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Post by Deleted on Jul 30, 2007 16:21:54 GMT -5
wanting my guard to be more moving about instead of firing away at the enemy, i've been trying to come up with some new tactics.
1 thing that catched my eye was the light infantry skill. used properly, you can get your army in rapid fire range in a single turn.
then again, a fast opponent can get into combat in the first turn aswell...
so, is this a valid tactic, or is it not worth the risk??
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Post by Deleted on Aug 9, 2007 4:02:55 GMT -5
I did attemp to make my guard more mobile but it sort of failed miserably. I used the hammer and anvil tactic which involves using 1-2 platoons maxed out with heavy weapons and another platoon equipted only with assault weapons. The idea is that you create a deadly croosfire and while foothopping across the board to claim objectives. The tactic works well only if you play 2000+ points and carapace armour is a must.
Light Infantry generally works best if you have multiple armoured fist squads or if you are a sniper addict.
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Post by Turtleboy(AWOL) on Aug 9, 2007 14:17:15 GMT -5
light infantry does well against mechanized eldar. it's their one biggest weakness against the IG (suprisingly). it's all about forcing the enemy to dismount where they can be gunned down before making it to the main body of your forces.
if you want mobile infantry, you'll want to just pick special weapons and like karskin mentioned, carapace armor is gonna save the day for you. if you're looking at being within rapid fire range of the enemy, that's fine, but at least give yourself an armor save when they rapid fire back!
you'll get alot more use out of meltaguns, that's for sure. deploy 12" away and out of sight, then move 6" and slam the crap outta a tank with a meltagun shot with it's uber AP bonus for being within 6. works good and can really put an offensive army on the early-game defensive.
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Post by Deleted on Aug 9, 2007 18:24:53 GMT -5
Multiple Vets or Grendiers which can take more special weapons is another useful option.
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