Tactica Imperial Guard
this is one of the biggest Imperial Guard treads I've
seen on the board - peruse it and learn the ways of our enemies! :-)
Tactica Guard snowy.
Ok - my basic 'Tactica IG'
plxvandyk (1/20/2002 8:21).
RE:
Ok - my basic 'Tactica IG' zoid (1/21/2002 17:54).
i'll mail you the doc... plxvandyk (1/22/2002 1:27).
RE: RE: Ok - my basic 'Tactica IG' InquisitorOthello (1/22/2002 8:48).
RE: RE: Ok - my basic 'Tactica IG' legonovsky (1/22/2002 11:07).
The HQ... plxvandyk (1/20/2002
8:22).
On
maintaining morale: ColChechnov (1/22/2002 11:24).
Percent
chance of making morale checks ColChechnov (1/22/2002 11:45).
Troops... plxvandyk (1/20/2002
8:24).
Outstanding
post plxvandyk!!!! ColChechnov (1/21/2002 13:21).
Heavy Support... plxvandyk
(1/20/2002 8:25).
RE:
Heavy Support... ColChechnov (1/21/2002 13:33).
Vehicle
Upgrades... plxvandyk (1/23/2002 2:10).
Elites... plxvandyk (1/20/2002
8:29).
Assassins... plxvandyk (1/20/2002
8:28).
Fast... plxvandyk (1/20/2002
8:36).
What
about... legonovsky (1/21/2002 22:01).
Ride on Roughriders PuKtHeMaD (1/25/2002 10:20).
Special Characters... plxvandyk
(1/20/2002 8:38).
Formations... plxvandyk (1/20/2002
8:42).
Allies... plxvandyk (1/20/2002
8:43).
Army Specific Strategies...
plxvandyk (1/20/2002 8:45).
Target Priorities... plxvandyk
(1/20/2002 8:48).
Mission Specific... plxvandyk
(1/20/2002 8:52).
A few
additional points on cleanse missions ColChechnov (1/21/2002 13:52).
Cleanse
and Night Fight PuKtHeMaD (1/25/2002 10:38).
What to shoot... plxvandyk
(1/20/2002 8:53).
Timing... plxvandyk (1/20/2002
8:54).
Tactics... (yes, tactics, not
strategies) plxvandyk (1/20/2002 8:55).
Army Themes... plxvandyk (1/20/2002
8:57).
Beardy or Brilliant? plxvandyk
(1/20/2002 9:01).
Interesting ideas... plxvandyk
(1/20/2002 9:04).
vanquisher
cannon arerix (1/23/2002 4:55).
okay - will ammend the tactica :) plxvandyk (1/23/2002 5:01).
RE: vanquisher cannon SlightlyargumentativeUrukhai (1/27/2002 1:41).
a vanquisher has to roll to hit... plxvandyk (1/27/2002 6:05).
Simple yet useful... plxvandyk
(1/20/2002 9:07).
AND MOST IMPORTANTLY!!! plxvandyk
(1/20/2002 9:06).
RE:
AND MOST IMPORTANTLY!!! SwordOfJustice (1/22/2002 8:10).
shameless bump (NT) plxvandyk
(1/21/2002 2:15).
Page
10 Bump (NT) plxvandyk (1/24/2002 2:20).
RE: Page 10 Bump mk2 (NT) (NT) plxvandyk (1/25/2002 1:49).
yet another serious bump... plxvandyk (1/31/2002 7:53).
RE: Tactica Guard ethere (1/21/2002
15:01).
RE:
RE: Tactica Guard plxvandyk (1/21/2002 15:23).
thats
rubbish mate!, if u actually play gaurd like that your in for a longlasting
run of losses
nation (1/21/2002 15:31).
RE:
RE: Tactica Guard archangel (1/21/2002 19:35).
RE:
RE: Tactica Guard PuKtHeMaD (1/25/2002 10:59).
my lil trick (only really 4
2k points and more) nation (1/21/2002 16:38).
RE: Sentinels cadan (1/21/2002
22:59).
RE:
RE: Sentinels SlightlyargumentativeUrukhai (1/22/2002 10:47).
RE: RE: RE: Sentinels plxvandyk (1/22/2002 12:36).
RE: RE: RE: RE: Sentinels nation (1/27/2002 6:50).
AT & FS squads vs. sentinels... plxvandyk (1/27/2002 8:22).
Sponson Question DaxKobra (1/22/2002
19:55).
RE:
Sponson Answer legonovsky (1/22/2002 23:12).
a couple of points... (mainly about exterminator choice) plxvandyk (1/23/2002
1:56).
Yea, but only 10 points for 2 HB CaptGars (1/27/2002 0:30).
Nice Chewy (1/23/2002 2:03).
lol
- pLeAsE don't charge :P thanks :) plxvandyk (1/23/2002 4:43).
Kroot Loser (1/25/2002 12:09).
RE:
Kroot plxvandyk (1/25/2002 14:59).
RE: RE: Kroot Loser (1/25/2002 15:59).
LOL - in other words kroot sales are well under expectations... (NT) plxvandyk
(1/25/2002 17:07).
RE: Tactica Guard LibrarianThorne
(1/25/2002 16:31).
You'll
be waiting for a while on those, boy =) (NT) legonovsky (1/25/2002 22:43).
Armoured Companies fdsajkl
(1/27/2002 2:10).
RE: Armoured Companies plxvandyk
(1/27/2002 6:21).
Tactica Guard . (68 Replies). snowy[]. 1/19/2002 20:11 (1/31/2002
7:53)
Here it starts, I will post more later
Command platoon
The guard army must take a Command platoon, it must contain
a command squad and may
contain heavy weapon squads ( 0-2 AT squads, 0-2 fire support
squads and 0-2 mortar
squads up to a total of 5 squads ) and a sentinel squadron.
The command squad can be used in many ways, i.e. counter charge,
fire support, anti-tank or
plasma.
The counter charge HQ squad is the most commonly used. The
squad has a tooled up
Captain (cheaper than a colonel for same attacks), a tooled
up preacher (if you use them), a
tooled up commissar (if you use them) and all the Guards men
with las pistol and c/c
weapons, some people add a medic and a inquisitor to the squad.
The whole squad is
mounted in a chimera and is kept back until an elite enemy
unit assaults your lines, at which
point the squad counter charges. The captain, preacher(if
you use them), commissar(if you use
them), and inquisitor(if you use them) are normally equipped
with power fists. As you can see
this makes a very expensive squad which you will find hard
to get your points back from in
most games. I tried to get the counter charge unit to work
for some time, mainly
unsuccessfully. I had a very tooled-up command squad. Captain,
Commissar, power fists,
preacher and so forth. I found that it would still get beaten
up by the H/H specialists of almost
every army I went up against. I found that my opponents would
quickly learn to deal with this
squad so now it sits on my shelves, it’s just too many points
in one easily destroyed squad.
The fire support HQ squad is one I use regularly. I have a
captain with a storm bolter, 2
Guards men with grenade launchers or plasma guns and a weapons
team with a heavy bolter
or an auto cannon. This squad adds some firepower to your
army and it should be place in the
center of your lines.
The anti-tank HQ squad is one that I have not tried much before.
It comes in long and short
range types. The long range type is similar to the fire support
HQ squad and has a captain
with a storm bolter, 2 Guards men with plasma guns and a weapons
team with a las cannon.
This squad sits in the middle of your lines and fires on any
vehicle or well armoured enemy
squads that comes in to range. The short range type has a
captain with a plasma pistol and 4
Guards men armed with melta guns. The squad must be mounted
in a chimera for mobility and
is best used to attack on a flank and pick off vehicles or
well armoured enemy squads that
comes along.
The plasma HQ squad is used by a friend of mine to great effect,
it contains a captain with a
plasma pistol and four Guards men with plasma guns. This squad
MUST have a medic, don’t
use this squad with out one. This squad adds some nasty low
AP firepower to your army and
it should be place in the center of your lines. I have seen
this squad wipe out a 9 man death
company in two rounds of shooting.
You can mount any of these squads in a chimera (just to get
another tank on the board) and
some you should only take mounted (the short range anti-tank
and the counter charge).
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Ok - my basic 'Tactica IG' .
(4 Replies). plxvandyk[]. 1/20/2002 8:21 (1/22/2002 11:07)
maybe it's not so much tactics as strategies for the most
part but, in either case, it starts here.
cheers
plxvandyk
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RE:
Ok - my basic 'Tactica IG' . (3 Replies). zoid[zoid180@yahoo.com]. 1/21/2002
17:54 (1/22/2002
11:07)
This is fantastic stuff! Do you have a website where this
is presented as well, or perhaps just a
condensed word doc or something? As a new IG player this is
invaluable info!
-zoid
>> maybe it's not so much tactics as strategies for the most
part but, in either case, it starts
here.
>>
>> cheers
>> plxvandyk
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i'll mail you the doc... . (0 Replies). plxvandyk[]. 1/22/2002 1:27 (1/22/2002
1:27)
cheers
plxvandyk
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RE: RE: Ok - my basic 'Tactica IG' . (0 Replies). InquisitorOthello[].
1/22/2002 8:48 (1/22/2002
8:48)
I agree. maybe you should take addresses and make a mailing
list!!
mine is grimnar@optonline.net
>> This is fantastic stuff! Do you have a website where this
is presented as well, or perhaps
just a condensed word doc or something? As a new IG player
this is invaluable info!
>>
>> -zoid
>>
>> >> maybe it's not so much tactics as strategies for the
most part but, in either case, it starts
here.
>> >>
>> >> cheers
>> >> plxvandyk
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RE: RE: Ok - my basic 'Tactica IG' . (0 Replies).
legonovsky[legomaniac_21@hotmail.com]. 1/22/2002 11:07 (1/22/2002
11:07)
Yeah, mine too, if you wouldn't mind =)
You're beginning to regret starting this thread, aren't you
now?
thx
Legonovsky
legomaniac_21@hotmail.com
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The HQ... . (2 Replies). plxvandyk[].
1/20/2002 8:22 (1/22/2002 11:45)
HQ - there are two things that an HQ can be designated to
do - assault or shoot...
The shooty option goes with a selection of long range, low
AP weapons and tends to sit still a
bit behind it's own lines and lend its morale to nearby infantry
sections. The shooty HQ must
get a medic if it takes plasma guns - in order to avoid the
inevitable flameouts. The shooty HQ
must get a standard bearer and a trademark item! Also include
a couple of sentinels with
multi-lasers or lascannons. Give them a chimera (they don't
have to start in the chimera) it's
just there to give you another tank on the field. - Or, for
the same price you could take
another infantry squad with a lascannon...
The assault option is also known as a counter-charge unit...
it has a lot of HtH stuff in it... and
some short range, low AP assault weapons like plasma pistols
or meltaguns. The basic idea
behind a good counter-charge unit is to get in a lot of attacks
and make them count. For this
reason, it is a good idea to take a captain (same number of
attacks as a colonel but cheaper),
a commissar, an inquisitor and a preacher; give them all a
powerfist and pistol, and give them
all refractor fields (the inquisitor gets a rosarius, so does
the preacher)... with this combination
you get 19 powerfist attacks in a charge! These guys, when
used correctly, can do a HUGE
amount of damage... they can easily take down a 10 man terminator
squad... they go last, (but
then IG generally do!) but those 4 extra bodies in there can
take the wounds from some of the
more nasty high-initiative attackers. The assault option gets
a chimera... they need it for
mobility. If you have a really troublesome unit that ploughs
right through your HQ, add an
Eversor assassin to the mix for a truly unstoppable unit (though
it does cost about 600
points!!)
The IG HQ has the really nice option of including squads of
support weapons... up to five
squads may be included, up to two of which can be anti-tank,
two of which may be
fire-support and two of which may be mortars... anti-tank
squads get either missile launchers
or lascannons, fire-support squads get either heavy bolters
or autocannons, and mortars get...
well... mortars J - NEVER mix weapons within a squad, you
will seriously hamper the
effectiveness of the unit! - The option of including a Veteran
Assault Team or two, as units of
support weapons, is available to a commander who has the Death
World Veteran ability.
These assault teams are useful, cheap, and devastating to
anything they can get near. They can
carry a 6” Range, STR 8, AP 2 ordnance blast weapon that can
be fired on the move and
which costs a mere 10 points. (Be cautioned, there is a chance
your template will scatter
BACK onto the unit that throws it!). They can also be equipped
with an array of
flamer-weapons (at a hefty price) and all members of the unit
have the option of including a
CC weapon & pistol as their primary armament. They have
the ability to regroup even when
below 50% strength. That AP 2 battle cannon template they
walk around with is an ideal
last-chance weapon that can be used to take out stubborn units
of heavily armoured troops or
medium vehicles that have gotten too close to your lines.
more to follow
plxvandyk
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On maintaining
morale: . (0 Replies). ColChechnov[]. 1/22/2002 11:24 (1/22/2002 11:24)
Below is a collection of posts from the old "Edited IG tactics"
thread directly relating to
morale. I thought the different opinions were interesting.
Trademark Items (ColChechnov)
Question: "I feel that you have included too many trademark
items. having five in one army,
seems to me like your taking advantage of the rules a little
too much. they are supposed to be
rare and unique items that make a character stand out, having
nearly every character with one
ruins the whole idea."
Reply: There are three different "styles" of getting better
leadership rolls for your squads. The
first is to add Commissars, the Soviet style. These political
officers execute those who break,
simple. The second is the "inspirational leader" style shown
by having a high LD commander
and a large number of Comm-links. The well known expert reassured
the troops. The third is
having an army of exceptional small unit commanders, Veteran
Sergeants and Junior Officers
who have seen this before and know what to do, or who are
intelligent, resourceful, and
exceptionally brave, like the troops in the U.S. Army at Omaha
beach who totally changed the
plan and went over the bluffs instead of up the roads. This
is the style I prefer.
A trademark item is not a magical item like an iron halo. It
simply serves to identify the
character in question. "Sergeant Rock? He’s the dude in the
vintage Metallica T-shirt. That’s
one bad Mutha...." If Rock gave his T-shirt to a new guy,
that new guy would not then get the
power to inspire troops and prevent them from running. If
Rock dies, however, the troops
may very well freak out. This is shown by the rules where
the troops must make a morale
check if the owner of a trademark item becomes a casualty.
By adding a large number of
trademark items, I’m simply saying that my army is built around
a core of veteran small unit
leaders that are well known by reputation to the troops. That
fits the way I envision my army.
Comlinks
(Rapter)
Comm-links are the best, every songle infantry squad i have
has a comm-link, plus my
command HQ has one too and in that command HQ is a commisionar
with a Leadership
Value of 10, this in turn gives every single infantry squad
a leadership of 10! Why has no one
mentioned them, they are great! This is a leadership of ten
for just +15 points per squad!
(plxvandyk)
ok... a few points about comm-links...
to give one to every squad is a big waste of points ... especially
seeing as IG is in it's element
just sitting back, within 12" of it's command hq anyway, and
shooting the living bejeezers out
of anything foolish enough to close in on it...
the only real reason i would consider giving a com-link to
a unit of troops is if they were an
armoured fist squad and were more than likely to bugger off
halfway up the field, start a fight,
and need a good leadership to test against.
in regards to your using a commissar as a 10 leadership hq
upgrade, he would have to have
shot your commander and taken over the command platoon in
order to confer his leadership
to other units nearby or with com-links.
but, for giving a comlink to even a medium size (troops-wise)
IG army would cost you
15+5x3+5x3+5+5 = hq comm+3xsquad com+ 3x squad com+ heavy
weapon squad com+
armoured fist com = 55 points... hmmm... well... if you really
want your troops to stick
around... i suppose it might be worthwhile...
I dont think 55pts is too bad to give almost everyone a leadership
of 9.... . (Rapter)
10 if your commisioner took over (i realized about the commisioner
about 10 mins after i
posted the message) and i dont just sit back and shoot cuz
im gonna be making a deathworld
Vet army so i could do with the good leadership incase i get
within 6" of the enemy in the
jungle.( its actually gonna be a catachan army upgraded to
a deathworld vet so i can still have
the odd tank and more choice, with the deathworld army you
dont get much in the army list)
so most of the time ill be going through the jungle with my
extended 12" site and counting
jungle as normal terrain. i have made the army in the army
builder and the finished product is
gonna be 3000pt.
(ColChechnov)
I didn't put comm links in my army list because I prefer to
spend the points on vet sergeants
and trademark items. The vet sergeant morale of 8 and a re-roll
makes it very rare for you to
miss a morale check. I do this mostly because I like the idea
of very brave and determined
leaders at the small-unit level. The use of 3-5 trademark
items (like I commonly do) could
lead to accusations of "cheese", but I think it is valid [see
my remarks above] and my regular
opponents don't mind.
The comlinks do really help morale and their use fits the IG
backstory very well so if you like
them, by all means use them. I'm glad they were brought up
in this thread. Don't forget though,
that only one squad per turn can use the benefit of the comm
link. If everybody is taking fire,
the Colonel may find himself very busy.
The Commissar, of course, can't contribute his leadership of
10 until he's actually in charge. If
I was using the Comm-Net style of leadership, I would be sorely
tempted to team him with a
captain whom I would remove with the first hits. The Commissar
would still have to make a
leadership check to assume control of the squad, but he has
only a 1/12 chance of missing
that, and I would love to give everybody in the army a morale
of 10.
(plxvandyk)
speaking of making it almost impossible to fail a morale test...
i had an hq with solar macharius
in it... also a standard bearer and he comes with a trademark
item...
he lost a melee, was outnumbered 2 to 1 and had lost 50%.
he got to roll morale, then re-roll because of the trademark,
then re-roll the first one because
of the standard bearer, then re-roll the standard bearer re-roll
because of the trademark
item... that's FOUR rolls to get 7+ on two dice... he failed
ALL of them :(
basic lesson... NEVER count on a unit passing it's morale :(
(zenith)
get standard bearers in your HQ's, for 10 points you can reroll
failed morale checks within 12
inches. besides, the model looks awesome. (my praetorian standard
bearer has a giant
praetorian 24 banner and is named colour sergeant born (zulu
anyone))
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Percent
chance of making morale checks . (0 Replies). ColChechnov[]. 1/22/2002
11:45 (1/22/2002
11:45)
This is the percent chance of passing a morale check:
Ld / % passing / with re-roll
5 28%
6 42%
7 58%
8 72% 92%
9 83% 97%
10 92% 99%
So a veteran sergeant with a trademark item (ld 8 w/ re-roll)
has effectively the same morale
as a commissar. A colonel with trademark item or a standard
bearer only breaks 3% of the
time. Ratlings without a preacher run away about 3/4 of the
time.
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Troops... . (1 Replies). plxvandyk[].
1/20/2002 8:24 (1/21/2002 13:21)
Troops - as an IG player, one on one, your troops are pretty
much the equal of nothing else in
the warhammer 40k universe [that’s a BAD thing] - (short of
grots and cultists). Their main
strength lies in their cheap price (6 points each) and their
numbers… if you wanted to you
could field a 500-model army within the standard deployment
template. Each troops choice
you select can have a maximum of 63 models (5 x 10 man squads,
1 x 5 man platoon HQ,
and a preacher in each squad… add to this a chimera and a
commissar for the HQ and you
get a truly awe inspiring single troop choice consisting of
62 men and a tank!
Platoon HQ’s - A platoon HQ is a very versatile unit… they
may take two special weapons
and a heavy weapon and may include a preacher, veteran sergeant
and a lieutenant with ease.
They also get the option to take a chimera as a transport
choice. Combine the heavy weapon
and the Chimera’s weapons and you get a quality mobile fire-support
squad. Combine two
meltaguns, 2 CC weapon combos and a plasma pistol and you
get a credible (if small) threat
to an enemy if the HQ has the opportunity to shoot before
charging. You can also make them
into a very cheap counter-charge unit - 4 CC weapon combos
and a preacher a lieutenant
with the same and you have a 41-point unit with 20 attacks
in a charge. These units work well
to support other counter-charge units and as a source of extra
Chimeras on the battlefield.
The only real problems a PHQ has are it’s low toughness and
its limited number of bodies to
take hits.
Platoons designations - there are two types of platoon - a
hammer platoon and an anvil
platoon - an anvil platoon gets a heavy weapon and a long
range assault weapon they work
as the heavy troops that the enemy charges at, they almost
never move and so, heavy
weapons are extremely good for them… Then, the hammer platoon
is always on the move,
therefore, they have no heavy weapons and a lot of low AP
assault weapons… meltaguns and
flamers work very well for them. The hammers need transport,
so they are very good when
this role is assigned to an armoured fist squad, combine this
squad with a batch of
storm-troopers or ogryn in a chimera too, and a platoon HQ
in a chimera - this means you get
3 chimeras and 20-25 guys charging around the field… these
rate as a threat to most things,
especially when armed with an array of assault weapons like
meltaguns and plasma rifles…
hardened veterans are great as hammer elements because they
can get three assault weapons,
a heavy weapon, two officers and a chimera… they also get
a BS of 4 (ooh, aahh :P)
Armoured Fists - An Armoured Fist (AF) is, pretty basically,
a single infantry squad in a
Chimera. You may select one AF for each normal troop choice
you make. An AF counts as a
troops choice in and of itself. The AF is slightly cheaper
than a standard 25-man platoon and
makes up for it’s lack of numbers with its increased mobility.
The Chimera can be outfitted to
provide a withering salvo of supporting fire to compliment
the rest of your force. The AF
squad itself is very likely to move out of the circle of influence
of any of your HQ units and,
therefore, requires a bit of extra help with its morale. A
veteran sergeant raises the squad’s
leadership to 8 and, when given a trademark item he provides
the unit with some staying
power when they come under fire or enter into any assaults.
I find that one of the best uses for
an AF squad is as a mobile tank-hunting unit. Outfit the veteran
sergeant with a plasma pistol,
meltabombs and a CC weapon and give the squad a meltagun and
they combine to be
capable of destroying 2 medium vehicle in a single turn. Provide
them with a cheaply equipped
preacher and they get a total of 26 attacks when (and if)
they charge an enemy.
keep reading
plxvandyk
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Outstanding
post plxvandyk!!!! . (0 Replies). ColChechnov[]. 1/21/2002 13:21 (1/21/2002
13:21)
Very good job. Concise and interesting (although I disagree
with you over whether the
vanquisher gets to roll twice for armor penetration).
Here are my thoughts about what the IG should use as a "hammer".
Namely, the all-important
job of moving and seizing objectives.
I've not been very impressed with the basic IG squad as a hammer
for two major reasons:
1. Lack of mobility and 2. Lack of striking power.
Lack of mobility. Unlike most armies, the IG cannot buy your
basic transport for your basic
troop squad. Moving 6" a turn usually doesn't get you into
a good position to be a hammer.
The exception for this is the Armored Fist squad, which I
equip almost exactly as Jock
mentions above. I'm still not very fond of them, I usually
only buy them to more inexpensively
fill the required 2nd troop slot.
Lack of striking power. The lasgun is fairly ineffective against
SM. With typical die rolls, it
takes 18 lasgun shots to kill 1 SM. That's 108 points of models
firing to kill a 15 point model,
or 7 turns of continuous fire to make back the points you
spent. Most games only last 6 turns
and this assumes the SM don't decide to fire back...... Against
most other troops the ratio isn't
so bad, and yes I've seen a lasgun take down a terminator
before, but you don't win with
these kind of exchanges.
What I think you should use as a hammer:
Hellhounds,
Command sections equipped with meltaguns and mounted in a
chimera (firing hammer)
HQ or Ogryn squad equipped for close combat (assaulting hammer)
Calvary? great for charging an enemy squad that is holding
the objective, but they wither
under fire too quickly to really hold it.
Personally, to stiffen the troops morale, I prefer trademark
items, missionaries, or inquisitors
over Commissars. Most of my rationale is fluff. I've always
had an admiration for the
"intelligent officer" style of leadership over the "if you
run I'll shoot you" style of the Soviets,
and Imperial Japanese.
It's intelligent leadership and brave individuals that allowed
a few marines to defend
Henderson Field against an entire battalion of gung-ho Japanese
or allowed the German
armies on the Eastern Front to regularly outfight an army
that greatly outnumbered them.
Adding trademark items to squads has the game effect of making
a bunch of ordinary troopers
very brave. I like that.
The other reason is game mechanics. I'm allowed to put preachers,
missionaries, and
inquisitors in any squads I like. That works much better for
me than having to "fill in"
commissars from the most senior officer down.
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Heavy Support... . (2 Replies).
plxvandyk[]. 1/20/2002 8:25 (1/23/2002 2:10)
Heavy Support - tanks, tanks, and more tanks... IG can't get
enough heavy support... they
lack sorely in high toughness troops so tanks get to be their
hard-to-kill units - the standard
leman Russ battle tank is always a good start - it can be
outfitted in an anti-light-infantry
fashion (3 heavy bolters, a pintle storm bolter and a battle-cannon)
or anti-heavy-infantry and
anti-tank - (a lascannon, hunter-killer missile and a battle-cannon).
With front armour 14 it's a
tough nut for most enemies to crack. They are far from invulnerable
though; it is best to field
them in groups of two or even three leman-Russ chassis vehicles
to more than double their
chances of survival.
Other variants include the exterminator (good against lightly
armoured foes), a vanquisher
(which is good at killing armour 14 vehicles), a demolisher
- which has heavier armour on its
back and sides (14\13\11) and a truly evil combination of
low-AP weaponry! A standard
demolisher can be outfitted with a lascannon - ap2, str9;
a demolisher cannon - ap2, str10 -
ordnance blast; and two plasma cannons - ap2, str7 - small
blast - the only real problem with
this behemoth is it's relative lack of range on its main gun
which has a 24" range, the plasma's
get a more decent 36" and the lascannon gets 48". -
There are also a few specialist weapon platforms that can be
taken, a Basilisk has a 120"
range, an option to make it a guess 36"-240" weapon and a
str9 ap3 [!] warhead... the only
real problem with this vehicle is it's lack of armour and
it's being open-topped. Then there is a
griffon mortar, it gets a guess 12”-48” weapon but has a relatively
bad AP (4) and is therefore
limited in it's usefulness against heavily armoured troops
like marines. Both these platforms can
force opponents to take pinning tests if they take casualties
from the blast!
yet more to come
plxvandyk
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RE:
Heavy Support... . (0 Replies). ColChechnov[]. 1/21/2002 13:33 (1/21/2002
13:33)
How to kill heavy armor . (ColChechnov)
During a class with very long and uninteresting lectures,
I computed a table showing the
average number of shots you had to fire with any weapon to
get a glancing or penetrating hit
against any armor. If a value below is 1/4 for example, each
shot has a 1 in 4 chance of
causing a glancing or penetrating hit and you would need to
shoot 4, on average, to get
internal damage. If you want to compute the number of shots
for a penetrating hit, assume the
armor value is one higher than it really is. The table produced
several results I found very
surprising; I don't buy vanquishers any more and made a VDR
tank that mounted an
earthshaker on the front glacis of a Leman Russ.
Here is the table:
Assumptions:
Ordnance never misses (true if target is greater than 1" in
diameter) see below
BS for other weapons is 3
No Eldar fields or anything that reduces St of weapon
Yes-I used a binomial distribution for the vanquisher penetration
- geek
all fractions rounded to ones I could memorize (no "Is 12/27
better than 15/31?")
I’ve expanded the table to include the vanquisher at BS3 (vanq3)
and BS4, and I’ve added
an "armor 15" value. 1/3- means just less than 1/3 and 1/3+
means just more than 1/3. The
rounding makes them look alike even though they are a little
bit different
Approximate chance of glancing or penetrating hit.
Armor/ Plsma/ Melta/ M. L./ Las Can/ Batt C./ Earthshk/ Vanq
3./ Vanq 4/ Demol.
_15____-___1/3-____-____1/12____-____1/3____1/3-______2/5______1/2
_14___ -___1/3+__1/12___1/6____1/4___1/2_____1/3+_____1/2______2/3
_13___1/12__2/5___1/6___1/4____1/2___2/3_____2/5______3/5______3/4
_12___1/6___1/2___1/4___1/3____2/3___3/4_____1/2_______2/3______1
_11___1/4___1/2___1/3___1/2____3/4____1______1/2_______2/3______1
_10___1/3___1/2___1/2___1/2_____1 ____1______1/2_______2/3______1
To compute the probability of a penetrating hit, assume that
the armor value is one higher than
it really is. Therefore, a Battle cannon has a 1 in 4 chance
of causing an internal hit against
armor 14, but no chance of causing a penetrating hit. A lascannon,
on the other hand, has a 1
in 6 chance of causing an internal hit (worse than the battlecannon)
but a 1 in 12 chance of
causing a penetrating hit (better than a battle cannon). If
you want to compute any particular
result, like the chance of destroying the vehicle, you would
compute the probability of internal
damage and multiply by the number of times the result appears
on the table.
Example: Lascannon & Battlecannon vs armor 14
Lascannon
1/12 chance of penetrating hit x 1/2 chance hit is "vehicle
destroyed" = 1/24
1/12 chance of glancing hit (1/6 chance of internal hit-1/12
chance internal hit is penetrating) x
1/6 chance glancing hit is "vehicle destroyed"= 1/72
1/72+1/24= 4/72 or a 1 in 18 chance that the lascannon shot
will destroy the armor 14
vehicle
Battlecannon
No chance of penetrating hit
1/4 chance of glancing hit x 1/6 chance glancing hit is "vehicle
destroyed" = 1/24 or a 1 in 24
chance the battlecannon shot will destroy the armor 14 vehicle
Since a ordnance blast marker is 2.5" in radius, it will never
miss if the target is greater than
3.5" in radius. A typical tank is about 3" wide and 5" long.
So if you center your blast on the
center of the tank, it will miss about 1/5 of the time if
it scatters sideways(2/3 [chance of not
rolling hit]*1/3 [chance of rolling 5 or 6 on scatter]) and
it will miss 1/10 of the time if it
scatters forward or back.
Some times the BC will scatter to the side or back of the tank
and actually get to roll against
weaker armor. This happens about as often as a miss, so in
my mind I average them out and
think of it as "never missing".
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Vehicle
Upgrades... . (0 Replies). plxvandyk[]. 1/23/2002 2:10 (1/23/2002 2:10)
ok - now you have your vehicles, which upgrades do you give
them?
smoke-launchers - if it's worth more than 60 points... give
it smoke launchers... especially
useful on transports to allow them that round of travel in
the open...
searchlights - useful in night fights... especially on sentinels...
at 1 pt. each you can afford to
put one on every vehicle to give you an advantage in a night-fight...
extra armour - if it's a transport... give it extra armour...
as simple as that. Having your
counter-charge unit stunned before they can have an affect
on the game is not a fun
experience...
improved comms. - give it to a single sentinel if you think
you might get a reserves mission...
this way you can re-roll from the start of the game because
your sentinels are always fielded
first...
crew-escape mechanism - IMO they should extend it's ability
to make it harder for crew to be
injured on a vehicle destroyed roll... eg. chimera destroyed
with 10 men inside only wounds
them on 6+ if it has a C-EM. as it is it's pretty worthless
unless you have a really large vehicle
(200+ points) in a victory-points game...
back later with more ideas...
cheers
plxvandyk
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Elites... . (0 Replies). plxvandyk[].
1/20/2002 8:29 (1/20/2002 8:29)
Elites - As for elites... IG barely get any truly cost effective
ones... the most useful of these
would probably be Ogryns - hulking great brutes with toughness,
leadership and weapon skill
equal to a space marine! - And 3 wounds each... take them
against other IG players and
watch them instant kill characters with a single wound getting
through :) - strength 6 is a
wonderful thing - this unit, unfortunately, is just too few
in numbers and lacks
power-weapons... so, they generally can't put up a good enough
fight against assault
marines...
Ratling snipers deserve a mention - 10 sniper rifles in a unit
for 110 points - ALWAYS give a
unit of these guys a preacher to up their leadership from
5 to 8. - They work especially well in
conjunction with veteran snipers, a Vindicare assassin, mortars
and basilisks and griffons - all
of which can force pinning tests... why pin just one unit
when you can pin his entire army J,
unfortunately ratlings have a toughness of 2 and die extremely
easily to any incoming fire [See
themed army - pinning - below]
The last heavily used type of elite in an IG army is stormtroopers
- they create a stable
backbone of fire-support to bog-standard troops... they also
get to make saves against bolter
fire-: P - will the wonders never cease - unfortunately, they’re
the only IG unit that can: P
A really nice unit available (just about the only one!) via
elites is hardened veterans… they get
the ability to regroup under 50%, and they don’t suffer from
negative modifiers when taking
morale tests either. They can take an officer, get a chimera
and 3 [!!] assault weapons and a
heavy weapon (all with a BS of 4 [!!]) - they cost quite a
bit unfortunately… - but then again,
you can field a minimal size unit (4 guys with a veteran sergeant)
and put in a lascannon, 3
plasma rifles and a plasma pistol - for a pure anti-termie/anti-tank
unit.
If you should ever want TWO units of hardened veterans, make
use of a unit of Catachan
Devils as your second unit. The two units make a good combination;
the Devils may be armed
with 3 grenade launchers at 6pts each, that’s 18 points to
supply a unit with 3 Str6 AP4 24”
range assault 1 weapons. Combine this with a storm-bolter
on the veteran sergeant and a
preacher with a storm-bolter, and you have a unit that can
move full distance then fire3 Str6
AP4 rounds and 4 Str4 AP5 round. This option makes a good
mobile, medium strength unit
of infantry. The Devils do, however, have to spend 16 points
each for standard flamers. The
standard hardened veteran unit may take those same 3 flamers
at a price of 6 points each,
while they are asked to spend 12 points each for grenade launchers.
The one unit may be
used to torch a unit from a mob army while the previous one
may be used to drop light
vehicles and medium infantry at medium range or a mob force
at the same range, using the
grenade launchers as blast weapons, at Str3 AP6, the blast
option is good when facing mobs
of orks… stand at 24” range - drop 3 blast templates on a
mob, retreat however far the orks
moved forward and repeat the process.
An interesting unit that you can take as elites is a unit of
Krourk Ogryns (introduced on the
Armageddon website), they are basically a squad of 5-10 ogryns
that are fearless in HtH
combat, gain +1 Initiative when they charge and come with
no option to take ripper-guns
(default is an Ogryn CC weapon and a CC weapon). This unit
is, unfortunately, unable to take
a chimera as a transport option; they work well as a spearhead
for an assault-based infantry
army. They cost 10 points more than normal Ogryns (40 points
each) but never run from
combat in return for the extra price.
and more...
plxvandyk
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Assassins... . (0 Replies).
plxvandyk[]. 1/20/2002 8:28 (1/20/2002 8:28)
Assassins - An Imperial Guard army may take a single imperial
assassin as an elites choice.
The 4 assassin types are:
Eversor (deadly in hand-to-hand, makes a good counter-charge
unit. He is the cheapest
assassin at 95 points.) - Makes a deadly counter-charge unit,
5-10 power-weapon attacks
and a 12” charge. This is perhaps the only model in the game
that can take on a Wraithlord in
HtH and probably come out on top.
Special abilities include - power-weapon; Neuro-Gauntlet -
always wounds on a 4+, glances
a vehicle on a roll of 6+, no armour-saves allowed; Executioner
pistol - dual purpose - as
bolt pistol but may always be fired twice, or as sniper rifle,
12” range, may be fired once;
combat drugs - add D6 attacks when charging, may charge 12”
or double the distance
charged through difficult terrain; meltabombs.
Vindicare (sniper, hard to kill at a distance, probably not
worth its points because it only does
about 3-4 wounds in a single game… hard to recover his 110
points cost on; but great for
addition in a pinning army)
Callidus (Good for low toughness, high cost models, ignores
both invulnerable and normal
saves, can move an enemy unit 6” within it’s deployment zone,
may arrive anywhere on the
table, good for destroying high point cost units or low leadership
units)
Cullexus (anti-psycher assassin, lowers everyone leadership
to 7, would conceivably work
wonders in combination with a
Callidus, does nasty things to psychers, Callidus generally
does better though)
General tactic with Assassins is that they are not one-man-armies,
they die like everyone else,
value them. They are independent characters, so if you keep
them within 6” of another viable
target they can’t be fired at.
yet more on the way
plxvandyk
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Fast... . (2 Replies). plxvandyk[].
1/20/2002 8:36 (1/25/2002 10:20)
Fast - Sentinels work wonders as fast support units. Though
not very fast, they work well
when they support Hammer infantry squads. The hammer squads
generally don’t have heavy
weapons and the sentinels have two of the best heavy weapons
available. Equip a sentinel
with a multilaser and send it up in support of a hammer squad…
this way the hammer squad
gets the support of a heavy weapon (which they wouldn’t get
normally, having moved) but
their assault weapons even out the team quite nicely. Having
a sentinel tag along into HtH will
also benefit a hammer squad no end seeing as most enemies
are simply incapable of damaging
it. In the very least it will draw fire away from the hammer
squad as it advances. They count as
mini-dreadnoughts when in combat and, therefore, will never
run away. Best used in
single-sentinel fast slots... this way they can split their
fire, only one can be killed per enemy
unit firing at them, and they can give cover to each other...
Hellhounds - Hellhounds are fast and dangerous to lightly armoured
opponents... they come
with the ever-dangerous (and rightly feared) inferno cannon...
use hellhounds in combination
with other vehicles like chimeras or other hellhounds and
use them to cross-fire enemy units...
use the hellhound to tank-shock through an enemy unit, and
if they don't run away, flame them
from behind the unit and they retreat through your hellhound
and are eliminated...
Hellhounds also work well as assault-stoppers... hide one
behind some terrain near your front
lines and, as the enemy assault units pop into view, zip out
and flame them, kill one model and
the unit MUST fall back... and your infantry get another round
of fire or the opportunity to fall
back...
still coming
plxvandyk
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What
about... . (1 Replies). legonovsky[]. 1/21/2002 22:01 (1/25/2002 10:20)
Rough Riders! I've got an as yet unpainted squad of 10, and
I want to know how to use them!
Here's my plan thus far for them, anyway. You can get a squad
of 10 for 150 pts easily.
That's about 12 pts/model (officially 9, but the hunting lance
is 3 pts and since i consider that a
must, the whole model is therefore 12 pts), with the veteran
sgt. upgrade. That gives the squad
better morale, and I equip him with carapace armor, trademark
item, and a plasma pistol.
My plan is to get myself a Hellhound and drive it up behind
some scenery that's near enemy
troops, with the Riders using the tank as a screen. Next,
rush the Riders behind the enemy unit
and spray it with some Inferno Cannon goodness, and create
a crossfire with the riders behind
the enemy unit. Then, hopefully, I'll be able to put the plasma
pistol to good use and proceed
to assault anothe nearby unit. Did you know that you actually
have a decent chance of
wounding a Wraithlord with riders? Granted, a squad of 10
will only wound once if you play
the odds, but if you've softened the thing up with lascannons
first, they can get the kill shot!
The one thing I don't like about Riders is that they're supposed
to be a countercharge unit, but
their WS is that of a normal Guardsman! Now, I can understand
that the lance is an unweildy
weapon so as long as they're using it, any increased WS would
be negated by the
awkwardness of the weapon. But the lance is a one-time-use
weapon! Shouldn't riders get
improved WS for fighting w/o the lance?
Anyway, those are my thoughts on riders. They can move 18"
a turn with assault, plus if they
charge they'll attack first with Strength 5, no armor save.
Run them up behind a Hellhound or
other cover, give 'em a better WS, and you've got a good countercharge
unit. Any comments?
Suggestions?
Enjoy thyselves.
Legonovsky
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Ride on Roughriders . (0 Replies). PuKtHeMaD[]. 1/25/2002 10:20 (1/25/2002
10:20)
Man do I love these guys! I usually only use 6 equipt identical
to yours but i prefer to include a
commmissar w/ plasma pistol and power sword + a preacher w/
power weapon. Brutal
against SMs but I would be very careful with how close you
keep them to that Hellhound. In
my experience they don't last long so I wouldn't count on
them for cover and 1 in 6 is gonna
go up and take some RRs with it. Nice tactic though! I'm gonna
have to try it this weekend.
hehe
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Special Characters... . (0 Replies).
plxvandyk[]. 1/20/2002 8:38 (1/20/2002 8:38)
Special Characters -
The Imperial Guard has some interesting special characters
at their disposal… they have a
choice of about 7.
Cypher - An odd one here, a direct transfer from the Chaos
codex. Cypher may join an IG
side and bring with a unit of his fallen angels. He works
very well in a campaign because he
can escape death (and the battle-field) very easily. When
he dies, he gets a 4+ save on 3D6
to escape the field and remove his VP value from the enemy
‘killed’ list. This unit can work
quite nicely as a HtH specialist unit and, with its unit of
space-marines, can live quite a long
time. His special rule that means all Dark Angel forces MUST
move towards him as fast as
possible is useful for drawing out a Dark-Angel force so that
your big-guns can pound them
into the ground. Probably worth the cost… the fact that, if
he makes his 3D6 save upon
death, his experience is denied to the opponent makes him
worth his points-cost.
Solar Macharius - The high-Commander of the Imperial Guard
forces during a period of
unrivalled expansion. He supplies one of the most useful special
rules to any Imperial
Commander who makes use of him. The guaranteed ability to
go first in any mission that has
the choice made randomly. Make use of this ability and you
can set up your forces to take
advantage of the fact that you WILL be going first. Forget
about cover for the tanks, schemes
envolved in drawing your opponent out of cover and such. Set
up in order to maximise your
field-of-fire and wipe out a third of your opponents force
before the battle even begins.
VERY useful in combination with a Callidus Assassin, use her
6” enemy move to bring
dangerous units out of cover and into the kill-zone of your
guns. Macharius is best used as a
morale-boost for infantry. In HtH he is barely a match for
a marginally tooled up marine
commander. Many of his statistics are determined randomly
before the battle. Unfortunately
this means that you can end up with a supreme commander of
your forces with a WS of 3.
His other major downside in HtH is his Strength of 3. With
a maximum of 10 attacks on a
charge he is still limited to strength 3 and, therefore, will
do very little damage to any tough
enemies. His toughness is also 3 so, even with his 3+ invulnerable
save he is VERY likely to
be killed off by a few well placed rounds from a enemy heavy
weapon. Expensive… you can
afford to purchase 2 heavily tooled up infantry squads or
an extra Leman Russ Demolisher for
the same price as Solar. Probably only worthwhile in games
valued at over 2000 points.
Commissar Yarrick - Without a doubt, one of the most useful
and deadly characters in the
game. His base toughness of 4 and force-shield mean that he
can stand up to anything short of
a Lascannon and just soak up the damage. His major downfall
is his lack of an invulnerable
save. A strength 3 lascannon is still AP2 and, therefore,
fully capable of going right through his
carapace armour. He bestows the Fearless ability on the unit
he joins. Making him very useful
in conjunction with a squad of Ogryns.
Nork Deddog Ogryn Bodyguard - great when combined with other
special characters like
solar Macharius or commissar Yarrick. He can leach off some
of the more nasty wounds if
needs be and his ability to swap places with his charge is
great for taking out high initiative
enemies with a powerfist on your charge.
I haven't used these three before so have no idea how they'd
work... anyone who has... feel
free to fill in the blanks...
Colonel Iron-Hand Straken -
Colonel Schaeffer and his Last Chancers -
Sly Marbro -
and again...
plxvandyk
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Formations... . (0 Replies).
plxvandyk[]. 1/20/2002 8:42 (1/20/2002 8:42)
Tactical Deployment -
IG, as an army have a number of deployment patterns that work
well for them and that enable
them to make effective use of their numbers and their firepower.
Rank formation - many squads in horizontal formation, good
front and rear coverage but
vulnerable to attacks aimed at the flanks of the force. This
is the default for a layered defence.
File formation - instead of deploying in horizontal lines the
troops deploy in vertical lines, this
formation provides excellent fire to its flanks but very little
support in either the front or the
rear of the formation. Vulnerable to attacks from the front
and rear, especially to flamer
weapons.
Blob formation - a tight cluster of models - usually behind
cover, watch out for those
ordnance templates though
Loose formation - models are deployed loosely and the maximum
distance apart to limit
damage taken from enemy template weapons. This formation is
vulnerable to assaulting troops
as it has problems projecting heavy fire in any direction.
Tight formation - the models are packet tightly together, with
little to no space between them.
This formation is used to keep large concentrations of troops
in cover and to help concentrate
the fire-capabilities of many squads into a kill-zone. This
formation is highly vulnerable to
template weapons. A squad of models in tight formation block
line-of-sight to all infantry
behind them that are smaller than twice the size of the screening
troops.
H formation - best used as a defensive formation - any number
of ranks forming a central,
layered fire-formation; then there are two files of troops
providing supporting positions for the
flanks of the formation.
N formation - best used as an attacking formation - should
actually be the n formation -
squads deploy with 1 rank in front and any number of files
behind, this formation can project
fire well to either flank and suitably to the front to do
alright in a fire-fight. Vulnerable to
attacks from the rear. This is a good formation for moving
lots of troops a long way across a
field, it covers all forward angles and the outer ranks and
files can be used to deflect enemy
assaults while the inner squads can remain mobile and avoid
the assault. The outer layer of
troops, especially the front rank should be considered to
be expendable.
Layered formation - A layered formation is the formation used
most often by IG
commanders. This involves the use of many ranks of troops,
each 4” away from the one in
front of it. The front two ranks should be cheap and expendable.
Heavy weapon squads
should be placed at the very back of the formation. The basic
idea behind this is that an entire
armies worth of firing-zones overlap when faced towards a
specific direction. The troops are
4” apart to avoid enemy troops assaulting a unit and then
defeating it and simply consolidating
into the unit behind it. What you, as the IG commander, want
is for the enemy to have no
choice but to make a sweeping advance into the overlapping
kill-zone of all the defending
troops and invite fire from them all. The front rank takes
the brunt of the attacks and provides
every infantry squad behind it with a screen through which
the enemy may not fire. (This is the
one-way mirror concept). Your rear-most troops may, however,
fire through the front,
screening ranks and destroy any enemy that comes too close.
If it is done correctly, your
force should lose 2-3 squads of troops but thoroughly dominate
the game. NEVER attack
such a formation head-on… you WILL be shot to shreds! This
formation is vulnerable to
deep-striking units and to flank attacks. When an assault
does occur at the front of this
formation, you WANT to fail morale checks you make IN YOUR
OPPONENTS
ASSAULT PHASE!! - If you end up running away in your own assault
phase, your enemy
will be able to sweep into your second rank of defenders without
suffering the consequences
of the return-fire.
boy is there ever a lot of this...
plxandyk
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Allies... . (0 Replies). plxvandyk[].
1/20/2002 8:43 (1/20/2002 8:43)
Allies
Imperial Guard commanders have an impressive number of allies
that they may place in their
armies… these include:
Adeptus Arbite - The cops of the 41st millennium… These guys
come with better armour
than standard guardsmen, some nifty gadgets and a lot of bikes…
You may include one
choice from the Adeptus Arbite list in each of your standard
template sections (eg. 1 fast, 1
HQ, 1 troops, 1 elites).
Their Rapid Response units (25 point bikers with twin bolters
on the front) can do some nice
damage to a light infantry force and serve to provide you
with a unit that can move 12” and
still engage an enemy with their full compliment of firepower…
Their Shock Troopers receive a shield that supplies them with
a 2+ save in HtH combat…
this unit makes a wonderful delaying unit against enemies
that lack power-weapons… Tag on
a preacher and a Proctor with a power-weapon and you can wipe
a unit out with no great
loss to yourself…
Unfortunately, any Adeptus Arbite units you would care to
field must be custom-built as the
old models are hard to come by.
Assassins - Assassins as allies are covered in more detail
earlier in the publication.
it just keeps on coming...
plxvandyk
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Army Specific Strategies...
. (0 Replies). plxvandyk[]. 1/20/2002 8:45 (1/20/2002 8:45)
Army specific strategies -
Vs. IG - one basilisk/griffon (indirect fire is great), a non-assault
HQ, a platoon with heavy
bolters, an armoured fist squad, an ogryn squad in a chimera
- use the armoured fist with a
meltagun and the ogryns together to charge their lines, use
smoke launchers to protect them in
the round they are in the open - 4 lascannon wielding sentinels
- to blow up their armour, a
Callidus assassin - her flamer thing can wipe out entire squads
with ease - a hellhound, two
standard leman Russ tanks, with heavy bolters, and a lascannon
anti-tank squad. - This
combo will do hectic damage to any guard army…
Vs. Blood Angels - same basic setup as above, forget the griffon
and go with a demolisher
instead of one of the standard Russes, kit the troops plasma
guns and replace the armoured
fist with more troops… drop the ogryn squad, tool up the HQ
to make it a counter-charge
unit, change the assassin to an Eversor, and layer the troops
close together in batches of two,
eg. One picket line, another line 2” behind it, and then third
line goes 4-6” behind the second,
fourth goes 2” behind third - this sets up kill zones… remember
that they HAVE TO sweep
when they win a combat… try very hard to hit the death company
with a strength 8 ordnance
shell - it will ignore both their armour and their - ‘stand
up again on 4+’ rule.
Vs. Orks - as IG above, shoot the open topped vehicles with
ordnance, you can annihilate
them on a 5+ with two tries: P a basilisk has about an 85%
chance of destroying a
battle-wagon: P keep your layers intact, have at least one
lascannon anti-tank team. - Stay
more than 24” from the zzap guns and the tankbusta boys (str9,
assault 1, 24” range weapons
are NOT nice) - stay well away from the HQ unit. Flamer’s
work wonders against orks…
hellhounds do even better J get single sentinels into standard
mobs of boys, they can’t be hurt
by normal orks - nobs can hurt the sentinel, but only on a
3+/6+/5+ roll.
Vs. Black Templars - A BT force will probably have at least
one Landraider Crusader
variant. It WILL have an Emperor’s Champion. And it will probably
have a squad of
neophytes and an assault squad. Black Templars are a relatively
cheesy HtH army. Their
vows give them a few nasty surprises to throw at you. The
one that gets used the most is
probably the “Hit your enemy on 3+”. They also have the nasty
little rule that they don’t
retreat when they fail a morale test, they Sweeping Advance!
This can be very nasty as, if
your front rank defenders do enough damage to cause a morale
check and the BT’s fail it…
they sweep into the second rank of defenders. In regards to
the Emperor’s Champion, just
ignore him if he’s on his own… otherwise blow his unit out
from under him.
Vs. Tyranids - No tyranids ever get an invulnerable Save… they
either get 2+ saves or 5+
saves… the 2+ saves are taken care of with a variety of plasma
and lascannons and the 5+
saves are taken care of with a lot of heavy bolters. The AP
3 of a battle cannon is put to little
use clearing up swarms of smaller tyranids. The use of a counter-charge
HQ isn’t all that
worthwhile either (the basic toughness of most of the bigger
tyranids is 5+) rather choosing a
morale boosting shooty HQ with a few plasma guns and a medic
is a better idea. A hellhound
is useful against them to keep the swarms of lighter troops
back and out of your hair while you
mop up with your longer-range fire-support teams. Do NOT let
the carnifex anywhere near
your tanks! - It has a basic strength of 10 and is a monstrous
creature… in other words; it
can crush your tanks as though they were tinfoil.
Vs. Chaos - No Chaos choices get an invulnerable save. The
only invulnerable saves in their
forces are those on chaos terminators and on all their daemons.
Watch out for various units
that are arrayed in the ‘holy number’ of their particular
chaos god as those groups count as
having an aspiring champion for summoning purposes.
Look out for their summoning trick. Chaos forces like to move
forward in their movement
phase and then summon a unit of daemons in their firing phase.
Those daemons may then
charge anywhere between 6” and 12” to engage forward units
in HtH. That’s a possible
assault danger range of - 12” movement in a rhino, 2” disembark
move, 5” size of summoning
template (+ a possible 6” deviation of the summoning template
towards the enemy), 12”
charge - for a total of 31” basic charge (and 37” on an outside
chance).
Tzeentch - holy number is groups of 9 Thousand-Sons. The Tzeentch
special ability is that
they get a ‘psychic lascannon’ on a lot of their characters.
Thousand-Sons marines each have
immunity to S4 and weaker weapons and 2 wounds. Shoot them
with Str8+ weapons -
battle-cannons work wonders for wiping out units of Thousand
Sons.
Nurgle - A chaos army of Nurgle has a few nasty surprises for
IG - namely the fact that
plague marines (Nurgle special troops) have a toughness of
5 (6+ to wound in HtH or with
lasguns). Expect Nurgle Infestations on the vehicles of Nurgle
armies… with this upgrade, a
tank can have all its AV’s improved by 1 point (to a maximum
of 14 - the highest possible
armour value), this makes it fully possible to have a Nurgle
commander with tanks the
equivalent of Leman Russ Conquerors, (14/12/11). And this
for a mere 35 extra points per
tank. The one major disadvantage of a Nurgle army is price…
they cost a lot of points and so,
will have few models in their entire force. Keep in mind that
all your heavy weapons will still
wound Nurgle marines just as easily as normal marines. So,
aim for the expensive units.
and more...
plxvandyk
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Target Priorities... . (0 Replies).
plxvandyk[]. 1/20/2002 8:48 (1/20/2002 8:48)
Target priorities - Transports (always fire ordnance at un-smoked
transport units - the chance
of an annihilate roll is worth it), HQ’s, assault units, Melta-weapons,
fast units, tanks, heavy
weapons units, standard units
and while I remember...
Wraithlords - Contrary to popular belief, Wraithlords are NOT
monstrous creatures…
hence; they do NOT add 2d6 to their AP when assaulting vehicles.
(Though the Strength of
10 generally results in nasty damage anyway).
everyone except eldar hates wraithlords...
plxvandyk
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Mission Specific... . (2 Replies).
plxvandyk[]. 1/20/2002 8:52 (1/25/2002 10:38)
Mission Specific -
Patrol - each player may start with a single troop choice on
the table… for IG, this is a
godsend… they have the single largest troop choices in the
game and can field 55 men, 1
chimera and up to 12 sentinels (which always start on the
table)… that’s a possible starting
force of 18 [!!] lascannons! - Combine this with a Callidus
assassin and her ability to move a
unit 6” at the start of the game and you can either disembark
a unit in a vehicle (and kill both)
or you can move a unit out of cover and into the open to be
toasted. Tanks really aren’t that
great in a Patrol mission, they can only come in on turn 2,
only fire on turn 3 and the game can
possibly finish on turn 4… probably not worth the points…
give one of the sentinels improved
comms so you can get reserve units in faster. Try to kill
the enemy units as they arrive on the
table and don’t let them dig-in… if you can prevent large
numbers being on the table, he will
have significantly less weaponry to fire at you and you can
consolidate all your fire into less
units and cause more damage in total. It’s a pure victory
points mission so you can go ape
with the unit killing and ignore all objectives.
Night-Fight - go barrage heavy, take 4 sentinels with lascannons
to light up enemy vehicles
with searchlights… use initial 6” move to get near enough
to light up enemy vehicles with
searchlights then fire on them from maximum distance with
tanks. Give every vehicle a
searchlight. Other than that - see cleanse mission details
for further relevant info.
Cleanse - Pay attention to the objectives and don’t get carried
away annihilating the enemy
forces, the ONLY thing that matters in the end is who has
the most table quarters! Plan ahead
so you have units on the border-lines of the quarters in turn
5… this way, when turn 6 comes
along, you can stand a good chance of moving units into sectors
and getting zones for yourself
or preventing your opponent from doing the same. You only
ever have to take units down to
half-strength; when they are below half strength they can
no longer claim quarters and are
therefore no longer a threat. Send an entire platoon of 35-45
men into a quarter and see your
enemy try and flush that out in 6 turns J Mobility is key
in this mission, if you are mobile you
can claim far quarters in the last turn and spend more time
standing still in a firing line prior to
that. Remember that, if you are not sure what units belonging
to your enemy are below half
strength - ASK… I’ve lost a game because there was a unit
of 2 scouts left next to my
basilisk and I presumed it was at less than half strength
so I fired the basilisk at his
commander! - The two scouts were actually 50% of the unit
and they cost me the game -
making it a draw instead of a win! - If I had fired the basilisk
heavy bolter at them I would
easily have killed one and won the game!
General-Use list for Random missions - Ok, this is the type
of force you’d have to field in a
tournament. One set army list for unknown opponents and unknown
missions. Ideally you
want a good mix of mobility (at least 2 Chimeras and 3 sentinels),
a solid block of infantry in a
single troop choice (PHQ and at least 4 squads - you may play
a mission where you only get
1 troop choice on the table), searchlights on all the sentinels
and the chimeras (you may get
night fight) and some good heavy-support (heavy support is
almost always useful to have,
even if it only shows up on turn 2+). Remember that sentinels
have the option of always
starting on the table, even if they’re meant to be in reserve…
This is a good way to bring up
some extra heavy weapons at the start of a Reserves Scenario.
too... much... information... head... going... to ... EXPLODE...
plxvandyk
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A few
additional points on cleanse missions . (0 Replies). ColChechnov[]. 1/21/2002
13:52
(1/21/2002 13:52)
Once again, great analysis.
I just want to throw in a comment on the "cleanse" mission.
This is one of the few missions
where you really don't need much mobility. Put a platoon on
the border of each of the
neighboring quarters and your armor, and possibly another
platoon, in your home quarter. On
turn 1, you can move each platoon 6" and you've claimed a
total of 3 quarters. Your
opponent must now destroy a minimum of 14 troopers in each
platoon to win back the
quarter. In addition, none of these units needs to move again
so they can spend their entire
time shooting plasma and lascannons at your hapless opponent.
If you get to place your units first, it is almost always worth
it to put a demolisher or regular
LR as close to the center of the board as you can. This will
force your opponent to deploy in
the far corner of his zone and force him to walk much farther
before he can get into HTH. Do
this even if it leaves your tank exposed and causes it to
be destroyed on turn 1. It is still worth
it.
Most Cleanse games I've played have boiled down to who has
enough valid units to claim
enough table quarters. If he's only got 2 units left, the
best he can do is claim or contest 2
quarters and you will almost always win (if you only contest
1 it is still 2 quarters yours, 1 his,
and 1 contested). My 1500 point army has 14 units in it that
can claim quarters, and a typical
SM or Eldar army usually has about half that. So if you kill
or damage 5 units enough to make
them invalid (like immobilized tanks), you've got it in the
bag.
If you can't damage 5 units in 6 turns, you really, really,
need to revise your IG army list.
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Cleanse
and Night Fight . (0 Replies). PuKtHeMaD[]. 1/25/2002 10:38 (1/25/2002
10:38)
This is where Hellhounds prove their worth.
Cleanse- boy o' boy do i love being able to chase those pesky
Blood Angels/Space
Wolves/World Eaters/etc. off a table quarter w/ one blast!
Or even pushing their upfront units
deeper into thier own quarter.muwahahaha!
NightFight- not only can i light up a pesky unit w/ my searchlight,
i get to torch another. What
a wonderful game!
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What to shoot... . (0 Replies).
plxvandyk[]. 1/20/2002 8:53 (1/20/2002 8:53)
The Bigger the gun, the bigger the Bang… (Or, What to shoot…)
As an Imperial Guard commander you are truly spoilt as to how
many heavy weapons you
can choose form and what you can use those to accomplish.
You get a staggering 1x strength
10, 2x strength 9, 5x strength 8, 4x strength 7, 3x strength
6 and 2x strength 5 weapons at
your disposal. You also have enough squads and vehicles to
field all of them J. All right then,
by far the most dangerous army to go against an IG force is
a mobile assault-based force…
unfortunately; these are the majority of the armies out there…
A mobile assault force will,
invariably, have most of its troops in light transport vehicles
(Rhino’s, Trukk’s etc.). What
you, as the IG commander, have to do is shoot these cans of
nasty HtH action off of the
table… preferably before they get to you… Good advice in how
to do this is to start with
your low-strength heavy weapons and work your way up the strength
list. Start with the
weakest weapon you own that is capable of stopping a particular
vehicle… in the case of a
Rhino, this would be a heavy bolter. Fire on this vehicle
until it is stopped; slowly working
your way up through the ranks of your heavy weapons until
your first target is neutralised
(stunned, immobilised or, ideally, destroyed). Then move your
firebase onto the next priority
vehicle, using the same method of elimination until it, too,
is neutralised. Use this tactic and
work your way through all of the targets available to you,
in order of importance. By flowing
up the strength order of your weapons, you ensure that the
minimum of stopping power is
employed to stop each vehicle in turn. Doing this, at best
you should still have your ordnance
and a few of your heavy weapons available to you for firing
while all the enemy transports
have been stopped. Proceed to drop those 5” templates on anything
that’s just crawled out of
its wrecked transport.
***POP*** (sound of head exploding)
plxvandyk
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Timing... . (0 Replies). plxvandyk[].
1/20/2002 8:54 (1/20/2002 8:54)
Timing is everything… (Or, When to shoot it…)
That covers what to shoot. Now we get to ask when to shoot
it…
Following these simple guidelines you should do fine and make
good use of all that heavy
weapon goodness you have amassed in your force.
1) Indirect Fire - a) Enemy Indirect Fire Units - Whirlwinds,
Griffons, and especially Basilisks
b) Full Enemy Transports that are not smoked c) Enemy Assault
Units d) Clumps of enemy
and high AV vehicles.
2) Medium Strength Heavy Weapons - a) Work your way up from
the lowest strength to the
highest b) Don’t stop shooting until every single transport
has stopped moving.
3) High Strength Heavy Weapons - a) Finish off the enemy transports
before moving on to
other targets b) Target Anti-Tank Vehicles second, leave the
squads for…
4) Direct Fire Big Guns - a) Check for any transport threats
still in existence b) Target
consolidated packets of assault troops c) Enemy Anti-Tank
units.
**scrape**SPLAT**scrape**SPLAT** (sound of head being put back
together)
plxvandyk
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Tactics... (yes, tactics, not
strategies) . (0 Replies). plxvandyk[]. 1/20/2002 8:55 (1/20/2002 8:55)
General Tactics
NEVER attack on more than one front!
NEVER defend on more than two fronts!
NEVER mix weapons within a unit!
NEVER rely on a single squad to hold any objective! Where you
need one to hold something
- send three to ensure it!
NEVER forget the objectives! Annihilating all but two enemy
units in a cleanse mission can still
lose you the game if you play irresponsibly.
ALWAYS pay attention to CURRENT threats before future threats…
that 30 strong unit 2
turns away is less of a threat than the 3 strong unit inside
assault distance… if you get
assaulted, you WILL lose entire units very easily.
ALWAYS pay attention to what your opponent has fielded; ignoring
those little strategy hints
can cost you the game… eg. NOT attacking the rhino with his
HQ in it and having it drive in
close enough to start HtH.
ALWAYS ask if you are in doubt about something.
ALWAYS go over all the terrain and army units with your opponent
before the game starts,
this way you can have a smooth game with few questions and
fewer “HEY - since when does
that guy have that weapon”
ALWAYS keep your independent characters within 6” of another
viable target or the will be
targeted and destroyed by any fire. Also try to keep your
characters behind at least one
member of the rest of the squad they are travelling with,
this way the ‘Shoot at a character
who is the closest model in short range’ doesn’t apply to
your characters and you can avoid
losing your characters.
REMEMBER a unit does NOT get a consolidate/sweeping advance
move after it destroys a
vehicle in HtH combat, as this combat is not strictly a true
combat (with both units involved
having a WS).
SHOOT the assault troops.
ASSAULT the shooty troops.
SEGMENT his lines. (See description later on)
faster... faster... more... more...
plxvandyk
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Army Themes... . (0 Replies).
plxvandyk[]. 1/20/2002 8:57 (1/20/2002 8:57)
Specific Army themes
The ”pinning” army - This army specialises in stopping the
advance of an enemy - heavy
weapons in back layer squads are mortars, hardened veterans
with sniper rifles and a mortar,
Ratling sniper squad, veteran sniper squad, basilisks and
griffons as heavy support, Vindicare
assassin, mortar squads attached to the HQ. This army should
be able to make an enemy
army take 16 [!!] pinning tests on various units if every
unit wounds.
The “Pure infantry” army - Imperial guard can field overwhelming
numbers of troops… even
more so than orks! The standard rifle squad makes a good basic
unit for a pure infantry army.
68 points for 9 guys with lasguns and 1 assault weapon - That’s
an army with about 150 men
in it at the end of the day. Most enemy armies are just plain
incapable of removing that many
models in a 6 turn game! The basic premise behind this army
is - shoot enough S3 AP-
weapons at enemy infantry and they WILL start to fail their
saves! The assault weapons are
there to deal with things like wraithlords. The pure infantry
army excels at two things…
shooting up infantry and dieing. Try to avoid the latter.
Since the release of the IG codex the
price of a basic trooper has increased to avoid the fact that
this army type was almost
unbeatable.
The “Sentinels are cool” army - Lots of sentinels… a standard
army can put down 12
sentinels in a battle… these guys ALWAYS start on the table,
get a free 6” move before the
game and get some nasty heavy weapons. Depending on your opponent
you can field 9
lascannon sentinels and a squad of Power-lifter sentinels.
A lot of the armies out there can’t
deal with a sentinel in HtH - they need something with strength
of 4 just to glance the thing -
so try to avoid doing this theme against marines. Sentinels
with heavy flamers work wonders
against orks. A single sentinel is untouchable in HtH by a
normal ork. Power-lifter sentinels
work well when accompanying your main HQ to give them some
extra S5 power-weapon
attacks.
The “Tread-Head” army - Tread-Head is a phrase used to describe
any commander who’s
overly keen on tanks and vehicles in his army. The Mechanised
Infantry list from Codex:
Armageddon is a great thing in any Tread-Head’s eyes. This
type of army will almost
invariably contain all 3 Heavy Support units, 3-4 Chimeras,
a pair of hellhounds and some
sentinels. As it is, the ubiquitous Chimera of the Imperial
Guard has a good array of
anti-infantry firepower that, ideally, can all be brought
to bear on an unsuspecting target. The
only downside of this style of army is the relative cost of
all those vehicles. A mechanised
infantry force can relatively easily overwhelm small units
of enemy infantry and light enemy
vehicles using only a relatively small amount of its own resources.
This army type is especially
effective against orks. At the best of times, orks have trouble
killing tanks with an AV higher
than 11… The Chimera’s front AV is 12 - impenetrable to almost
all ork weapons… When
standing still, a Chimera and its crew can spew forth am astounding
6 Str5 AP4 shots, 3 Str6
AP6 shots, 2 Str4 AP5 shots, 3 Str3 AP- shots and 1 Str8 AP3
shot. (Hull heavy bolter,
crew heavy bolter, turret multilaser, storm-bolter, hull mounted
lasguns, hunter killer missile)…
that’s 15 shots at 24” range and that’s just a SINGLE unit!
And all the while the unit within
the Chimera is immune to all shots that are Str5 and less.
The crew in the back of the Chimera
can also be equipped with extra heavy weaponry, eg. Try a
lascannon or an autocannon. To
provide the unit some extra sting at range.
The “Ogryns Rule” army - An army that uses a large number of
ogryns to pound the enemy
into the ground. Selection includes one unit of Krourk Ogryns
- 10 strong; 2 units of standard
ogryns in chimeras - 2x 5 strong. The Chimera Ogryns charge
up the line under smoke and
assault close enemies. Ten ogryns assaulting just about anything
can utterly destroy it… that’s
40 strength 6 attacks on a charge… 20 of them hit and 17 of
those wound… if anything
survives they are destroyed by the secondary charging unit
of Krourk ogryns on foot -
another 40 strength 6 attacks. This army would work especially
well against armies made up
of toughness 3 creatures (Eldar, dark Eldar and other IG,
who they are able to instant-kill with
a single wound). Expensive in terms of both cash and points
for the models (400 points for the
Krourk ogryns, 150 points for each unit of standard ogryns
and then 93 points each for the 2
chimeras. 900 points for your elites section… As for cash…
each one of those 20 ogryns
would set you back $10 or R100). But it is one of the few
ways of making a strictly HtH IG
army… throw in a few units of roughriders and preachers with
Power-Fists and you have an
ideal shock-force.
sigh - aren't you finished yet?
plxvandyk
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Beardy or Brilliant? . (0 Replies).
plxvandyk[]. 1/20/2002 9:01 (1/20/2002 9:01)
Beardy or Strategy?
This section deals with a few of the slightly more beardy
aspects of play such as how to use
some of the rules to your advantage and how to use the same
rules against your opponent.
1) Set up your infantry a tiny way into difficult terrain,
just enough so that bikes and
jump-packs assaulting you will need to take a difficult terrain
test to get to you… it’s simply a
fact of life that bikes tend to crash and burn one time out
of six and that jump-packers break
both their legs one time out of 6 as well. Besides, as IG
you need as few enemies making it
into close combat as possible. Setting up 4-5” into difficult
terrain is optimal, you can see out
but any enemies trying to charge in must roll a 5+ on a difficult
terrain test to get at you. That
extra turn of shooting might just set the battle in your favour.
2) If you want to fail a leadership test in your opponents
assault phase, it is an option NOT to
use the leadership of the nearby officers and NOT to use your
trademark items and standard
to allow re-rolls. By electing to use the leadership of a
standard guardsman in an assault, you
generally end up needing to roll a 5 or less on 2d6 to make
your leadership. - Codex:
Imperial Guard.
3) Elect to remove tanks (or not) when they are destroyed.
The only official roll that actually
removes destroyed vehicles from the field of battle is an
ordnance penetrating 6, in all other
cases, the removal of the vehicle is optional… if your opponent
has a squad of angry termies
on one side of the tank and you have a few plasma guns on
the other, by all means, remove
the tank (unless he objects you have every right to do so).
This also works for placing useful
areas of cover onto the board; when a tank dies in the middle
of an enemy fire-lane, leave it
there, instant cover for approaching units. - Vehicle penetration
tables - main rulebook.
4) Watch those moves… when your opponent moves his assault
units up the board, note
where they came from, it’s all too common an occurrence to
have a unit of jump-packs that is
19” away getting into assault in one turn. That extra 1” just
cost you a squad and a turn of
shooting and gained your opponent a 3d6” sweeping advance
up your line.
5) In assaults, make sure the closest model assaults the closest
unengaged enemy model. Set
up your movement before the assault to protect your valuable
weaponry from dangerous
enemy models… eg. Move your power-fist laden HQ to be 5” away
from his terminators so
that you only end up with one of his models in contact with
all of your high-efficiency models,
this also allows you to set your assaults so that none of
your low Initiative models contact his
high initiative models that are dangerous in HtH… (Termies
with lightning claws)… that way
the only attacks he can legitimately make are his ‘go last’
attacks and throwing stones (also
last). This way you have a significantly improved chance of
killing his entire unit with your
power-fists. This works well when combined with 10) below.
- Chapter Approved and
weapon speeds.
6) Fire ordnance at units that stand near vehicles… this way
you can hit a unit of troops and
still overlap the explosion onto the nearby vehicle, hopefully
killing both. - Main rule book
7) Placing a heavily armoured vehicle (like a Demolisher) in
the very front corner of your
deployment zone so as to force all opposition forces to set
up further back and increase the
number of rounds of shooting you have. This is even more easily
accomplished by the use of a
platoon of cheap, expendable infantry which can be placed
along the entire periphery of your
deployment zone, however, in this case, you would not be able
to field any heavy support
units as the main advantage of the infantry perimeter is lost
when you do not place your
infantry block first. As most missions require heavy support
to be placed first, they tend to
hamper this particular strategy. - Depends on the minimum
distance between sides in a
mission.
8) Shoot at any character that is not within 6” of a supporting
unit (viable target) or is the
closest model in short range (12”), if your opponent isn’t
aware of this particular ruling - it’s in
the ‘shooting at characters’ page of the big rulebook.
9) A failed charge does nothing, if your opponent announces
a charge then measures the range
and comes up short, the unit simply stands out in the open,
at which stage you may shoot them
to shreds.
10) Wounds do NOT carry through to characters in HtH assaults.
Characters are probably easiest to describe as 'any model
that can take equipment from the
wargear section of their army list'
Eg. A unit of berserkers can assault a unit of guardsmen and
cause 20 wounds, of which 2 are
saved. As long as the berserker player was not aiming at a
specific model, only the standard
members of the unit die, while the characters emerge unscathed.
- In this case, 9 guardsmen
would die and the veteran sergeant and the preacher (if there
was one) would remain alive -
Chapter Approved.
11) Park a unit within 1” of all access points to a vehicle
and then destroy it. If the troops
within have no way to disembark from their wrecked vehicle
AND stay more than 1” away
from all of your models, then they die. This works extremely
well against other guard units
(Chimeras only have ONE valid access point) and Eldar (Falcons
and Wave Serpents only
have ONE valid access point). Especially useful against nasty
units in light vehicles
(banshees/scorpions in wave-serpents; IG counter-charge HQ’s)
[Also useful to remember
when taking out Land-Raiders filled with expensive Termies,
harder to accomplish though
because rhinos, razorbacks and land-raiders have 3 access-points
each] - Chapter approved.
12) 29 Powerfist attacks and 17 standard attacks from a charging
Command HQ.
Colonel-PF, DWV, LP, TI, Bi, RF; Commissar- PF, DWV, LP, Bi,
RF, H.Relic on Colonel;
Veteran Sergeant-LP, CC, Bi; Commissar- PF, DWV, LP, Bi, RF
on Veteran Sergeant;
Preacher-PF, LP, R; 1 standard bearer-Reg.Stan., CC,LP; 3
guardsmen-CC, LP;
Inquisitor-PF, BP, R. The total value is 444 points.
good luck deciphering no. 12 :P
plxvandyk
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Interesting ideas... . (4 Replies).
plxvandyk[]. 1/20/2002 9:04 (1/27/2002 6:05)
Interesting Ideas.
1) If you want extra heavy bolter fire-support squads, take
any unit that can take a chimera
and give it a heavy bolter. The chimera should be equipped
with two heavy bolters too. If it
stands still, this unit can open it’s top hatch and fire three
heavy bolters (one of which can be
fired at a separate target to the others). And there you have
it, a suitable replacement for a
fire-support team. The best units to do this with are units
that you would give a chimera to
anyway. Eg. A command HQ or an armoured fist unit work well.
2) Steel legion rock in Patrol…. You can place a single troop
choice on the table to start…
that’s 6 chimeras, 5 squads, 1 platoon HQ, and up to 12 sentinels…
all you need in reserve is
a chimera with your main HQ and a chimera with an armoured
fist as your second troops
choice… you basically instantly outgun anything else in the
game… probably even an
armoured company which can only take three Leman Russ tanks…
you can start with a
theoretical limit of 18 lascannons… that can toast three tanks
in 1 turn without a doubt…
3) A Commissar with a holy relic… give all guardsmen within
2d6” +1 attack 1x per battle…
especially useful in Cityfight where everyone in 6” of the
combat gets their attacks… instant
assault troops.
4) A Vanquisher tanks main gun counts as ordnance - no matter
what!! This means that, even
if you fire an anti-tank round, it still follows the ordnance
penetration rules… eg. If you fire an
anti-tank round at a land-raider, if you pass your BS roll,
you get TWO attempts to penetrate
it with strength 8 + 2d6, picking the highest total - eg.
Roll a 6+ on two dice with two tries!
AND your shot retains the ability to annihilate an enemy tank
on a penetrating hit of 6+,
making the vanquisher one of only three weapons in the game
that can annihilate a
land-raider… it is also significantly better at what it does
than a demolisher cannon or an
earthshaker cannon.
5) The highest possible AV of a vehicle is 14. Yes, this means
Nurgle-infested chaos
land-raiders too.
6) Minimum size unit of Catachan Devils with a preacher attached,
give the preacher and the
veteran sergeant storm bolters (S4 AP5 Assault2 24”) and give
three grenade launchers to the
standard infantry (S6 AP4 Assault1 24”). This gives you a
unit that can move its full distance
and still fire 3 Str6 AP4 rounds and 4 Str4 AP5 rounds at
a range of 24”. At 100 points it is
also relatively cheap for its ranged fire ability.
almost done now :)
plxvandyk
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vanquisher
cannon . (3 Replies). arerix[]. 1/23/2002 4:55 (1/27/2002 6:05)
>> 4) A Vanquisher tanks main gun counts as ordnance - no matter
>> what!! This means that, even if you fire an anti-tank round,
>> it still follows the ordnance penetration rules… eg. If
you
>> fire an anti-tank round at a land-raider, if you pass your
BS
>> roll, you get TWO attempts to penetrate it with strength
8 +
>> 2d6, picking the highest total - eg. Roll a 6+ on two dice
>> with two tries! AND your shot retains the ability to
>> annihilate an enemy tank on a penetrating hit of 6+, making
>> the vanquisher one of only three weapons in the game that
can
>> annihilate a land-raider… it is also significantly better
at
>> what it does than a demolisher cannon or an earthshaker
>> cannon.
Not true. If you read the entry for the Vanquisher you will
see that it gets ONE chance of
penetrating the opposing armour adding two dice instead of
using the best die out of two (as
other ordinance do).
So: When firing AP it only gets one chance to penetrate, it
does only one hit on opentopped
vehicles, but it still roll on ordinance penetrating hits
when it gets a penetrating hit. It kills a
Land Raider 15.7% of the times it fires at it, immobilizing
it 6% of the time, not enough to be
certain of stopping it. But your opponent is usually scared
shitless of it and this may immobilize
his beloved Land Raider behind intervening terrain.
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okay - will ammend the tactica :) . (0 Replies). plxvandyk[]. 1/23/2002
5:01 (1/23/2002 5:01)
cheers
plxvandyk
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RE: vanquisher cannon . (1 Replies). SlightlyargumentativeUrukhai[]. 1/27/2002
1:41
(1/27/2002 6:05)
Where'd you get your percentages from??? I thought the Vnaquisher
cannon was a str 8
weapon, 2 dice vs tanks... so that means it'd penetrating
hit a landraider about 50% of the
time, and then glancing hit it another small percentage...
>>
>> >> 4) A Vanquisher tanks main gun counts as ordnance -
no matter
>> >> what!! This means that, even if you fire an anti-tank
round,
>> >> it still follows the ordnance penetration rules… eg.
If you
>> >> fire an anti-tank round at a land-raider, if you pass
your BS
>> >> roll, you get TWO attempts to penetrate it with strength
8 +
>> >> 2d6, picking the highest total - eg. Roll a 6+ on two
dice
>> >> with two tries! AND your shot retains the ability to
>> >> annihilate an enemy tank on a penetrating hit of 6+,
making
>> >> the vanquisher one of only three weapons in the game
that can
>> >> annihilate a land-raider… it is also significantly better
at
>> >> what it does than a demolisher cannon or an earthshaker
>> >> cannon.
>>
>> Not true. If you read the entry for the Vanquisher you
will see that it gets ONE chance of
penetrating the opposing armour adding two dice instead of
using the best die out of two (as
other ordinance do).
>>
>> So: When firing AP it only gets one chance to penetrate,
it does only one hit on
opentopped vehicles, but it still roll on ordinance penetrating
hits when it gets a penetrating hit.
It kills a Land Raider 15.7% of the times it fires at it,
immobilizing it 6% of the time, not
enough to be certain of stopping it. But your opponent is
usually scared shitless of it and this
may immobilize his beloved Land Raider behind intervening
terrain.
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a vanquisher has to roll to hit... . (0 Replies). plxvandyk[]. 1/27/2002
6:05 (1/27/2002 6:05)
that's an INSTANT minus 50% to any results because of the
BS 3 of the crew
cheers
plxvandyk
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Simple yet useful... . (0 Replies).
plxvandyk[]. 1/20/2002 9:07 (1/20/2002 9:07)
Basic General Tactics.
1) Formulate a plan - make an open plan that covers a few of
the general tactics the enemy
you are facing is more likely to use - eg. Layered defence,
heavy support at the back
2) Direction of force - contemplate your enemy’s deployment
and deploy accordingly, also,
don’t do things in half-measures, if you want something done
right, do use 3 times the troops
you think you’ll need.
3) Economy of Effort - eg. Good firing positions that support
one another
4) Security - be able to respond to a direct assault on any
position in your lines with the
maximum amount of your own power.
5) Target priorities - see the above section labelled target
priorities.
6) Segmenting enemy defences - by segmenting an enemies lines
you gain the ability to
destroy him piecemeal and this tactic allows you to bring
large numbers of your own units to
bear against significantly smaller units of his units. IG
isn’t as good at this tactic as marines but
it still works for them. The idea is to move up a large number
of fast-moving vehicles and drive
them up to and through his defensive lines, keep the vehicles
in a solid line and use them as a
terrain feature that separates his force into 2 disjointed
sides. Disembark on one side of the
phalanx and assault that one side. The best that can happen
is you tank shock a unit or two
and they fall back, pushing his entire force back and further
onto the defensive, you segment
some of his units and disrupt them enough to prevent them
firing in the next round. Your
assault should be able to deal with one side of his force
while he re-orders his defence and
then you’ll outnumber him 3 to 2 and will be able to use the
numbers to your advantage. Be
careful with your tank-shocking moves because they allows
for death-or-glory attacks. DO
NOT attempt this tactic if there is a strong flank that your
enemy can bring to bear on your
assault troops. Destroy all heavy weapons on the side of your
assault BEFORE you assault.
7) Use vehicles as terrain features. If you need to move units
up in cover and you have none
available to you, use your tanks… with AV 14 on the front
facing they make excellent
blockers against enemy fire. Even when they are destroyed
you get the choice of whether to
leave the wreck on the field. Use a tank or two as forward
units and move any infantry or light
vehicles up behind them. The big guys take the brunt of the
punishment while the little guys
invariably make it to where they’re going. DO NOT use this
tactic too near the enemy lines as
melta-weapons make short work of your front vehicles if they
get into short range.
only ONE more!!!
plxvandyk
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AND MOST IMPORTANTLY!!! . (1
Replies). plxvandyk[]. 1/20/2002 9:06 (1/22/2002 8:10)
Have Fun... and learn from your mistakes...
cheers
plxvandyk
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RE:
AND MOST IMPORTANTLY!!! . (0 Replies). SwordOfJustice[]. 1/22/2002 8:10
(1/22/2002 8:10)
>> Have Fun... and learn from your mistakes...
>>
>> cheers
>> plxvandyk
What awesome posts. You and Col. Chechnov are truely legendary
heores of the Imperial
Guard. :)
Love it, have even learned some things I'll try out for my
Marines.
- Sword of Justice
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shameless bump (NT) . (3 Replies).
plxvandyk[]. 1/21/2002 2:15 (1/31/2002 7:53)
No Text
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Page
10 Bump (NT) . (2 Replies). plxvandyk[]. 1/24/2002 2:20 (1/31/2002 7:53)
No Text
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RE: Page 10 Bump mk2 (NT) (NT) . (1 Replies). plxvandyk[]. 1/25/2002 1:49
(1/31/2002 7:53)
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yet another serious bump... . (0 Replies). plxvandyk[]. 1/31/2002 7:53
(1/31/2002 7:53)
>> No Text
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RE: Tactica Guard . (4 Replies).
ethere[]. 1/21/2002 15:01 (1/25/2002 10:59)
>> To my mind, there is only one tactic for the guard.
You take as many tactical squads as possible plus two or three
tanks.
You place the guards in two lines, with the HQ and command
squads to help.
You shoot until you opponent is dead.
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RE:
RE: Tactica Guard . (0 Replies). plxvandyk[]. 1/21/2002 15:23 (1/21/2002
15:23)
and if you face an army whose commander is even semi-competent
you get your butt handed
to you when he drives a mobile element through your front
lines, and assaults your back
lines... destroys or imobilises your supporting elements like
your HQ with heavy firepower,
and then drives a flying wedge, armed with meltaweapons, into
one of your relatively
undefended flanks to destroy the rest of your heavy artillery...
the last bit isn't even neccessary... he can just wait out
the rest of the game behind cover and
claim a moral victory on victory points...
cheers
plxvandyk
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thats
rubbish mate!, if u actually play gaurd like that your in for a longlasting
run of losses .
(0 Replies). nation[]. 1/21/2002 15:31 (1/21/2002 15:31)
>> >> To my mind, there is only one tactic for the guard.
>> You take as many tactical squads as possible plus two or
three tanks.
>> You place the guards in two lines, with the HQ and command
squads to help.
>> You shoot until you opponent is dead.
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RE:
RE: Tactica Guard . (0 Replies). archangel[]. 1/21/2002 19:35 (1/21/2002
19:35)
>> >> To my mind, there is only one tactic for the guard.
>> You take as many tactical squads as possible plus two or
three tanks.
>> You place the guards in two lines, with the HQ and command
squads to help.
>> You shoot until you opponent is dead.
Wait wait wait, instead of being all negative . . . I tend
to hear this from a lot of Guard players
so they must manage to do something right or they'd learn
just how wrong I think they are.
So seriously, what do you mean by two lines? You just line
them across the board like so
many bowling pins and hope you outshoot the enemy? Do you
tool up your command squads
to be countercharge in the process, or are they shooty too?
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RE:
RE: Tactica Guard . (0 Replies). PuKtHeMaD[]. 1/25/2002 10:59 (1/25/2002
10:59)
Works very well against unexpeirienced opponents.
Those with skill and cunning will munch up your flanks or
hit you with a brutal spearhead!
>> >> To my mind, there is only one tactic for the guard.
>> You take as many tactical squads as possible plus two or
three tanks.
>> You place the guards in two lines, with the HQ and command
squads to help.
>> You shoot until you opponent is dead.
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my lil trick (only really 4
2k points and more) . (0 Replies). nation[]. 1/21/2002 16:38 (1/21/2002
16:38)
ok, basically I plays orks a lot (just common where i play)
and i came up with a way of
ripping the heart from an ork army in one turn.
I have the following 2 units and 2 hellhounds
Command Squad
Captain (master-crafted power sword, plasma pistol and carapace
armour), Commissar
(powerfist and storm bolter), medic (meltagun), plasma gun,
2 flamers, preacher (power
sword and laspistol), chimera (twin linked heavy bolter turret
and hull heavy bolter)
Hardened Veterans
Veteran sergeant (plasma pistol, targeter and close combat
weapon), veteran officer
(powerfist and close combat weapon), preacher (power weapon
and laspistol), flamer, 2
meltaguns, 3 shotguns, chimera (twin linked heavy bolter turret
and hull heavy bolter)
i`ll fire into his horde and wait til he approaches (he hides
his trukks behind a screen of orks
and then charges out when within range) When the moment is
right (and u have to be the
judge of that), move out the 2 hellhounds and chimeras, i
then jump put and have 2 inferno
cannons, 3 flamers, 3 meltaguns, plasmgun, plasmapistol, stormbolter
and 3 shotguns! usually
i`ll inferno cannon his ork warboss + retinue kill the mek
and they`ll fall back into one of the
chimeras, then i`ll pour the rest into the large mobs and
finally charge. What usually happens is
i`ll kill a fair few orks he`ll kill sum grunts and maybe
my veteran sergeant and then he has 2
concentrate on getting rid of these annoying guard squads
which are currently eating up vast
points worth of orks, this strategy is so effective against
orks its not even funny!
BE WARNED: This doesn`t always work, if u get ur timing wrong
its a lot of points gone to
waste as well as 4 vehicles! its also a bad idea to try this
against killa kans and orky dreads as
they tend 2 rip through your few models.Aim 4 the warboss
with the hellhounds and the mobs
with HQ and veterans. try it, hope it works 4 u!
nation
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RE: Sentinels . (4 Replies).
cadan[]. 1/21/2002 22:59 (1/27/2002 8:22)
Sentinels are often over looked by most Guard players. Ok
so they cost 35 - 45 points each
depending what they have but as a quick mobile platform with
decent firepower against troops
they do the damage. I always take as many as I can realistically
afford, usually 5 minimum.
Which your opponants face after you have deployed your tanks
when 5 of these turn up as
well as all your troops. Given the choice though I would fill
all 3 Fast Attck options with them
and maybe 1 or 2 in the HQ choice.
My other tip is to have them stick fairly close to your troops
for cover fire but have them
attack in a group. Against troop dependant armies they are
devestating as I've both used them
in my guard army and played against them with my orks.
Cadan
>> Here it starts, I will post more later
>>
>> Command platoon
>> The guard army must take a Command platoon, it must contain
a command squad and
may contain heavy weapon squads ( 0-2 AT squads, 0-2 fire
support squads and 0-2 mortar
squads up to a total of 5 squads ) and a sentinel s |