of ork boyz to hold the many many objectives, and kill all the gaunts, but you should avoid the gargantuan creatures, as they can stomp too. Unfortunately, they move 12″ instead of 6″, so one thing to try is taking a bunch of stompas and and equal number of ork hordes, and putting all the hordes in the stompas. However, you will have trouble killing heirophants because they have T9 and 10 wounds. So what do you do? you can’t assault with initiative one, that is for sure. but you also shouldn’t assault with low strength, either. The nice thing about heirophants is that you can only take two, maybe three, in even a HUGE battle, but you can take four or five stompas. Now, the heirodule, while you can take several more, also has lower toughness, and only 6 wounds. not only that, but he only has a 3+ save, surprisingly. So what do you do against all of these threats?
First off, if your enemy agrees to using the ‘custom stompa’ rules that I posted about a while ago, take a ‘missile platform’ because 3D6 S9 shots the penetrate heirodule armor, plus D3 supa-rokkits, will kill most any threat, though it can only get one per turn. Let’s see, you would get an average of 3 wounds per turn, per stompa. so, with one stompa you could kill a heirodule every other turn. Also consider taking the gaze of mork if you use this special set of rules. Also, if he has several MC’s clumped together, take advantage of that with your 7″ blast S10 AP1 weapon. Awesome. Now, heirophants will require a little more work. There will only be a couple of them, but you will still have to shoot them a TON to kill them. focus ALL of your AP2 weaponry on one at a time until it is dead. Except maybe the stompa’s main gun, because you may want to shoot a gaunt unit that is getting to close to an objective. But otherwise, focus as much firepower as you can on them, and assuming you have gaze of mork and three stompas, (three stompas shouldn’t be a problem if they are taking two heirophants, because that must be a huge game,) it will still take you eight turns of concentrated fire to kill both. That is around four turns per heirophant, on average. (and use your missile platforms to kill everyone else, like the heirodules and the other MC’s.) Now, that is assuming your life is average, it make take less if you are lucky, or more if you are not, but on average it will take you about 8 turns to kill 2 heirophants with 3 stompas, assuming nobody gets in combat. so once the biggest nasties are out of the way, you have very little to fear from you enemy. I suggest that after you play that, you just mop up everyone else, very few of whom can take down stompas and the like. So: Focus all of your firepower on the most dangerous enemies first, keeping your ork boyz hidden inside the stompas, then simply release the boyz, hold the objectives, and use the stompas to mop up the rest of the gaunts and weaker MC’s.
Tau: These guys I find a lot easier. They have no super-heavy vehicles, one flyer, and only a couple formations. They pretty much have no new tricks. Simply unload with stompas, because your Deth Kannon matches range with their railgun. Also, I suggest you take big mek stompas on this one, because that way you can use your lifta droppa on close tanks, and you get the power fields if they shoot with their railgun before you get the chance to blow them up. Now, the Deth Kannon, while it could blow them up, won’t do as good unless you move close enough to also use your lifta droppa and your gaze of mork. But all of those combined, as well as a few units of deffkoptas, and you should have no problem taking out the threats in just a few turns, especially if he only mounts his railguns onto broadside suits. And since he will try to avoid your guns, simply send out hordes of boyz to get the objectives and use your stompas as a reverse-lighting rod, keeping them hidden from your awesome power.If they can’t show them self without dying, but they also can’t win without seizing objectives, there is very little they can do. And yes, they will have more guys then a normal battle, but once the tanks are gone there is very little threat from their troops, so you should have no problem finishing them, unless you get terrible luck.
Space Marines: These guys, while they pose a larger threat then tau, are also not overly dangerous. Because while they got some new formations, and the thunderhawk, their main force is still not overly threatening. Once again, take big mek stompas to prevent them dying from shooting, (power fields will help a little,) and take a lot of them. However, if they take a battle titan, or even a mini-titan, you will have issues. The smaller titans, the scout walkers, you can just use a large amount of deffkoptas, and maybe a battlewagon with a deff rolla. And for the warlord battle titan? Well, you can’t shoot at him. you will have trouble even taking down the power fields in a turn, and it will repair all of them in a single turn. What do I suggest? Ghazkull Thraka inside of Snikrot’s kommandos. Snikrot allows anyone in his unit to come in from any board edge. That includes independent characters who join the unit. But, if he stays near the middle, you will have trouble. However, your best shot is getting Ghazkull into close combat alone, so take as many kommandos as you can, to make a retinue to protect him from shooting. The ‘slow and purposeful’ will really hurt here, but try and stay in cover because that will no longer effect you any worse than it already is. Then, when you are within 11-12″ call your WAAAGH!, break ghazkull off from the unit and get into assault range with the waaagh!, get into combat, and kill him. Now, I know what you are thinking, how can ghazkull kill the titan? Well, he is immune to instant death, on the turn you charged in he has an invulnerable 2+ save, and the battle titan can only stomp on him. And, one he is ‘stunned,’ (which should only take one turn,) he can only stomp on you. Not only that, but he cannot shoot, and he can’t do anything to harm you. Also, if you get ghazkull to the rear, you will cause a little more damage. So, given a few turns, ghazkull should be able to kill the beast. every turn you should get .5 glancing hits and 1.4 penetrating hits, so causing a ‘stunned’ result should not be difficult. In addition, within 15 turns or so, the monster should be dead. yeah, now that I think about it, 15 turns will be to many. By that time, though ghazkull may still be fine, the enemy will have assaulted him and probably killed him with a different unit. So, what you need to do is also take 3-4 battlewagons, all armed with deff rollas, grot riggas, ‘ard case, and armor plates. Also, if you have 100 extra point, throw a big mek with an Kustom Force Field in, to keep them safe. Charge them all against the Battle Titan, and with around 28 hits on average per turn, you should have no problem getting the titan to die. That will cause 4.5 glancing hits and 9.3 penetrating hits, causing an average of 4 structure points lost, plus weapons damage and stuff. So, maybe I should have re-labled this ‘how to kill a Battle Titan without really trying.’ What do you do if he takes two battle titans? you run and cry in a corner. (or you take around ten more deff rolla battlewagons and another KFF mek or two. Anyhow, once you have the Titans dead, (or titan, if he takes a warlord in a non-huge battle,) simply use a few stompas to mop up the mess, because space marines one advantage, (High armor,) is not as advantageous during apocalypse. (Also, orks got a real boost in apocalypse.)