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Post by Deleted on Jul 11, 2008 16:57:45 GMT -5
Hey everyone (first thread!).
I want to know which IG unit is the best to counterattack any fast attacking units and/or armies.
C&C appreciated!
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Post by knight (M.I.A) on Jul 11, 2008 19:58:18 GMT -5
The general Infantry Squad is the best unit we have for that role. They're cheap, they're many, and even if they don't look like it they can cause quite a lot damage. Especially when used with Close Order Drill, Iron Discipline, and Die Hards, wherebye Die Hards the most important one is
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Post by Deleted on Jul 11, 2008 23:58:28 GMT -5
Welcome to the forums, drummer! Enjoy your stay here.
Im assuming by counter attack, you mean, more specifically, counter-assault?
if so, Rough Riders generally fill most peoples first pick. Arm them with Hunting lances, and they are great for that first charge. After the first charge, they essentially become a normal guardsmen on a horse,bike,whatever... They are cheap, fast, and quite good on that first strike.
In most peoples second slot would fall Ogryns. These brutes dish and soak damage very well, but are slow. The points cost is relatively high, but they are very survivable in large numbers. The downside is that the move at a normal pace, and so may not always be in the exact area you need them. If you get them in a Chimera, the mobility isnt an issue, but now your squad size is smaller. Honestly, I would stick with Rough Riders, but thats just me.
Next is the command squad. A command squad with Power weapons, an adviser, and a properly equipped retinue is nothing to be trifled with. This squad can be as cheap or expensive as you want. The down side is that they are just guardsmen, and not too many either. Using this as a counter assault group is effective, but must be equipped correctly and used at just the right moment to be really effective. Every guard army is required to take a command squad, so you generally see one suited to this role.
Lastly, may I advise the lowly sentinel. While not too impressive of a vehicle in HtH, its armor value is too high to be damaged by any Str 3 attack. So, against guard-or-equivalent troop, they fare well. Never use this against anything stronger, except as a last resort or possibly for fun...
Now, Im not clear on the finer points of 5th edition yet as my rulebook is in the hands of UPS someplace, but this should give you a rough idea of what to look for. Keep in mind that there are many weapon combinations that assist with counter-assault, and some other weapons that dont. The rule of the Guard Army is to Focus a units purpose. If a unit is a jack of all trades, then it is a master at none. If a unit is for Counter-Assault, keep it cheap and to the point. Ultimately the guard win HtH with numbers, efficient gear choices provide you with more bodies to throw at the enemy.
Good Luck!
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Post by Deleted on Jul 12, 2008 4:36:53 GMT -5
Cool thanks guys!, i might try using rough riders.
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Post by Rolling Thunder on Jul 30, 2008 12:35:41 GMT -5
Good man. Just remember that they can take special weapons (x2) and are also worthless against low-armour save targets. Such targets are better left to Ogryns
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Post by The Refined Gentleman (M.I.A) on Jul 30, 2008 14:06:17 GMT -5
Just remember, if you decide to counter attack with infantry squads. Charge everyone at once, if you send in lone squads they won't stand a chance. I suggest a small portion of expendable units in front to act as bait who will be assaulted, then have a mass of normal infantry squads (and any other units you happen to have) and once the first line is wiped out, now that they can't consolidate into combat anymore, you can mob them, and get a neat little +1 attack bonus flavoured treat in the bargin.
Welcome by the way.
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Post by Deleted on Aug 12, 2008 13:24:48 GMT -5
Conscripts make unholy counter-assault units when you use a full squad of 50. Also, under 5th, they actually serve a purpose- 4+ cover saves for the men behind them. Use them as a living shield to slog it to the objective and then try to bury the enemy under boots, bayonets, blood and bravery. Stick an Independent Commissar in the squad and BAM, you've got a 50-man squad with Ld. 10 that gets a free pass on its first failed Ld. test at the cost of one Conscript. Arm them with missile/grenade launchers and/or flamers, since their BS2 will make plasma/melta a waste of points. Give the Commie a powerfist and carapace armor for survivability and raw attacking power. And all for about 330 pts.
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Post by newcomer on Aug 12, 2008 14:11:44 GMT -5
yeah, the conscript tarpit is FUN, a guard player at my store was able to use 500 of those guys in out last apocalypse mega-battle, the enemy was literaly scared to death at the sight of so many flashlights, we even outnumbered the tyranids (i know, its ubelieveable)
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Post by ssgtdude (M.I.A) on Aug 12, 2008 16:06:53 GMT -5
Don't forget that you can make the conscripts a full out assault platoon by going with the Warrior weapons doctrine. now you can charge after shooting and get a whole buncha attacks in the first round of combat. Sure your 2K list will look like a 1500 point list, but it is a huge assault based army.
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Post by newcomer on Aug 13, 2008 16:58:44 GMT -5
agreed with ssgtdude
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