Post by Subtle Blatancy on May 6, 2009 0:02:33 GMT -5
Howdy Guys 'n' Gals!
The other night, I was considering my List-Making and reviewing process. I was thinking about how the equipment, use, and overall effectiveness of the classic Imperial Guard Special/ Heavy Weapons are all interlinked. I came up with a theory.
As you might have guessed, it is the Three "C's" of Weapon Continuity. This is generally a guide, based in logic and reasoning (but also backed up with battlefield experience) on how to use Special/ Heavy Weapons in an Imperial Guard list.
Now, without further a due:
THE THREE "C's" OF WEAPON CONTINUITY.
Too often, I see lists fall victim to a horrible illness. This is a disease common among newer players, but that can also afflict veterans of the Imperial Guard. With the advent of a new Codex, this infection has become even more prevalent.
This ailment is a lack of Weapon Continuity.
But what is "Weapon Continuity"?
Weapon Continuity is the concept of a consistency in equipment, deployment, and usage of Special/ Heavy Weapons in an Imperial Guard force. In order to fully utilize the staggering power of the Imperial Guard Shooting Phase, one must have solid Weapon Continuity.
Now, for those of you who are frightened, saying,
"But S.B., I'm not sure how to achieve Weapon Continuity!"
I have an answer. That answer is the Three "C's" of Weapon Continuity. By following the basic concepts or guidelines posed by the the 3C's, you too can utilize your weapons to the best of your ability.
To start off, here are the three C's: Consolidation, Concentration, and Coordination.
Here is an overview of what those three mean in terms of Warhammer 40k:
-Consolidation:
A huge problem, and the one that causes the most loss of Weapon Continuity, is a failure to consolidate your Special/ Heavy Weapons. What I mean is this: A Command Squad has an Autocannon and a Flamer, or; three Veteran Squads all have different weapons, and aren't using all of the available weapon slots.
"What does this mean?"
The weapons and units you have need to support each other. An Autocannon and a Flamer in the same squad is a horrible idea, because the roles of those two weapons clash horribly. One will always be underused in every game, making it a point sink. Veteran Squads not taking the full amount weaponry is another point sink. In addition, if you have multiples of the same unit with different weapons, you force your own hand when you deploy. You have to deploy those units in a rigid, predetermined way, instead of liberally and at your discretion.
What you need to take away from "Consolidation" is this: Similar units need to be similarly equipped, and the more of a single type of weapon you can have, the better.
-Concentration:
Now that you've got a bunch of well-equipped squads, you are ready to take them to the battlefield.
But you might be asking, "Why do I have so many of the same weapon?"
You are asking this because you are under an impression that many guard players are under: the idea that you need only one of a weapon to use that weapon.
"What the hell does that mean?"
The fact of the matter is that Guardsmen have horrible Ballistic Skill. Even your Veterans won't hit as much as you want them too. In addition to this, Warhammer 40k is so strongly left up to chance, that you need to tip the odds in your favor the most that you can. For example, say you have a single command squad with a Lascannon. If your single Lascannon (your only Anti-Tank) goes on the fritz for a game and rolls all 1's, you will be screwed--especially if you're playing a tank-heavy or mechanized opponent.
However, with six Lascannons in Heavy-Weapon Squads and Platoon Command Squads, that one Lascannon doesn't matter anymore. You will get hits, and you will do damage, regardless of how that single Lascannon is performing.
What you need to take from "Concentration" is this: Now that you have more of a weapon, you have a huge advantage because you will always be able to do damage on the table every turn.
-Coordination:
So you probably understand the basic concept now. The last part of the 3C's is the "Coordination" element.
Unfortunately, although I can explain to the best of my ability, the Coordination aspect is one that can only be mastered with experience.
Put quite simply, Coordination is your discretion of what to shoot with what weapon.
"Huh?"
You wouldn't shoot at a squad of Gaunts with a Heavy Weapon Squad of Lascannons. You'd get your Heavy Bolters on their Bug-like asses before they reached your vulnerable gun-line. You would, instead, use those Lascannons on the Hive-Tyrant lumbering around towards your Company Command Squad.
What you need to take from "Coordination" is this: Now that you have the right weapons and the ability to do damage with them, you need to know what to hit and when to hit it.
That about does it for the 3C's. If you have any questions, arguments, or any other type of opinion, I'd love to hear it.
-S.B.
The other night, I was considering my List-Making and reviewing process. I was thinking about how the equipment, use, and overall effectiveness of the classic Imperial Guard Special/ Heavy Weapons are all interlinked. I came up with a theory.
As you might have guessed, it is the Three "C's" of Weapon Continuity. This is generally a guide, based in logic and reasoning (but also backed up with battlefield experience) on how to use Special/ Heavy Weapons in an Imperial Guard list.
Now, without further a due:
THE THREE "C's" OF WEAPON CONTINUITY.
Too often, I see lists fall victim to a horrible illness. This is a disease common among newer players, but that can also afflict veterans of the Imperial Guard. With the advent of a new Codex, this infection has become even more prevalent.
This ailment is a lack of Weapon Continuity.
But what is "Weapon Continuity"?
Weapon Continuity is the concept of a consistency in equipment, deployment, and usage of Special/ Heavy Weapons in an Imperial Guard force. In order to fully utilize the staggering power of the Imperial Guard Shooting Phase, one must have solid Weapon Continuity.
Now, for those of you who are frightened, saying,
"But S.B., I'm not sure how to achieve Weapon Continuity!"
I have an answer. That answer is the Three "C's" of Weapon Continuity. By following the basic concepts or guidelines posed by the the 3C's, you too can utilize your weapons to the best of your ability.
To start off, here are the three C's: Consolidation, Concentration, and Coordination.
Here is an overview of what those three mean in terms of Warhammer 40k:
-Consolidation:
A huge problem, and the one that causes the most loss of Weapon Continuity, is a failure to consolidate your Special/ Heavy Weapons. What I mean is this: A Command Squad has an Autocannon and a Flamer, or; three Veteran Squads all have different weapons, and aren't using all of the available weapon slots.
"What does this mean?"
The weapons and units you have need to support each other. An Autocannon and a Flamer in the same squad is a horrible idea, because the roles of those two weapons clash horribly. One will always be underused in every game, making it a point sink. Veteran Squads not taking the full amount weaponry is another point sink. In addition, if you have multiples of the same unit with different weapons, you force your own hand when you deploy. You have to deploy those units in a rigid, predetermined way, instead of liberally and at your discretion.
What you need to take away from "Consolidation" is this: Similar units need to be similarly equipped, and the more of a single type of weapon you can have, the better.
-Concentration:
Now that you've got a bunch of well-equipped squads, you are ready to take them to the battlefield.
But you might be asking, "Why do I have so many of the same weapon?"
You are asking this because you are under an impression that many guard players are under: the idea that you need only one of a weapon to use that weapon.
"What the hell does that mean?"
The fact of the matter is that Guardsmen have horrible Ballistic Skill. Even your Veterans won't hit as much as you want them too. In addition to this, Warhammer 40k is so strongly left up to chance, that you need to tip the odds in your favor the most that you can. For example, say you have a single command squad with a Lascannon. If your single Lascannon (your only Anti-Tank) goes on the fritz for a game and rolls all 1's, you will be screwed--especially if you're playing a tank-heavy or mechanized opponent.
However, with six Lascannons in Heavy-Weapon Squads and Platoon Command Squads, that one Lascannon doesn't matter anymore. You will get hits, and you will do damage, regardless of how that single Lascannon is performing.
What you need to take from "Concentration" is this: Now that you have more of a weapon, you have a huge advantage because you will always be able to do damage on the table every turn.
-Coordination:
So you probably understand the basic concept now. The last part of the 3C's is the "Coordination" element.
Unfortunately, although I can explain to the best of my ability, the Coordination aspect is one that can only be mastered with experience.
Put quite simply, Coordination is your discretion of what to shoot with what weapon.
"Huh?"
You wouldn't shoot at a squad of Gaunts with a Heavy Weapon Squad of Lascannons. You'd get your Heavy Bolters on their Bug-like asses before they reached your vulnerable gun-line. You would, instead, use those Lascannons on the Hive-Tyrant lumbering around towards your Company Command Squad.
What you need to take from "Coordination" is this: Now that you have the right weapons and the ability to do damage with them, you need to know what to hit and when to hit it.
That about does it for the 3C's. If you have any questions, arguments, or any other type of opinion, I'd love to hear it.
-S.B.