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Post by Rolling Thunder on Oct 23, 2007 7:52:10 GMT -5
The purpose of this thread is that imperial guard commanders (thats you) may post their experiences with various doctrines and that we amy all learn from it. So please post your favourite doctrines/combination of doctrines, what they are effective against and what not, and we can all benifit from it and learn fromone anothers experineces as commanders.
Tally ho!
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Post by Deleted on Oct 23, 2007 10:03:40 GMT -5
The Sharpshooter doctrine is absolutely fantastic, they work on ALL bs3 models, i use them on my heavy weapon support squads, as well as on infantry platoons, they are worth the points and never let you down. Rolling 1's are every gamers nightmare when it comes to armour saves, we've prob seen termies die to massive lsagun fire, just by the sheer amount of saving throws. Re-rolling 1's for the guardsmen ensures this hoorah for sharpshooters!
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Post by Deleted on Oct 23, 2007 23:08:24 GMT -5
Although I have yet to play I have mentally gone over it for god knows how many hours but these are the 5 doctrines I plan to run
Drop troopers Iron Discipline Veterans Sharpshooters(throw this on every heavy/support weapon platforms) Close order drill(this can be replaced with a restricted troop or independent commissars depending on how I feel)
The new commissars look too sweet not to use(I have one of each and damn well plan on using them)
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Post by knight (M.I.A) on Oct 24, 2007 0:16:27 GMT -5
Yesterday I have seen what kind of wonders Sharpshooters can do. I played with my new Chaos Force vs IG. He used Sharpshooters, Concsript Platoons, COD, Iron Discipline and Die Hards. All of those doctrines worked great and if I hadn't known how to counter these I'm sure I would have had a problem. Fortunately I knew how to fight this best and my opponent had a huge lack of AT weapons (only 7 missile launchers, 1 Sentinal with Lascannon, and 1 LRMBT) since he wasn't expecting me to field some vehicle based army. I'll post a battle report later.
But now to the tactics. Die Hards is great if you plan on counter assaulting to stop a unit out in the open. Just have a Die Hards squad assault. The squad will most likely lose, but won't run away that easy and will normally getting finished off in the next turn and leaving one enemy squad really close by in the open. *200 flashlights getting raised*
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Post by Deleted on Oct 24, 2007 8:35:49 GMT -5
Anybody who has been on the battle reports board recently will already know this, but for the rest of you; Veterans Chem-inhalers Sharpshooters Close order drill Drop troops
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Post by Deleted on Oct 25, 2007 21:20:08 GMT -5
I really like light infantry and sharpshooters as a combo. It makes your guard a little more attack oriented, as your infantry can get close and get into that good old double tap range. Also my savant and I crunched the numbers on the statistics on how much more accurate the sharpshooters makes your infantry. We came to about a 7% increase in accuracy. Which means you will hit 57% of the time. I hope that these numbers are right. Either way there is nothing better than seeing your opponent's face when you turn a one into a four.
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Post by Deleted on Oct 27, 2007 17:50:00 GMT -5
Especially when that reroll is with a LASCANNON. Its almost like being twin-linked. But not.
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Post by Deleted on Nov 7, 2007 0:14:21 GMT -5
I'm trying Veterans, Iron discipline, Crapace Armor, Die hards, and Drop Troops. Although if I ever get around to buyign Ogryn I will switch on of those out.
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Post by Rolling Thunder on Nov 7, 2007 11:03:41 GMT -5
Mine are: Drop troops (for tactical flexibility), Iron discipline or chem-inhalers (depends if I'm using lots of specialist troops or just line infantry) Cameoline or carapace armour, special weapons teams and the last slot gets used up as an 'adaptable doctrine'.
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Post by Deleted on Nov 13, 2007 10:09:56 GMT -5
This is doctrine theory as I typically fight for Sigmar (or beer). But I plan on taking Carapace Armor (using Vostroyon figures) , sharpshooters (I have an uncany ability for rolling 1's) Iron Discipline (it seems to match the Vostroyon fluff) and special weapon squads for sniper squads. The final doctrine is left open to play with as circumstances arise.
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Post by Deleted on Nov 13, 2007 23:54:03 GMT -5
Doctrines that increase the points cost of your units are counter productive to winning with IG...the greatest strength of IG is that for almost every one of your "Infantry" choices, you can field up to 5 scoring units. And scoring units win games. Its nice to reroll ones and to save better, but in tournament play its better to have the 2 squads with lazcannons it cost you.
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Post by Rolling Thunder on Nov 23, 2007 10:02:00 GMT -5
I must disagree. I find that exposing pitifully armoured guardsmen to seize objectivesto enemy fire is rather like trying to hold a paper boat race in a blast furnace. Coupled with the fact that a deepstriking meltagun can do more damage than a lascannon in the right place I must sadly disagree with you.
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Post by Deleted on Mar 3, 2008 11:43:57 GMT -5
I'm trying a bit of Doctrine powerplay and role reversal for my Cities of Death Imperial Guard. I'm combining Veterans, Hardened Fighters, Light Infantry, Camelione and Storm Troopers or Grenadiers or Ratlings. The Veterans and Storm Troopers provide manuverable assault forces backed up by basic troops with some surprising close combat capability. I keep a group of Hardened Autocannon Sentinels for dealing with any close combat assaults on my Heavy Weapons.
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Post by Deleted on Mar 3, 2008 15:33:28 GMT -5
Just the way my list evolved over 2 years of tweaking. I use Iron Discipline, Grenadiers, Stormtroopers, Rough Riders and Hardened Vets. Out of those 5 that make up the 'army', I use only 2: ID and Grenadiers. I'm mechanized without taking the mechanized doctrine. No reg infantry platoons. So far, my survivability has gone up 100%
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angelusmortis
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Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
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Post by angelusmortis on Mar 3, 2008 17:19:27 GMT -5
I will say this. The doctrines are best used in conjunction with each other. I cant really say any one doctrine is the best, as in certain situations others may be better. So, that being said, take the Tanith doctrines for example. - Light Infantry
- Priests
- Sharpshooters
- Veterans
- Hardened Fighters
- Independant Commissars
- Cameleoline
1)With Light Infantry you infiltrate into some cover. 2)Cameleoline gives those squads a bonus to cover save making them tough vs. ranged attacks. 3)Kind of close to the enemy now, aren't ya? Darned tootin. Good thing were in cover (simultaneous attack at best if assaulted) and were bad asses (Hardened Fighters) in melee (sure they're not Space Marines, but its better than WS3). 4)Sharpshooters allows that extra re-roll occasionally, which can be very handy early on with the infiltrators. 5)Independant Comissars can be attached to Infiltators so if they do get assaulted they wont break. So, all in all, the Tanith doctrines work together in such a way as to make them even more effective than they would be alone. In the US Military, this is know as a "combat multiplier". That is the secret to choosing doctrines. Have a idea of how you want to regiment to fight, then pick doctrines to fit it.
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Post by Deleted on Mar 3, 2008 20:55:16 GMT -5
That is true that the doctrines that you chose dictate the way you are going to fight for example i have been collecting for almost 12 years and the 3 imperial guard is by far my better armies but you have to have an idea of how you want to use them let’s but you should also buget on how much i will work out take for example my newest army that i start almost 1 year ago Light infantry camoline Iron discipline Storm troopers Heavy weapon platoons
Light infantry & camoline Do work well to gather for the Light infantry guaranties that i can get my men into cover and the camoline helps keep them alive in a since this is a ambush army list . the iron discipline helps keep my men in order . Now I am going to get some disagreement on this but i like the storm troopers and I think they are one of the best hard hitting units that are with the point cost and the heavy weapon platoons if put in a over lapping fire ark is a force multiplier.
Now you take my drop army and i used the a muddied Elysian drop doctrines iron discipline Vets Special weapon And were they normally use storm troopers I am finding heavy weapon platoons Work out better.
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Post by Deleted on Mar 17, 2008 22:16:09 GMT -5
In my experience, many Guard players in my area choose their doctrines beforehand. Die-Hards and Hardened Fighters for Orks and Tyranids, etc, etc. This smacks of insane cheese, and thusly I don't use doctrines.
I'd rather have a wide selection of troop types than have a full ten different units become restricted once I start kitting my Guard out for war.
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Post by Deleted on Mar 18, 2008 2:49:58 GMT -5
Iron Discipline Grenadiers/storm troopers Close Order Drill Rough Riders Veterans/ratling squads I have used nearly every docterine there is and what i have found to be the most useful at least for my style of play are the ones i posted above. Close order drill is really only useful for commands squads. I use to use COD and Hardened fighters doctrines and make small platoons to have Hard hitting command squads with commissars and power weapons with the guardsman having close combat weapon and pistol but this ate up points. IRON DISCIPLINE is a must for me because it allows me to regroup below half strength which is a point saver in games in which your units fall back. The Grenadiers and Veterans docterines are really throw ins mainly because i either use storm troopers or grendiers always and switch between veterans and ratling squads depending on the army but for tournaments i use grendiers and veterans. Rough Riders are my personal choice. Nothing takes space marines out like a squad of 10 roughriders hitting with 20 str 5 int 5 power weapon attacks. These doctrine choices may not be the best for some players as doctrines are really for the intermediate player to fine tune his/her army in my opinion that is.
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Post by Deleted on Apr 3, 2008 8:01:49 GMT -5
sharpshooter light infantry ratling snipers camelione close order drill
I use 2 hellhounds a leman russ +1 sentinel --> to harrass infantry 4 infantry squads with camelione and light infantry --> there great soakers, often alive enought to capture objectives ratling --> duh this extra punch hits hard often I give the command squads nothing --> when got some free points i give em special weapons and 2 fire support squads and antitanks squads with shapshooter --> obvious I rely on there distance to stay safe
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Post by Subtle Blatancy on Apr 3, 2008 16:54:52 GMT -5
I play either one of two armies. One is a last-ditch liberation force, and the other is a Marine Corps. They both use the same doctrines, as follows:
Light Infantry Cameleoline Hardened Fighters Ratling Snipers
And Either: Drop Troops Rough Riders Sharpshooters
The way I like to play is an aggressive defense. As was made mention of, deploy forward to take positions, and stay alive in said positions with the Cameleoline. Any charges will be rappelled by the Commanders with the Hardened Fighters. Ratling Snipers because of the fire-support/pinning. The rest are circumstantial.
Just my two cents.
-S.B.
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Post by lordcastellenjon on Apr 6, 2008 18:54:15 GMT -5
I use the folowing carapace armour sharpshooters HW platoons ratlings stormtroopers pretty much my tactic is to dig in and creat overlaping fields of fire that can punish even a tank rush or even a termi rush and the carapace armour helps the troops survive in a open fier fight for atleast a turn but the main punch comes from my meny HW teams that are always throwing out hte death at my enemys
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Post by Rolling Thunder on Apr 7, 2008 7:38:07 GMT -5
Carapace drop troops Special weapons Iron discipline Whatever.
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Post by Deleted on Apr 7, 2008 19:19:29 GMT -5
Conscript platoons Independent Commissars Rough Rider Squadrons Sharpshooters Iron Discipline
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Post by acolyte on Apr 20, 2008 16:32:04 GMT -5
a combo i found good is jungle fighters with mechanized. although the JF doenst give you much, you do get a heavy flamer, and a flamer jumping out of a tank too dont hurt
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Post by cathedralsquares on Apr 24, 2008 19:41:10 GMT -5
Veterans, Sharpshooters, Carapace Armour, Ratlings, Drop Troops
The ratlings infiltrate into some good cover, whereas the drop troops drop within flamer range and burn the hell out of whatever is nearby with 18 lasgun shots to back them up. Usually, I'll take out something. Squads that can get into assault on the squads I pieplate with a basilisk and two LRMBT's and pin with the ratlings.
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