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Post by Mabus on Oct 16, 2007 11:29:13 GMT -5
I am glad my regular opponents don't know this.
Don't tell 'em! please!
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Post by Deleted on Oct 16, 2007 15:55:00 GMT -5
Against tau you either a) sit in heavy cover with cameoline and obliterate them with griffons, hellhounds and masses Ap4 heavy weapons,or b) Deepstrike in using highconcentrations of shortranged weapons and tear a hole in their plastic asses.or c) My fave. a combo of the two... Had just this idea in mind.
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Post by Cadian 117 on Oct 16, 2007 18:46:14 GMT -5
hmm.....good idea.....maybe now I will use doctrines against tau........light infantry would help.........and so would....sharpshooters.....stormtroopers.....Hvy wpn Squads.....and spcl wpn sqauds.......
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Post by Deleted on Oct 16, 2007 19:59:36 GMT -5
My Doctrines-
Conscripts Ogryns Drop Troops Iron Discipline Close Order Drill
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Post by Rolling Thunder on Oct 17, 2007 11:14:51 GMT -5
Mabus, since you are a fellow officer and gentleman, I won't. I'm sure someone else will eventualy do it for me. But if they use close order drill a lot, count your blessings and laugh like a manic as they die by the droves.
I hate stupid guard commanders almost as much as I hate everything else.....
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Post by Mabus on Oct 17, 2007 13:45:12 GMT -5
Yeah, I hate everything too.........hate it so much!
Anywho............ I don't like stupid Guard players either, they don't seem to last very long though!
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Post by Deleted on Oct 18, 2007 0:57:08 GMT -5
sents are a great model however with all the stuff i usually play i never have the extra points for them all though i guess apoc will change this.
i would recommend never taking heavy weapons in your infantry squads. it usually results in your line being to static as your more want to fire the big gun then to move and not fire next turn.
though i always recommend a plasma gun in the squad. you can get one shot out on the first turn and more than likely and a rapid fire of the gun is deadly as all get out.
i would recommend investing in heavy weapon platoons. theres nothing more deadly than 10 autocannons or 10 heavy bolters or god forbid 10 lascannons. (thats 9 in the platoon and 1 in the command squad.)
also i would suggest using those support squads to fill out any anti infantry or tank that you might need.
however never specialise the average guard. they are there to fight, charge, and die in the name of the emperor.
(fyi an imperial guard army you can have up to 101 heavy weapons in an army. 30 in the 3 heavy weapon platoons, 10 in a ratling squad, 9 in 3 sentinel squads, 6 in every infantry platoon=36, 15 in support squads, 1 in command squad.... if you can ever get this army god help anyone if you get first turn.)
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Post by Deleted on Oct 18, 2007 9:13:27 GMT -5
Drop sentinels are particularly nasty, the IE3 ones. Multi-melta-toting bastard dropping behind enemy lines... *drool*.
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Post by Rolling Thunder on Oct 18, 2007 11:59:13 GMT -5
Or heavy flamers for static tau in particular.... 3 guarateed hit 2+ to wound no armour save hits..... *sailavates*
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Post by Mabus on Oct 19, 2007 9:13:59 GMT -5
Sentinels are far too delicate for my tastes. Armour 10? That's just crap. Pulse rifles take them out with ease.
I'd rather just concentrate on deep striking some specialists and getting as many tanks as possible.
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Post by Rolling Thunder on Oct 19, 2007 13:53:47 GMT -5
I think they work well against static tau-eldar-other guard-misc. No cover save, no armour save, no chance. So what if they die the next turn? Its only 120 points for all three, and if they hit a fire warrior gun line they always kill more than there original points cost...
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Post by Deleted on Nov 6, 2007 0:52:42 GMT -5
Hell sentinels against hormagaunts and termagaunts. They cant hurt it and that will tie up a unit of up to 32 models for the entire game as the big nasties cant get in to CC.
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Post by Deleted on Nov 6, 2007 4:25:41 GMT -5
you know you don;t have to deploy squads in close order drill from the beginning, its just that in the right time, before you charge or BE charged, your movement phase will consist of actually moving into base to base, relative to the maximum movement each guy has, then you can go charge, or get charged....hehe
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