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Post by Turtleboy(AWOL) on Apr 12, 2008 11:28:12 GMT -5
so here it is, it appears in a mid-battle birds eye view of the battlefield, so the 'top' entry is what is closest to the enemy and first to engage, where the 'bottom' entry is what is held furthest back with the hopes that it is never reached and engaged.
rough riders
infantry squads
ogryns and/or conscripts
heavy weapon squads
simple, but (I feel) valuable to understand.
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Post by Commissar on Apr 12, 2008 12:38:14 GMT -5
Ah, yes. This formation works wonders, but what about the armoured element?
The Guard moves on their treads!
I have yet to get any rough riders anyways haha...the models are just so ugly. But conscripts and ogryns are a deadly mix.
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Post by Turtleboy(AWOL) on Apr 12, 2008 17:26:41 GMT -5
I'm not nearly so confident with armor as to propose how that factors into all this - I'm an infantry man myself
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Post by knight (M.I.A) on Apr 12, 2008 21:16:40 GMT -5
I don't really agree with that list...
Rough Riders as main CC unit ok. But after that you get Conscripts, Ogryns, and not to forget Sentinals. They're great in CC especially against S3 opponents. Against S4 opponents you should keep them back After those you can field the normal infantry squads and the HQs And at the bottom we get HWS
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Deleted
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Post by Deleted on Apr 13, 2008 7:47:05 GMT -5
SO the structure is:
A - Forward Section B - Main Section C - Counter Attack Section D - Heavy Support
My current Infantry heavy option for this is:
A - Vets (2) and Ratlings B - Troops and plasma platoon command C - CC command squad/Grenadiers or conscripts/Gaunt D - Heavy weapons
I generally lose the rats and vets, but they go down hard with camelione saves. They also slow the enemy down, keeping the enemy in the HWT sweet spot for as long as possible before closing to the troops.
Alternatively, if I'm feeling confident, I'll rush the sniper nest with CC command squad, plasma command and grenadiers and bed down for some real shooting.
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Post by Turtleboy(AWOL) on Apr 13, 2008 10:44:33 GMT -5
why not move the rats back into b or c ? I guess it's kinda terrain dependent but yeah.
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Post by Deleted on Apr 14, 2008 4:19:32 GMT -5
Yes agreed. The Rats frequently get used at the back as an anti close combat attack option aginst infiltrating H2H specialists. They work ok, but...
I'm finding both when facing and using snipers that they are astoundingly useless and not half as scary as you'd expect. I'd probably still take them for their anti Wraithlord ability (and cause they are cheap), but generally their good "to hit" bonuses and wounding are undone by their lack of armour penetration. Why would a sniper rifle struggle with armour ?? Still I guess they can't be too good, otherwise they'd dominate the battlefield (which they kinda do in realworld)?!?.
My forward section isn't really about survival, it's about drawing the enemy out (following SubtleBlatancy's Agressive-Eliminate-Distraction technique. So far its working, the vets and rats are too deadly to ignore and too sticky to kill easily. Generally my Vets and Rats go down in a blaze of glory either CCing the enemy or retreating (god knows how you get to be a veteran in my army, they hardly ever survive!) Their 3+ camo save gives me 2-3 turns of frustrating SMurf unkillability that my foe can get obsessed about and they usually all die around turn 4. Still by that time the enemy transports and snipers are dead, the infiltrating close combat troops are plasma smears and the fast attack have been fast attacked. Sooo, their remaining elites are drawn out in the open and walking onto my well constructed, adjusted and positioned line of heavy weapons and flashlights. Come to Papa!
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