Post by Pax Urbis Pax Imperi on May 8, 2012 2:03:05 GMT -5
There is more to playing Imperial Guard than lining up across from your opponent in a gun-line and just shooting your opponent. A canny general should be aware of the strengths of the build that was chosen, and use tactics appropriately. That being said, here are some tricks and tactics that may help. Most you may already be aware of, some you may not be. Hopefully we can all benefit from these "tricks".
- "Alpha Strike" -
- Before the game begins, use the Valkyrie/Vendetta's scout move to forward flat out to be within 12" of your target, usually a tank.
- Turn one, have the Vets get out and move forward up to 8" (2" deployment + 6" move), and move your Valkyrie/Vendetta back, moving flat out as needed, or you could train your weapons on another target. Hopefully, the Vets will melta the tank and destroy it!
- If not, follow up with an assault move and use the meltabombs the Vets now have with Demo Doctrine and kill it in Assault phase.
Risks: Your opponent seizes the initiative, catching you and your unit out in the open, and vulnerable. Even if you do destroy the tank, chances are the Vets will be destroyed to your opponents shooting or assaulting. Do not expect this unit to live more than one or two turns. The flat out scout move should protect from most shooting, but watch out for assaulting units. Your Vets could miss, or not destroy the target. This is heavily dependent on going first, before your opponent can react.
Works best with more than one Valkyrie/Vendetta + x3 Melta vets for maximum firepower.
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- "Spotter Rounds" -
- Deploy this battery in a position where it will hit the most units on the table, and still be either out of line of sight of other shooting units, or in a corner to take advantage of its superior range.
- If in a corner, deploy the tanks in a triangle formation, with the griffon at the tip and slightly forward , or slightly ahead of the Colossus when in a gun-line formation. The reason for this is so that when the battery fires, the griffon will fire first, being "closer" to your target.
- Roll scatter as normal, scattering 2d6 as rolled. If you are not satisfied with the results, re-roll the scatter again and take the final result.
- The Colossus now fire, and place their templates around where the Griffon's shot landed, using the Ordnance Barrage rules.
- If your unit comes under fire, put as many results on the Griffon as possible, using it as "ablative" wounds for your main threat: the Colossus battery.
Risks: The scatter could still miss, even with the potential re-roll with the Griffon. It could hit your own troops. Your scatter with the Colossus could also miss, but at least it is tethered to the Griffon's shot. While your opponent will not be able to get a cover save from the Colossus, they can take one against the Griffon. You are now subject to the Squadron Rules, and have a larger footprint on the board, making cover saves difficult. Shots are indirect fire, and have a minimum range. Its a HUGE bullet magnet.
Works best behind cover, and out of sight. May also use with a Basilisk Battery, but cannot use with a Medusa (all shots scatter as its not ordnance barrage, or a Manticore, as it cannot squadron up.)
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"Lessen Resolve"
Lessen Resolve is a psychic power that automatically lowers the leadership of the unit targeted by the number of psykers in the squad, down to 2. It is a very effective way to get a unit to run away if enough wounds has been caused, or to be pinned when shot with a pinning weapon. As such, there are several different "tactics" that can be employed in conjunction with this power.
"Run home to Momma!
- If you have a fast unit, such as a Valkyrie/Vendetta, or a member of the Hellhound Tank family, you can escort the unit off the board by being within 6" of the unit running.
Risks: Low. Defeated with Stubborn or Fearless units. Psykers may fail the LD 9 test, or have a Perils of the Warp test and get shot by their Overseer. The unit in question may roll two 1's and stick. Most Space Marines will be able to rally right away and even return to the fight.
Best used in a unit of 6 and up. Need a fast unit for escort duty
"Auto-pin"
Risks: Low. Defeated with Stubborn or Fearless units. Psykers may fail the LD 9 test, or have a Perils of the Warp test and get shot by their Overseer. The unit in question may roll two 1's and not be pinned. IG has an order to get the unit Back in the Fight.
Best used in a unit of 6 and up.
While the Lessen Resolve is most often used during the Shooting phase, it lasts your ENTIRE turn, not just until the end of the shooting phase. That means, you can use it during your assaulting as well!
"Charge!"
- In the Assault phase, attack the unit you have Lessen Resolve on. If you win combat, your opponent has to roll a LD test to see if he sticks around. Since his LD is now down to possibly 2, we will lose combat and be swept. If he escapes, now he is also running.
- If another unit is nearby to make your opponent continue to flee, now is the perfect time to use Lessen Resolve and assault again. A fleeing unit that is assaulted has to make a LD test, and since it is now down to 2 for this turn, he will fail and be automatically destroyed! Works for that turn only.
Risks: Extremely High. Defeated with Stubborn or Fearless units. Psykers may fail the LD 9 test, or have a Perils of the Warp test and get shot by their Overseer. The unit in question may roll two 1's and stick. More importantly, you more often than not will fail combat.
Best used in conjunction with Col. Straken, or Ogryns. With their high strength, chances are good that you may cause the most wounds. A lowly PSB might also win, as they have close combat weapons and pistols for three attacks on the charge (a full squad of 9 PSB have 31 attacks on the charge, nothing to sneeze at!) Even with a low WS, you might cause enough wounds to win.
Best used in a unit of 6 and up, an probably Ogryns.
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"Grav-chute Insertion"
- Use the Valkyrie or Vendetta and hold it back, and wait for your opponents to rush forward, over extending their lines. When they are close enough, move flat out over them, and using Grav-chute Insertion rules, drop in behind them.
- Stormtroopers may re-roll the Scatter die, if they take the Airborne Doctrine, chosen before the game starts. This means they are more effective when jumping out of a perfectly good airplane.
Risks: EXTREMELY HIGH. This is not without its risks. Scatter, and you could lose some troops. You can't assault when you deep strike, but you can shoot or run at least.
Best used with Stormtroopers, as they have a built in way to make sure it works correctly. Its advantage is that it has the element of surprise, as no one will expect you to even try this hair-brain scheme.
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These are just some tricks and tactics that a smart commander can employ in our next battle. Do you have a trick you like to use? Post it here!
- "Alpha Strike" -
- A Valkyrie or Vendetta
- A Veteran Infantry Squad, with x3 Melta. May also use the Demolitions Doctrine for added effect.
- Before the game begins, use the Valkyrie/Vendetta's scout move to forward flat out to be within 12" of your target, usually a tank.
- Turn one, have the Vets get out and move forward up to 8" (2" deployment + 6" move), and move your Valkyrie/Vendetta back, moving flat out as needed, or you could train your weapons on another target. Hopefully, the Vets will melta the tank and destroy it!
- If not, follow up with an assault move and use the meltabombs the Vets now have with Demo Doctrine and kill it in Assault phase.
Risks: Your opponent seizes the initiative, catching you and your unit out in the open, and vulnerable. Even if you do destroy the tank, chances are the Vets will be destroyed to your opponents shooting or assaulting. Do not expect this unit to live more than one or two turns. The flat out scout move should protect from most shooting, but watch out for assaulting units. Your Vets could miss, or not destroy the target. This is heavily dependent on going first, before your opponent can react.
Works best with more than one Valkyrie/Vendetta + x3 Melta vets for maximum firepower.
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- "Spotter Rounds" -
- Griffon
- x2 Colossus
- Deploy this battery in a position where it will hit the most units on the table, and still be either out of line of sight of other shooting units, or in a corner to take advantage of its superior range.
- If in a corner, deploy the tanks in a triangle formation, with the griffon at the tip and slightly forward , or slightly ahead of the Colossus when in a gun-line formation. The reason for this is so that when the battery fires, the griffon will fire first, being "closer" to your target.
- Roll scatter as normal, scattering 2d6 as rolled. If you are not satisfied with the results, re-roll the scatter again and take the final result.
- The Colossus now fire, and place their templates around where the Griffon's shot landed, using the Ordnance Barrage rules.
- If your unit comes under fire, put as many results on the Griffon as possible, using it as "ablative" wounds for your main threat: the Colossus battery.
Risks: The scatter could still miss, even with the potential re-roll with the Griffon. It could hit your own troops. Your scatter with the Colossus could also miss, but at least it is tethered to the Griffon's shot. While your opponent will not be able to get a cover save from the Colossus, they can take one against the Griffon. You are now subject to the Squadron Rules, and have a larger footprint on the board, making cover saves difficult. Shots are indirect fire, and have a minimum range. Its a HUGE bullet magnet.
Works best behind cover, and out of sight. May also use with a Basilisk Battery, but cannot use with a Medusa (all shots scatter as its not ordnance barrage, or a Manticore, as it cannot squadron up.)
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"Lessen Resolve"
- a Psyker Battle Squad, usually in a Chimera
- See below
Lessen Resolve is a psychic power that automatically lowers the leadership of the unit targeted by the number of psykers in the squad, down to 2. It is a very effective way to get a unit to run away if enough wounds has been caused, or to be pinned when shot with a pinning weapon. As such, there are several different "tactics" that can be employed in conjunction with this power.
"Run home to Momma!
- A Pskyer Battle Squad
- Any shooting unit in your army
- If you have a fast unit, such as a Valkyrie/Vendetta, or a member of the Hellhound Tank family, you can escort the unit off the board by being within 6" of the unit running.
Risks: Low. Defeated with Stubborn or Fearless units. Psykers may fail the LD 9 test, or have a Perils of the Warp test and get shot by their Overseer. The unit in question may roll two 1's and stick. Most Space Marines will be able to rally right away and even return to the fight.
Best used in a unit of 6 and up. Need a fast unit for escort duty
"Auto-pin"
- A Pskyer Battle Squad
- Ratling Snipers, Sniper Guns, or Ordnance Barrage
Risks: Low. Defeated with Stubborn or Fearless units. Psykers may fail the LD 9 test, or have a Perils of the Warp test and get shot by their Overseer. The unit in question may roll two 1's and not be pinned. IG has an order to get the unit Back in the Fight.
Best used in a unit of 6 and up.
While the Lessen Resolve is most often used during the Shooting phase, it lasts your ENTIRE turn, not just until the end of the shooting phase. That means, you can use it during your assaulting as well!
"Charge!"
- A Psyker Battle Squad
- Any unit that will be assaulting the unit affected with Lessen Resolve, such as a Blob Squad, Ogryns,Rough Riders on their first charge, or even the Psyker Battle Squad themselves.
- In the Assault phase, attack the unit you have Lessen Resolve on. If you win combat, your opponent has to roll a LD test to see if he sticks around. Since his LD is now down to possibly 2, we will lose combat and be swept. If he escapes, now he is also running.
- If another unit is nearby to make your opponent continue to flee, now is the perfect time to use Lessen Resolve and assault again. A fleeing unit that is assaulted has to make a LD test, and since it is now down to 2 for this turn, he will fail and be automatically destroyed! Works for that turn only.
Risks: Extremely High. Defeated with Stubborn or Fearless units. Psykers may fail the LD 9 test, or have a Perils of the Warp test and get shot by their Overseer. The unit in question may roll two 1's and stick. More importantly, you more often than not will fail combat.
Best used in conjunction with Col. Straken, or Ogryns. With their high strength, chances are good that you may cause the most wounds. A lowly PSB might also win, as they have close combat weapons and pistols for three attacks on the charge (a full squad of 9 PSB have 31 attacks on the charge, nothing to sneeze at!) Even with a low WS, you might cause enough wounds to win.
Best used in a unit of 6 and up, an probably Ogryns.
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"Grav-chute Insertion"
- A Valkyrie or Vendetta
- Stormtroopers with the Airborne Doctrine
- a Unit of Veteran Infantry Squad
- Use the Valkyrie or Vendetta and hold it back, and wait for your opponents to rush forward, over extending their lines. When they are close enough, move flat out over them, and using Grav-chute Insertion rules, drop in behind them.
- Stormtroopers may re-roll the Scatter die, if they take the Airborne Doctrine, chosen before the game starts. This means they are more effective when jumping out of a perfectly good airplane.
Risks: EXTREMELY HIGH. This is not without its risks. Scatter, and you could lose some troops. You can't assault when you deep strike, but you can shoot or run at least.
Best used with Stormtroopers, as they have a built in way to make sure it works correctly. Its advantage is that it has the element of surprise, as no one will expect you to even try this hair-brain scheme.
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These are just some tricks and tactics that a smart commander can employ in our next battle. Do you have a trick you like to use? Post it here!