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Post by Deleted on Jan 19, 2007 22:26:13 GMT -5
Hello Chaps and Chapettes! I am new to the hobby and I have chosen the following Doctrines for my IG: -Iron Discipline -Ogryns -Stormtroopers -Conscripts I would appreciate any advice on what to spend my last point on! I know I really should spend the last point on a skill of some kind but I am seriously considering getting Ratlings simply because I hear they fair quite well against monstrous creatures and C'tan Dieties and the like. Also my army will be versatile and be (theoretically) able to equip itself to any opponent. I have heard that independent Commissars are gr8 for conscripts but I am hoping to 'wing it' and use the leadership of my nearby junior officer to keep them in check. I think I have made my mind up already, however let me know if I am making a mistake or if you think something else would be far better! Many Thanks! (ps sorry if i've stuck this message in the wrong section!)
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Post by Turtleboy(AWOL) on Jan 20, 2007 1:03:59 GMT -5
hey, welcome to the IGMB! I like the start you have there with your doctrines. If you want to take ratlings then I say go for it.
an idea I had for you was die hards. typically you'll find the enemy will run right up to you and then you go into assault and it gets really rough from then on since guard aren't too good in assault.
I've found that dealing with one incoming enemy squad, even a bigger one, can be dealt with by throwing your whole line at the squad and just crushing it under a mass of counter-assaulting guardsmen.
dealing with multiple incoming assault squads or a larger space marine squad can be difficult due to space marines resiliency or the staying power of multiple incoming squads. once your nearby squads counter-assault and have had their 'round of glory' where they have additional attacks for charging, things really bog down and turn into a giant mosh pit. it's essential to throw enough attacks at the enemy to break the enemies back on the charge or counter charge.
an option is to give your squads die hards and use a squad or two to stall incoming enemies, buying your troops time to reposition and prepare for that sacrificial squad to be overrun. this is a bit tricky, but done right, you can prevent an enemy force of almost any size from reaching your armies main body, sacrificing small bits as you fall back in an orderly fashion, continually repositioning your main body to decimate the advancing enemy with repeated rapid fire volleys from the majority of your forces.
played smartly, die hards is possibly the most powerful doctrine in my opinion. it has the potential to enable a shooty army to retain its ability to shoot even after the enemy has reached it's main lines.
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Post by Deleted on Jan 20, 2007 2:40:35 GMT -5
Thanks for the reply Turtleboy! Die Hards was not a doctrine I had considered seriously but now I will definitely think about it. It sounds like it could definitely make my army more durable! If anyone has any other ideas, however, I'm interested to get as many opinions as possible b4 I make my final decision! ps I like your those web pages you've set up
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Post by Turtleboy(AWOL) on Jan 20, 2007 4:27:48 GMT -5
hey thanks I seriously need to put some time into my IG armies site but I've been really busy irl lately and working on a site for a business that's hired me in my web design time
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Post by Deleted on Jan 20, 2007 9:09:02 GMT -5
I'm a fan of sharpshooters. I get fustrated when my heavy weapons squads fail to hit, so i try to improve their odds by giving them this doctrine. I'm yet to be dissappointed by sharpshooters and extend it to my squads if i can spare the points.
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Post by Colonel Grammissar Azalar on Jan 20, 2007 10:42:47 GMT -5
I would suggest Restricted troops = Special Weapons Squads Get some Melta's / Sniper's
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Post by Deleted on Jan 20, 2007 11:56:07 GMT -5
Ok thanks for all the suggestions so far!
;D
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Post by Turtleboy(AWOL) on Jan 20, 2007 19:45:47 GMT -5
demo charges are where it's at for special weapon squads - my opponents know I use them but can't for the life of them pick them out amongst the 100 infantrymen I have on the table. having a hidden 'tank shell' or two being hoisted around in your lines is a beautiful thing.
sharpshooters is awesome. my shooting used to suck, but now my opponents just say 'you're the luckiest dice roller I know!' - it's the advantage of taking all my 1s and rerolling them that makes that happen!
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Post by Deleted on Jan 21, 2007 0:00:21 GMT -5
I'm looking around the forum and it is becoming obvious to me that the Imperial Guard do have one of the most serious close combat problems in 40k!
So perhaps I should go for Independent Commissars after all?
Then I could swamp an enemy assault with 50 'non-retreating whiteshields' perhaps lol...
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Post by Deleted on Jan 21, 2007 0:01:35 GMT -5
I meant to type 'enemy assault' lol
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Post by Deleted on Jan 21, 2007 0:06:13 GMT -5
ok my flatmate has managed to reassign keys on my keyboard lol joker!
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Post by Turtleboy(AWOL) on Jan 21, 2007 2:49:35 GMT -5
enemy I believe you were trying to type the profanity filter kinda goes a little haywire sometimes on the forums, making a random word bad sometimes. it's kinda like the millennium falcons computer - multiple AI computer systems all constantly bickering with themselves and shorting things out here and there, but all told an awesome starship due to her crew
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Post by Deleted on Jan 21, 2007 9:39:18 GMT -5
lol!
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Post by Turtleboy(AWOL) on Feb 9, 2007 5:27:06 GMT -5
I've been working on my doctrines as of late too, and I just wanted to chip in the thought that if you replace iron discipline with chem-inhalers then you basically get iron discipline AND die hards for the cost of 1 doctrine point instead of two. it also frees your officers up to make their presence known thru having powerfists or something nasty like that since they're not needed for maintaining leadership anymore. that'd kinda give you a doctrine without using a doctrine point - always a good thing (and something I opted to do with my doctrine choices too).
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Post by Deleted on Feb 11, 2007 16:27:51 GMT -5
Thx very much for that Turtle boy.
I had originally taken iron discipline but now I am contemplating chem inhalers. Do you rate them higher than iron discipline then?
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Post by knight (M.I.A) on Feb 11, 2007 19:09:49 GMT -5
Chem inhalars is imho far worse then Iron Discipline + Die Hards. Positive: 1. You don't get your Ld rolls modified at any time 2. 25% shooting losses only cause you to get pinned and that is all you got till now. No more no less...
Negative: 1. It costs much more then the combo and I mean MUCH! more for even less effect then the combo 2. Your troops can still run and won't stop if below half strength
Might look like it doesn't matter much what you take... But with Chem Inhaler a squad is a loss if it has to take the pinning test. Either they'll survive and shot or they get pinned in open space and get shot. If they start running after 50% casulties they won't stop until they can't hear anyone shooting anymore... You pay nearly the doubled price for less abilities you'd get with the Iron Discipline + Die Hards combo...
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Post by Turtleboy(AWOL) on Feb 11, 2007 22:17:09 GMT -5
also add to the positives list the fact that you save a doctrine point vs iron discipline and die hards.
true, it costs way more.
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Post by knight (M.I.A) on Feb 12, 2007 7:41:21 GMT -5
I don't count the additional free point as advantage as I never know how to fill up the 5 slots
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Post by Turtleboy(AWOL) on Feb 12, 2007 14:55:02 GMT -5
restricted troops and free doctrines always seem to fill my choices right up.
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Post by Deleted on Feb 13, 2007 16:05:19 GMT -5
Well basically these are my doctrines so far...
1-Ogryns 2-Conscripts 3-Independent Commissars
I am very tempted to take either stormtroopers doctrine or grenadiers (more leaning toward grenadiers I think).
Now basically leads me to one last point - Iron discipline or chem-inhalers!?
Any advice much appreciated!
Thx!
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Post by Turtleboy(AWOL) on Feb 13, 2007 17:49:35 GMT -5
I'd do chem inhalers since you don't have any doctrines that cost points yet.
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