angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Mar 18, 2008 5:59:49 GMT -5
I think the charge is very viable tactic for IG. Its totally depenant on timing. For example, you should absolutely pound the units you intend to charge relentlessly with pie so as to not only supress them, but to thin the numbers as well. And, as IG are one of the weakest in CC, I wouldnt even consider an assault unless I have 3:1 odds to start with. So, if I was considering assaulting say, a 10 man CSM squad with a Plt HQ and 2 Infantry Squads, I wouldnt even consider it until it was reduced to 7 models, and even then only if I really needed to. Also, it would probably be good to have a flamer in the two Infantry Squads and 2-3 Meltas in the Plt HQ to further soften them up right before the actual assault as well. I wouldnt have any hesitation if that 7 man CSM became say a 4 man CSM right before my 25 pissed off Guardsmen decided to turn them into a bayonette pincushion.
All that being said, its all about the timing and knowing the capability of your troops vs. his.
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Post by Turtleboy(AWOL) on Mar 18, 2008 7:05:52 GMT -5
I gotta concur with that assesment. you bring up a good point that it's not always about burying the bayonet in the enemy. sometimes the whole point is to bring the anti-infantry small arms fire to bear because lets face it - rifles (even lasrifles) are a damn effective weapon at killing infantry simply due to volume of fire. in most mission oriented missions, simply holding the center typically denotes satisfying the win condition or being poised to take it from a position of power.
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Post by fatuous on Mar 18, 2008 8:38:31 GMT -5
Gd thread have enjoyed reading some of the suggestions. I have tried the armoured assault style and have to say it works really well. I only have 1 chimera atm so it doesn't get to see much action, but 2 LR and a hellhound moving as a wedge backed up by an inf platoon is hard to stop and scarey as hell. Also has the advantage of ur infantry getting to where they are going (usually the centre of the board) reletively unscathed, and stops people assaulting the rear of ur tanks with power fists. Here is the army I used in my last game against Chaos bar a few differences. commissar.proboards22.com/index.cgi?board=Tactics&action=display&thread=1201001287(oooo people have replied since I’ve been away yay) The tactic is self was sound and worked really well, the fire line did what is was supposed to till it got over run (which was also expected), and peeps pretty much ran away from the column giving them free reign of the board. Whether this will continue to work, we’ll see. 1 other thing tho, I find counter striking with Command squads tend to be a waste of their strengths. They can be good, and kills lots but they tend to be very expensive when tooled up like, so I’ve gone another direction with mine now and usually max out on special weapons, flamers of more usually nade launchers. A move and fire squad lobbing 4 krak nades out every turn is more effective IMO than getting em in to CC, and is still relatively cheap, u can have a JO with power sword and 4 nade launchers for under 80 points.
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Post by Turtleboy(AWOL) on Mar 18, 2008 11:06:43 GMT -5
u can have a JO with power sword and 4 nade launchers for under 80 points. I literally said 'wow' outloud. that's actually quite nice in the pts vs. effectiveness dept. might combo it up with something like iron discipline which is cheap and effective in situations where the officer actually has half of a life expectancy ^_^
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Colonel Scipio
Captain
Where am I? What year is it? Who's the president? Arghh!
Posts: 171
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Post by Colonel Scipio on Mar 18, 2008 18:19:29 GMT -5
Grenade launchers rock... just because I can move my squads at full tilt and still blow enemy land speeders to smithereens.
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Post by fatuous on Mar 19, 2008 6:10:25 GMT -5
Yup, I've started using my command squads in a much more supporting role now, rather than counter assault. I usually have an advancing platoon, consisting of CS, power sword, 4 nade launchers Inf s, vox, h bolter, nade Inf s, vox, h bolter, flamer Use these to advance behind a tank, and couple them with a squad of infiltrating vets with ML and 3 nade launchers and some hobbits. Has worked well so far. The H bolters are pretty cheap and when the squads get to where they are going, then dig in and start firing with the heavies too
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Deleted
Deleted Member
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Post by Deleted on Mar 25, 2008 16:22:43 GMT -5
Like your thinking, I believe the nade is the most understimated weapon on the field. I utilise thunkers heavily in my vet squads for higher shots on target. Now if you could combine the use of moving thunkers, mobile heavy platforms like Sentinels and the pinning potential of snipers and mortars ... nice.
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Post by Turtleboy(AWOL) on Mar 25, 2008 16:52:22 GMT -5
...The H bolters are pretty cheap and when the squads get to where they are going, then dig in and start firing with the heavies too is this theoryhammer or real life practice, cuz in my experience my infantry squads don't really "go" anywhere then shoot. if they "go" at all they charge and die, otherwise it's sit and blaze away at a horde of angry enemies that are coming to eat my army then die in a gigantic brawl in the midst of my lines. I would like to be able to manoeuver with my infantry beyond 'go steal their charge attacks boys!' but honestly, I haven't found another reason to move (especially moving away from cover into the open) that's important enough to sacrifice my feeble attempts to kill an entire onrushing army with my shooting before the inevitable assault other than denying the enemy the charge. not to seem pesimistic or negative, I was just wondering how you find yourself in a situation that you're not being overrun or having an 'imminent overrun' situation on your hands.
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Post by Turtleboy(AWOL) on Mar 25, 2008 16:53:43 GMT -5
...The H bolters are pretty cheap and when the squads get to where they are going, then dig in and start firing with the heavies too is this theoryhammer or real life practice, cuz in my experience my infantry squads don't really "go" anywhere then shoot. if they "go" at all they charge and die, otherwise it's sit and blaze away at a horde of angry enemies that are coming to eat my army then die in a gigantic brawl in the midst of my lines. I would like to be able to manoeuver with my infantry beyond 'go steal their charge attacks boys!' but honestly, I haven't found another reason to move (especially moving away from cover into the open) that's important enough to sacrifice my feeble attempts to kill an entire onrushing army with my shooting before the inevitable assault other than denying the enemy the charge. not to seem pesimistic or negative, I was just wondering how you find yourself in a situation that you're not being overrun or having an 'imminent overrun' situation on your hands. Like your thinking, I believe the nade is the most understimated weapon on the field. I utilise thunkers heavily in my vet squads for higher shots on target. Now if you could combine the use of moving thunkers, mobile heavy platforms like Sentinels and the pinning potential of snipers and mortars ... nice. hellhounds would go nice in there.
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Post by fatuous on Mar 26, 2008 10:23:56 GMT -5
TBH TB it is a bit of both. I have successfully used this tactic, but not much as I don't get to play as often as I'd like any more (my army and me are in different places).
I was getting very bored of sitting back and not being very mobile, a static gun line is all well and good, but if you have to get squads in to other deployment zones, or what ever, you have to have things that can advance. I don't find that chimeras work especially well for me, they are fragile, and don't get enough troops to hold a position, which lead me to the armoured column advance.
The tactic that has worked for me, and I want to try again, is infiltrate a squad of vets and hobbits outside my deployment zone, in cover far enough forwards to fire in to the enemy deployment zone without moving. Position 3 tanks with the inf platoon behind them. Start firing with the vets, hobbits and advancing vehicles while bringing up the platoon in total cover behind the tanks.
In the usually 2 turns it takes to get the platoon forwards, the vets shoot lots and get whittled down, leaving space in the cover to accomodate at least 1 of the inf squads as backup if needed, or continue on to where ever the objective is.
You are right that moving guard units tends to get them killed pretty quick, they need a cover save or they don't get one. The solution I've found is to really integrate the tanks and inf platoons, 1 protecting the other from enemy fire, the otehr stopping the tanks being taken out by power fists to the rear (unfortunately, this is the way most of mine get KO'd).
It should be stressed that I havent used this against ork armies yet, and am not sure if I will. It did work suprisingly well against chaos and sisters of battle. Previously once enemies hit my fire line the just rolled up it consolidating, and I didn't have enough space to spread out.
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Deleted
Deleted Member
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Post by Deleted on Mar 30, 2008 8:02:00 GMT -5
I like the idea of the rolling reinforcements up on a secured position held by vets and ratlings. This weekend I used by Grenade Launcher/Missile Launcher vets to great effect in combination with a deep striking storm troopers. The combined units only killed about 24 and were wiped out except for 4 men, they but limited the deployment of and then killed off infiltrating striking scorpions (in CC - lucky!), took a wound off a Wraithlord and held the Eldar in the heavy weapon sweet spot (between 3" and 4") for 3 turns ensuring victory for the Imperial Guard. My brother complained it was a turkey shoot, but the deep striking/infiltrate options gave me real depth in defence. Oh and the remnant squad krak missiled his Farseer - satisfying!
Next buy - some plasma and melta punch for my stormies.
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