Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 21, 2008 13:26:41 GMT -5
Hi there, I am about to build an imperial guard army based on a desert themed light guard force. I will probably use the Tallarn doctrines, but I am not quite sure of that yet. I do however know that I want my troops to have the light infantry doctrine. This leads me to my question. What is the best use of this doctrine. Is the real adventage only to deploy last, or is it possible to use it a bit more offencive. I was thinking about infiltrating speed bumps along the enemys path of advance, or maybe somethin else. Do anyone have ideas on how to outfit such squads and how to support them? Second, I am also considering cameleoline as a doctrine. I think that will work well in combination with light infantry, but will it cost me too much points to make a good army? Any thoughts and advices will be helpful. Ashford
|
|
|
Post by acolyte on Apr 21, 2008 14:07:05 GMT -5
|
|
|
Post by fatuous on Apr 24, 2008 8:03:22 GMT -5
Light infantry is a good doc for getting the most out of ur set up, especially if u are playing an assualt based army on their own turf (a few of my opponents have been know to make v assault friendly terrain with cover usually out side of deployment zones so u can't set up a fire base from turn 1).
WIth LI you can set up your heavy weapons to the max even if u don't have many good fire lines in your deployment zone. It does get ur guys that bit closer to the enemy tho, so watch out for assualts, or add this to ur plan as u mentioned as speed bumps.
Coupled with drop troops u can keep large amounts of ur guys off the table till the very end of set up. This does present 1 problem tho, basically if ur opponent also has infiltrators and wins the roll to deply their's first. If this happens, and they are feeling evil, the could well deploy them in or very close to ur deployment zone and there would be nothing u can do about it, as none of ur troops are on the table to stop them. So I'd always have some troops deployed as normal to hold at least some parts of your deployment zone, tanks can be good for this unless that is unfluffy for your army.
I've heard lots of good things about camoline but neve used it myself. the cover benefit would be great as long as it isn't negated by ur oppponent taking lots of flamers. rememebr that it has to be given to every one (unlike LI so u can save points here by not giving it to every one).
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 24, 2008 8:22:41 GMT -5
Thanks for your answer. I like the idea of supporting a light infantry force with a tank or two. The use of camoline cost rather much points, but as I just have started my force this is a good thing too. It makes me able to start playing with my army earlier. So, as I get more models and more experience, I could try playing without that doctrine and see what i find best.
I think of two special weapons squads with 2xflamers and dem charges to infiltrate as forwared as possible. Hopefully they will be able to strike at one enemy squad and then act as a speed bump in the next round. As a second speed bump I was thinking of two squads of infantry with only plasma guns. Then, as a final counter assult force I use Rough Riders. Do you think this will be too much focus on CC/stopping the enemy, or will it help creating diversions and slowing the enemy down, and therefore give me more time to shoot him?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 25, 2008 2:02:24 GMT -5
Speed bumps sound like they could work, are you fighting many CC armies?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 25, 2008 9:38:49 GMT -5
this is how i use infiltrate on my stomries(shouldnt be too different).
a) i see where my opponent sets his most quick-moving, offensive cc troops(i.e.daemonettes, not plaguebearers, and assault squads, not tactical) and set them there, at EXACTLY 19". if i go first, they shoot in 24". if he goes first, he has 2 choices:a)move 6", then fleet(or using jump pack etc., same total distance covered) ahead into my rapid firing range.b)move 6", not fleet.If he chooses b:he has slowed down his cc approach, yay for the IG slowing down the enemy cc!I move 6" back, so he is forced to slow down for ANOTHER(lol!) round. choice a: as enemies move near i move/rapid fire, boosting my unit's shooting with a heavy weapon squad's support.yay for the IG shooting down the enemy's most offensive assault troops!
|
|
|
Post by acolyte on Apr 25, 2008 13:17:32 GMT -5
infiltrateing models with macharian cross is also cool, people never see the 'double lascannon redepolyment into nasties sights' coming. (in short, infil 2 models near lascannon team, use first model to redepoly las team with 6" of next model and redeploy again, get some good milage out of them before game starts
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 26, 2008 1:12:35 GMT -5
I never would of thought of drawing your enemy closer by moving back and keeping out of range. I would of just charged, laughing evilly... until the guardsmen all die
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 26, 2008 3:33:23 GMT -5
seriously, moving troops is important, guys. don't just rely on heavy weapons shooting, after all u have 2 shooting turns and 4 cc turns. use tactics to slow that down, and shoot with tanks/ heavy wpn teams since your troops will b moving to hinder enemies like that.
also note: the "IG weak in cc" is a misconception due to the fact that ppl usually compare an ig squad with an enemy unit, that's not fair comparison points-wise. 10 marines with the standard rhino will defeat a 10-man ig squad, but they cost the total points of 3 such squads, not 1. and against 3 squads with close order drill, they lose in cc.
example:marines charge first squad, they miraculously kill all without casualties despite the guys' equal init and 11 attacks.not a single dead. then the 2 squads counter-charge for 42 attacks(lol). 21 hits, 7 wounds, 3 dead.10 marine attacks, 6.5 hits, 4 saves, 4 dead(favour to marines: normally 2-3 dead ig). do the math, in 4 turns the marines lose.this is EQUAL points-wise.
now, with wargear and marine fists, the guard can also upgrade their WS, have a commissar with a fist, etc.
example: a squad with meltagun, commissar with fist, priest with eviscerator, and vox/hardened fighters costs 210 points, as 10 marines with fist, plasma pistol/fist vet and plasmagun. who wins in cc (assuming none charge since same mobility)? guard. i mean, the ig squad has 14 wounds, 10 ld and 5 power fist attacks!the marines hit on 4+, not 3+, since WS now equal... and guess what, the commissar's/priest's WS is also increased since guard infantry term includes advisors...they hit on 3+...
|
|
|
Post by greysensei on Jun 17, 2008 23:59:41 GMT -5
Light Infantry is the best doctrine in the game because you get an extra phase after the enemies deployment.
I Light Infantry all my stealther army (except the tanks obviously) and then let the enemy deploy contra to my armour (in 2000 my stealthers have one leman russ and an armoured fist squad). Then I make two firebases, and let the enemy storm one whilst the other pours firepower on them. Both firebases need - counter-attackers (HQ, Ogryns, Rough Riders) and a Firebase (IG platoons, Heavy Platoons). If I have the points I will place another mortar platoon in another seperate firebase away from the others)
I usually try and place one firebase with my armour, and one in no mans land either to the side or rear iof the enemy force (if possible) Both must be at least 18" away from the enemy front line to avoid nasty first turn assaults. If the enemy splits his forces then you will have a good chance of stopping him in his tracks. If he assaults one on mass (the usual result I find, usually the one with the armour) then the other must slow the assault by destroying the transports / jump pack troops / beasts / bikes.
If successful or lucky then the enemy can destroy one and move onto the other. Both are weaker than a standard IG gunline, so be prepared for losses. I have found that after finding you feet with the deployment, then you can make a real game of it, as the split forces allow you to move on objectives freely with your counter-attackers.
So overall, Light Infantry, defiantely have a go. I have only one bug bear... use the sniper rifles. Although not as shooty as a Lascannon, they are characterful, and make your squads look different. Anyway the idea of dragging a tank gun into dangerous ground, makes me stroke my beard. (Not slang...)
|
|
|
Post by greysensei on Jun 18, 2008 0:03:14 GMT -5
Oh and briefly...
Speed Bumps don't work. As assualting gives your enemy a "free move" your speed bumps will speed the enemy along, and will give them human cover from your firepower. Don' waste your men even if they are "only guardsmen".
In reference to this point, Cameoline is very useful. With Infiltrated Deployment, it really is eseential that you get them to come to you. If they can shoot you out of your foxholes then it destroys the tactic. Get them dug-in, high up if possible, and then snipe the bleeder till he quits kicking...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 1, 2008 8:28:14 GMT -5
I dont think you can use Camoleline and light infantry... that would be cool though. I may be wrong but thats casue Im at work and dont have my Codex. Correct me if Im wrong.
|
|
|
Post by knight (M.I.A) on Jul 1, 2008 9:12:23 GMT -5
Camo and LI works together.
And people remember that our chances of killing marines in CC are higher than killing them in a firefight. In CC we have saves...
|
|
|
Post by ssgtdude (M.I.A) on Jul 1, 2008 9:15:35 GMT -5
The speed bump option will work in 5th Ed, but as has been pointed out with the current 4th Ed rules all you end up doing is helping the enemy get behind your lines with the sweeping advance rules. If you are close enough, and most guard are, you have set yourself up for a world of hurt in allowing someone to assault you.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 2, 2008 9:24:53 GMT -5
you have to string your unit aprat at the maximum 2" between every model in a long line... then the consolodate down the line and away from your main force, I've used it effectively before.
|
|
|
Post by knight (M.I.A) on Jul 2, 2008 20:06:57 GMT -5
Oh yes do that and you'll horribly suffer against people who use flamers as scalpels. This will just get you horrible Leadership penalties vs the right player. Not really advisable
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 20, 2008 6:20:57 GMT -5
your all forgeting something. light infantry lets you roll an aditional dice when seaing how far they can move through difficult terain and it can be combined with camelion this is a killer combination in citys of death that provides extra manouverability and survivability
|
|