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Post by lordcastellenjon on Jan 29, 2007 19:24:51 GMT -5
Sorry if a thread like this has been made before but I was just asking so don’t flame the new one! But if your playing a game with a no point limit then I would like to hear my fellow commanders tactics. Personally I will my HQ platoon fortify a heavily covered position (although I use carapace armor which helps a bloody lot) it forces my opponent to think about his plane of attack. A lot of the time I will have a bombed out building to use as my fire base but sometimes I must use a hill to give my troops a dominating field of fire(or fof). In my HQ platoon I have my HQ squad witch consists of a veteran senior officer, medic, vox caster (model only I don’t use a network), a multi melta, a banner carrier and a commissar armed with a power fist/las pistol (depends what I will be fighting) and a power sword. 2 hw squads (one anti tank with 2las cannon and a rocket launcher and one fire support squad with 2 auto cannons and 1 bolter) the final squad in the HQ platoon is a special weapons squad (I know I got told not to use them but I needed snipers and if I wanted the carapace to protect my men I had to use heavy infantry and they cant use snipers in there standard squads). Most of the Time I will position this platoon in or around a building or hill to lay down a field of fire to waste any chaos or xenon filth that may stray into there gun sights but this means they have a very forward orientated FoF and lack the ability’s to defend there flanks ‘by them selves’ This is where Platoon 2 comes in there HQ squad is armed with a junior officer, medic vox caster, a banner carrier as well as the regiments 2nd commissar who is armed with a bolt pistol and a power sword. This squad will always stay close to the first HQ squad to protect the HW squads and special weapon squad. This is in control of a armored fist squad with a chimera (obviously) and a flamer unit in the actual squad. 2 regular foot slogging units one has a flamer one has a GL and all 3 squads have no additional HW’s and finally I use one squad of storm troops as a grenadiers choice these are armed with a Flamer and a GL all three of these squads are always responsible for defending the flanks of the HQ choice and supporting the amour divisions. Which consist of (at the moment) 2 demolisher tanks both with there extremely powerful demolisher cannons and incase of extreme circumstances if the turret weapon is damaged they are both armed with a hull-mounted las cannon 2x plasma cannons on the side sponsors and a pintle-mounted heavy stubber and the other is armed with a pintle-mounted storm bolter. These two tanks form the back of my offensive capabilities providing a punch that will knock down most opponents simply by landing the shot. And dint almost all enemy armor (unless it’s a titan or bane blade class unit *hides in fear from all titans*) With this force at my finger tips it is very easy to mold my tactics should the need arise but the force is very flexible unlike the space marines that are very robust and not very compromising to situations as well as lake a death truck such as the likes of the demolisher.
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Post by Woz on Jan 30, 2007 20:36:48 GMT -5
I've posted this loads of times but my Fav tactic is to Deepstrike stormies armed with melta guns behind my opponents armour or next two an expensive Terminator squad.
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Post by knight (M.I.A) on Jan 31, 2007 5:33:17 GMT -5
1. Just one banner per army 2. Stormies are overrated Vets. rule ;D Taking some nice cover and shooting the crap out of everyone who is suicidal enough to show up. If they get too close some of my units will charge and tie the enemies in open area. When my squad dies or starts running, mostly in the opponents turn, I just say rapid fire in my next shooting phase and the fun starts and the opponents grinning fades from his face
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Post by lordcastellenjon on Jan 31, 2007 14:50:36 GMT -5
thats all gd but I said that I leave room for flexabilaty in my army and plus I dont use the shot guns so i see a group of hell guns a very fine affiton to my already high firepower level. plus when the heat drops off my fire teams I all ways move in to let my troopers kick some serious tau or maybe xeno booty so my gurads men are usally 2 to 3 squads stroung if they chaarge a enermy formation lol they think 'oh its only humies they wont kill us' *next turn* 'were me space marines go'
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Post by Deleted on Jan 31, 2007 16:30:34 GMT -5
I send everything in. I field only stormtroopers and my HQ squad. My Stormtroopers that are troops are in chimeras, as well as the HQ squad. The 2 Squads of Stormtroopers that are Elites either infiltrate, or deepstrike, so they are near the enemy to begin with. I then plan to lead a push with a Demolisher, and a Leman Russ. They will be followed by 3 chimeras loaded with 10 Stormtroopers each, and a 4th chimera with my Command HQ squad. A second Leman Russ will provide fire support.
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Post by lordcastellenjon on Jan 31, 2007 16:43:53 GMT -5
now that last one sounds like it could wipe any one but a load of termies out then it may be a close match
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Post by knight (M.I.A) on Jan 31, 2007 16:54:31 GMT -5
Just as many units needed go into CC for me (normally 1). The rst will continue shooting. My whole army just charges if I have already lost or it looks like a fun thing ;D
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Post by lordcastellenjon on Jan 31, 2007 18:20:39 GMT -5
lol thats a very despret thing I can only think of one army that can efectivley teast my FoF tactic and its another army that must field a lot of the low level units to support its bigger troops the nids they just keep coming in waves and sloley slowley push my troops back untill I get a shoot on there HQ troop then they all die lol
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Post by Commissar on Feb 2, 2007 2:08:04 GMT -5
Usually hold up inside a building and establish a base bristling with guns and cannons while I ware out the enemy long enough to run out in a glorious charge of officers, guardsmen, commissars, tanks ect. ect. just to make it all looks crazy and dramatic.
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Post by lordcastellenjon on Feb 2, 2007 5:37:13 GMT -5
lol thats the way I find esayest for the way I use my army they try to charge it my powerful HQ squads hold them at the door then I will just use my hw squads to batter there heaveyer units in to submison. whilsyt the guardsmen just sit on the flanks and slowley move up when I feal enough of the trash has been wasted. then its just one huge charge in to there back line of defance or as most people say there 'last stand'
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Post by knight (M.I.A) on Feb 2, 2007 9:02:38 GMT -5
You want an army that can beat your FoF? Take a look at the Chaos section on the forums here and look at my Night Lords armylist, but almost every other fast army should do the trick against that, too. Tyranids, 13th Legion, Saim Hann or Dark Eldar... Also Iron Warriors and Tau will beat you in most cases as they have far superior range with most of their weapons. And now what does superior medium range fire power helps if the opponent is faster then you can shoot or if the opponent isn't getting in range of most of your weapons? So being static is the most desperate tactic for the IG available. You're giving away all the initiative in the hope that your tactic to outgun your opponent will work. I used that tactic a lot when I started with the Imperial Guard and I lost most of the times. You can just win battles if you use flexible tactics and react on every change in your opponents tactics and if you have to sacrifice troopers for the overall success of a mission then you should do that. But if your tactic works against most of your opponents then it's fine but the more different players you'll play the more tactics and tactical manuvers you'll need.
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Post by Deleted on Feb 2, 2007 14:48:35 GMT -5
Use a cheap small unit to lure the troop's of an expensive assault force into a Cross fire from one of your heavy weapons squad. ;)That way you can protect allot of your firing troops and blow some of his army points out of the water. And you can gain the victory points making your victory all the sweeter. of coarse you probably don't want to gloat he he. ;D
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Post by knight (M.I.A) on Feb 2, 2007 15:56:44 GMT -5
Well that tactic has just one giant drawback blackdeath. What if your opponent doesn't accept the bait and goes on your shooting troops directly. You have to get the opponents get to you and give them the bait when they're close enough. If it doesn't look like a bait I would shoot myself before going after it, but if doesn't look like a bait, most of your opponents won't notice that they ran into a trap before it's too late. For example I would never go with my Night Lords for the bait that is obviously just there to lure my very expensive Raptors out. They're just too important in a 3000 point army if more than 50% (40 Marines) of the army are expensive troopers that are needed over everything else and Raptors are far to mobile as jumppack troopers... So my 4 10 man Raptor squads (Fast Attack) would go for your shooting squads and leave the bait for the vehicles with the 2 troop choices (thanks to grisnik for the tip with the 2 Rhinos), the Land Raider with the General and his Chosen Terminators, while the Obliterators will take out the heavy armour. Your only chance to lure them out would be to keep your bait close enough so that I could make a mistake while thinking about repositioning distance. But even then an experienced player who is good as getting range could still do other things, that are unexpected. In a 40k game nearly nothing will work out as planned in the end, but obvious things like staying static or placing obvious baits will just make your opponent suspicious and won't help you as your just exposing your weak spots, of course it's something totally different you want to show a "weakness" as part of your tactics
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Post by lordcastellenjon on Feb 4, 2007 17:16:03 GMT -5
well all thats true but not once to I leave my squads fixed they are flexiy to help draw up my cross fires (most the time i go aginst tau on a small map so there is very little they can do to stop me from getting them in range of my big demo' cannons and whipping out there broadside suits then obliterating the troops I will yuse my stoorm troopers to charge down the front of the field whilst I slowley send up a couple of fire teams to flank the maen force and he was so worried about his broadsides getting it in the face from my stoormers he ignored my troops on his flanks and was uterley batterd in a organised charge on his already batterd kroots then a devistating sweep and clear in to his firewarriors and then to top it all his brodsides and commander fell to two spot on demo' shell then al that was needed was a well placed hunter killer missle up the tail pip of his hammerhead gunship and the force that was fighting for the so call 'greater good' fell to that of the only true path that of the emporors.
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Post by Turtleboy(AWOL) on Feb 5, 2007 14:32:41 GMT -5
awesome tale lordcastellenjon It's great to hear someone report some success from the tau battlefront; my company took a brutal beating from them for a long time a while back. I've been reading the thread and all that really has come to mind for me is that demo charges look obvious on paper, but on the field, in my infantry heavy army, they just blend in with the crowd and no one ever notices them floating dangerously around my lines. an unnoticed demo charge is a great thing! I'd like to put more practice into my tactic where I use a remnant or half strength squad with die hards to stall an enemy squad for just long enough to get another rapid fire phase on them then throw another small squad into them, rinsing and repeating the process to create a viable short range non-assault heavy form of warfare but I've been sticking to generic cadian doctrines lately since my troopers look like regular cadians and are from cadia
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Post by Deleted on Feb 5, 2007 15:06:12 GMT -5
Whats to stop them deep striking in behind the half squad or even jumping over them swooping hawks for example.
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Post by Turtleboy(AWOL) on Feb 5, 2007 15:11:19 GMT -5
if they want to deepstrike into rapid fire range and take a facefull of lasgun then get charged by a half strength squad too then I can deal with that. swooping hawks or assault type marines tend to be more of a problem. dealing with those type of units is more the domain of my hellhound and leman russ.
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Post by lordcastellenjon on Feb 5, 2007 16:49:50 GMT -5
sry turtle I ment demo' as in demolishor tanks. not the charges but still are the demo charges any gd I dont have any in my force are they a worty invest ment
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Post by Turtleboy(AWOL) on Feb 5, 2007 16:59:54 GMT -5
they're very powerful vs enemy infantry of any type, but not too impressive vs enemy vehicles & monsterous creatures. overall they're hit and miss due to the scatter chance. the range isn't much of an issue since the squad typically just blends in with the crowd and goes unnoticed until the last minute where it makes its stand. if you're stretched thin for doctrine points then this probably isn't the option for you, because tanks are basically demo charge throwers that don't cost doctrine points. I use them because I run an infantry army and it's fluffy for me - it gives me some 'tank power' without the tanks. all factored in, demo charges are hit and miss and take a precious doctrine point. with that said, I still like my demo charge but then again, my army is a themed infantry army so I'm kinda biased demolisher tanks are good tanks but it's really easy to charge them to their deaths. the best usage of the demolisher tank in my opinion is using it in a defensive fashion. tell yourself that the first 2 rounds are just there to put the tank in the right place - then on round 3 you'll find that it's capable of rolling out into the open and being in a target rich environment. watch out for meltaguns with demolishers (or any tank for that matter). In all honesty, I think a standard leman russ has an advantage over the demolisher in that it can start the battle shelling the enemy which can really help it pay for itself, but once the enemy starts getting close (which is inevitable) then the demolisher has strong advantages (anti-termie main gun/boosted side armor).
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Post by lordcastellenjon on Feb 6, 2007 11:05:43 GMT -5
exeatecley now that u menton it I think the next tank I may add will be a standerd lemen russ just for the range
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Post by Turtleboy(AWOL) on Feb 8, 2007 13:40:02 GMT -5
this is fairly rudimentary, I know, but...
one of my best tactics:
if it has 5+ armor, it starts in or near cover and stays in cover for the whole battle unless it rushes out into melee. 5+ armor must NEVER be caught without cover because cover IS their armor save. no armor save means that it is really hard to justify the losses you take vs. the strategic gains you may be making by sacrificing the squad.
if it has 4+ armor, move it offensively. if it can take a rifle hit and retain its standard armor save, then it MUST move aggressively and take and hold ground and objectives.
this is the only way a guard commander should split his or her forces unless terrain otherwise forces your hand.
to summarize: deploy everything together, with 5+ infantry in or near cover unless cover dictates that you have to split your 5+ infantry up. use 4+ infantry offensively to take and hold.
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Post by skizoman333 on Mar 5, 2007 16:40:55 GMT -5
If ur doin an objective game, armoured fists are great. wait until the enemy has got a relativly weak but still scoring unit near the end of the game, then drive up, unload, then rapid fire his ass till kingdom come. 18 lasgun shots and a special weapon will surly take hime down to below 50%. and the look on ur opponents face is an added bonus
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Post by Turtleboy(AWOL) on Mar 25, 2007 0:55:33 GMT -5
that's a really good strategy especially since chimeras (in my humble opinion) are best employed as long range fire support so as to minimize the chance that they get flanked and hit in that sensitive side armor. late game charges are where it's at for chimerae.
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Post by Warmaster Stabwhiskers on Mar 25, 2007 9:20:47 GMT -5
Chimeras are like the tanks that get blown to bits in almost everyone combat situation, be it movie or real time
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Post by lordcastellenjon on Mar 25, 2007 11:53:42 GMT -5
lol true thats why i ram it into a large chunk of enermy troops with a tank shocj and pray that they roll a six when they penatrat the side armour (after my troops jump out and into some nearby cover that is)
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