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Post by Deleted on Nov 3, 2007 12:43:33 GMT -5
Well, this is a tactics system I worked up a week ago and I figured I should share it, after all, no sense hoarding the tactical goodness Imperial Guard Tactics: Section I: Support It has been said the Imperial guards greatest strength is ranged weaponry. While true, I've seen more than one guard player try to eliminate an Ork horde with guardsmen with lasguns. True thats your best bet, but what about when the orks break that line through Close Combat? (Don't kid yourself, the orks may be dumb but their commander isn't!)Well, if you said 'well if they break that line Im screwed!' then, you have not mastered support. I don't mean support as in ONE Leman Russ, I mean units Covering other units. A good commander knows that a unit without backup, is not a unit for long! A good set up for support is Guardsmen supporting Vets/ Stormtroopers, conscripts taking bullets for the guardsmen and mortars/lascannons/autocannons/heavy bolters/Rocket Launchers covering anything that needs to force a pinning/morale test. Section II: Firebase The Firebase is an exceptional force. They can rain fire death on all opponents, even hordes! However, they are static targets on the front lines. So whats the answer? Mobile firebases! Thats right, load some troops up on that chimera, give them a melta gun, a heavy bolter and some lasguns and you can wreak Havok Anywhere that needs it! Leave heavy support in tiers behind the front lines Tier 1: Auto cannons and Heavy bolters, occasional RPG's Tier 2: Autocannons and loads of Rockets (RPG's) Tier 3: Lascannons and RPG's Tier 4: Mortars Theres more but I'll post it later.
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Post by Deleted on Nov 3, 2007 15:26:54 GMT -5
Section III: Urban Warfare So, in great open battlefields your troops excell due to the fact the IG are a very shooty army. So, what happens when you enter the city? well, Your walking into a confined space with few clear fire lines, lots of close combat, and not much love for tanks, your screwed right? Wrong, The Imperial guard can excel in cities, if you know how to use them. Sure, you could build a bunch of armys for all situations but why do that when I have a great plan. So, heres a list of objectives for wining a city fight: (no, not mission objectives) Objective 1: Bunker down in buildings and other cover, remember a covered guardsman is a happy guards man. Objective 2: Set up near lanes of fire, no sense bunkering down where the enemy can sneak in and rip you aprt in CC. Objective 3: Bring Flamers! I cannot stress this enough, even build replacements just so in these city fights you can have flamers Objective 4: Sentinels and chimeras, these may in a few cases be hampered, but if you go up against an enemy expecting you to leave them at the city limits they probably won't bring anti-tank weapons. Objective 5: On the flip side, bring one or three anti-tank weapons. Also, read up on GWs tactics articles, they are pretty useful thats almost it, one more part later, any comments?
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Post by twerd on Nov 3, 2007 18:24:51 GMT -5
hay cool good work capthawthorn
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Post by Deleted on Nov 3, 2007 18:42:03 GMT -5
thanks twerd Well the last part Section IV: Weapons for me and weapons for vu Assault weapons Grenade launchers are a wonderful thing, unique to the guard, they are like mini mortars, and they're assault weapons! Flamers are great against those nasty Orkses that charge you with those big things they call 'Choppas'. Meltaguns are alot like plasma guns, except less range, and less risk to the user. Plasma guns or 'cookers' are the one thing a guardsman doesn't want to have. The life expectancy of a plasma gunner is counted in galactic seconds (approx. one week per second terran time) The only good thing about plasma guns is that when they explode the go away. Oh, and they are REALLY good against tanks. Heavy weapons Heavy bolters rip apart enemy infantry, anything equal to or less than poer armour is in trouble when one of these bad boys show up in that shortcut in a cityfight. Do you feel lucky is a phrase that comes to mind. Autocannons are like BIG Heavy bolters, except these are not carried by space marine devestators. Lascannons are like better than oxygen (sorry O2 ) They can kill anything known to man, and several known only to eldar, and their brains. Rocket launchers are like lascannons, only the fire solid ammunition and these are not wielded by arnold schwarzaneggar in his new movie, 'The Devastator'. Mortars are like mini basilisks, filled with exsplosiony goodness. thats it, (DISCLAIMER: Arnold Schwarzaneggar Will not be starring in a 40k film called 'The Devestator' and there is not a 40k film called 'The Devestator'. sorry if you got excited ) edit: whoops forgot the most important part Section V: The insurgents cookbook for guardsmen. So, thinking about how you can ambush those sneeky eldar eh? Or maybe those darn Tau got you down? Fear not my friends for insurgent tactics can almost always prevail. So, what are some insurgent tactics you might ask. Well, lets start with the basics, Never face the enemy head on for more than one turn. Demo charges are your friend. Frag grenades are most definitly your friend. Heavy weapons are NOT your friend. Flamers are sometimes your friend. Meltaguns ARE your friend. Mortars are you friend. Grenade launchers ARE your friend. Got that? Good, lets get started. Tactic 1: Hit and run. Land Raiders with Termies got you down my friend. nothing but a squad of guardsmen between them and the last tiebreaking objective. only two turns left in the game Ohhh The Orkanity! But wait, if you read and followed the advice above you have a melta gun in the squad. And look, right at their next stop (which is coincidentally 4 inches away) is a pile of rubble. What do you do? Well, I figured its fairly obvious you hide your troops in the rubble. So, you move and you fire. great you hit, but now the termies are stuck in the rubble and can only move three inches. This is the defining moment what do you do? thats right kids, turn tail and run letting loose a torrent of las-rounds on your way out the back. Woohoo! Score uno for el imperialo. thats all for now folks, adeebabadeebaba thats All
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Post by Rolling Thunder on Nov 4, 2007 3:34:06 GMT -5
You missed out drop troops tactic and your insurgent tactics were kinda weak. But a good effort anyway.
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Post by Deleted on Nov 4, 2007 10:58:14 GMT -5
see, the thing about drop troops is not every uses them, so it would be pointless. but the insurgent tactics work my friend, ohh how they work
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Post by twerd on Nov 6, 2007 22:08:31 GMT -5
yeh cool insurget tatics cpthawton
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Post by Deleted on Nov 7, 2007 10:46:56 GMT -5
This was pretty good I just have a few comments. Section I: Vets/ Stormtroopers are NOT support at all, they are there to take ground. Stormtroopers can't even carry heavy weapons, which is critical to supporting an attack. Mortars, Basilisks, snipers and heavy bolters make the best support units. The first three cause pin checks and the bolter is the one of the best options for dropping a Marine, statistically you stand a better chance with it than with the autocannon. Other things like lascannons/ rocket launchers are there to bring the fight to the enemy's armor first then the infantry. Why would you waste shots on infantry with your anti-armor weapons when there are tanks on the field?
Section II: I see no point in moving my bases of fire. Sorry, if your mortars are being over run they you have far more problems than can be solved with moving them. Mortars need to be behind or DEEP in cover so that they may be hidden from the enemy and still raining death on the enemy. Also if you move your fire base it will deny your infantry that wondrous thing known as final protective fires. FPF, is that last ditch dump the magazine into them shots. you will get far more kills with this then loading up your HWs and moving them so they can't fire that turn. I can't tell you how many charges I have broken using this tactic.
Section III: the only thing I have here is move move move. In a city everywhere is cover and assaults are hard to pull off. Move your guard into that wonderful double tap range and fire. Guard shooting is statistically like their assault, except the enemy doesn't swing back. Also if properly supported by infantry Russes are all rigt in the city. They can move and still shoot their HB or their battle cannon. Keep infantry near by though.
Section IV et V: You are right about the heavy weapons. The only thing I really want to add is don't put auto cannons in your squads. Save the points and put in a bolter (remember the above mentioned statistic?) AC are better left to their own squads. Also remember Lascannon/ Rocket launchers are cool, but kill the tanks first then shoot infantry. Also as I said before guard shooting is like their assault, so try real hard to shoot more than assault, especially with Termies. Also you will be hard pressed to knock out a tank with a grenade launcher stick to the melta/plasma (I know plasma explodes, but it has range and stopping power.) I take both in my platoons. Cook the land raider and tangle up those termies for a turn and shoot them until they die from it. Depending on how far they moved they will be tangled up for a turn.
Hope you enjoyed.
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Post by Rolling Thunder on Nov 23, 2007 9:58:24 GMT -5
Not everyone uses objective grabbing units either, but that is irrelavant. You miss the point that veterans in particular can be used to hold a line or seize an objective,thus facilitating a more versatile use of the unit than is demanded by stormtroopers.
The Drang guide to tactics:
1. Deepstriking demolition charge teams are especially effective agaisnt heavyily armoured infantry. If the enemy infantry is in a transport it is advisable to destroy the transport, thus pinning the unit and immobilising them to your one shot goodness. Remember to bringeither flamers or a meltagun,as these short range weapons make excellent rangefinders for the demo charge and can exterminate any remants of the enemy squad.
2. When thy enemy deepstrikes, it is advisable that he be introduced to either A) the business end of a demolisher cannon, or B) A well placed demolition charge followed by a volley of lasgun fire.
3.If your enemy is tau, see my the anti-tau tactica on this forum.
Drang out.
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