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Post by knight (M.I.A) on Jan 16, 2007 8:50:42 GMT -5
I prefer the normal Guardsmen squads as 'best' assault units... Your squad should work fairly nice, but imho it's a waste of hardend vets. You lose a lot of points when they get killed, you lose the advantage of their improved BS and when you use them as drop troops they're unpredictable at best. Unpredictable as you'll never know when they appear, they can't move in the turn they arrive, they can scatter of the table or into enemy troops or they'll shot at first sight... And rapid firing Tau or Necrons are the last thing you want to have, trust me So imho the best assault squads are normal guardsmen or command squads with commissars and all the other fun stuff
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Post by Deleted on Jan 16, 2007 9:05:16 GMT -5
thanks but this was only one suggestion
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Post by knight (M.I.A) on Jan 16, 2007 9:25:00 GMT -5
Close combat for IG is a bit tricky. I do the worst mistakes either in setting up or close combat My answer was no offense. Too bad that you deleted your post just because of my thoughts
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Post by Deleted on Jan 16, 2007 13:37:52 GMT -5
Rough Riders all the way. These units are excellent. High initiative and high strength weapons plus they ignore armour saves.
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Post by Deleted on Jan 16, 2007 22:48:20 GMT -5
Ogryn. Add an Bone 'Ead and a Chimera and they deliver a huge smack wherever you need it. Plus the extra wounds means if you are trying to hold an objective against that last round of frantic firing, they take a bit to chew through. Add to that the Armour of the Chimera providing moving cover (even better if it has smoke launchers) and it will buy you a little more time
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Post by Turtleboy(AWOL) on Jan 17, 2007 1:05:41 GMT -5
I like lightly armed conscript platoons. Those white stripes on the top of their helmets that mark em out as conscripts just seem to make every enemy I've ever fought pass 'em over and choose to shoot at something else. if they do seem interested in shooting up my conscripts there's always that 'gotta love 4 point per model infantry!' comment that has never...actually...literally NEVER failed to convince an opponent that yeah, it might be best to shoot at something 'worthwhile' which equates to anything other than conscripts as such my conscripts basically never attract enemy fire and are typically at full strength when it's time for them to jump forward and sack an incoming enemy unit.
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Post by Deleted on Jan 18, 2007 9:12:45 GMT -5
I like that. Perhaps one day I'll expand the Gealandrian Guard to include a training regiment that incorporates the Commissar/Conscript combo.
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Post by Deleted on Jan 18, 2007 11:23:47 GMT -5
sorry knight i was not going to delete my post i was just trying to mod it and then something went wrong..... ;D it was not about your post no hard feelings
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Post by fatuous on Jan 24, 2007 8:05:41 GMT -5
Command Squads all the way. Give em hardened fighters to up the WS, a commissar and a priest (if u have the doctrine points left). Then either give all the characters power swords cos their I is quite high, or give the commissar a power fist and/or priest an evisarator; they can't be targetted, and hit hard. Uping some guardsmen to vets can be a good idea, as it gives them an extra attack, 'normal' guardsmen with 4 attacks on the charge can be pretty unexpected. You have to take command squads, so I tend to use them to counter attack with. A psyker with Hon Imperialis and a force weapon can be a big suprise too. Have killed an ork warboss in mega armour with 1 hit . I've made my vets into a CC squad, with pistols and mix of cc weapons and shot guns, giving the sargent a power fist. but have only had chance to use them once, and they got hit dead on by a fricking looted basilik shot, killing all but 3 of them, so haven't had chance to see how they work out yet lol. Haven't tried rough riders or ogryns yet, they're next on my list, but have a lot of painting to get done first.
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Post by Turtleboy(AWOL) on Feb 6, 2007 4:12:04 GMT -5
the only weakness I've found with command squads is that in my army they're the core of the leadership (iron discipline cannot be understated in its value) and whenever I get a command squad locked in melee, the officer is typically the first casualty due to that bright blue power sword raised aloft and me sighing and answering 'yes he's an independent character.' beyond this, command squads are pretty small that's my big gripe - I wish the officers weren't independent (like they used to be) and the command squads were regular 10 man sized deals - that would be sweet ..oh right, back to reality
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