Ex Libris Mortis'
Blood Angel 
Tactical Library

 
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). 
 Reply 
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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 
 Reply 
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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 
 Reply   
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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 
 Reply 
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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 
 Reply 
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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 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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           RE: RE: Sentinels . (3 Replies). SlightlyargumentativeUrukhai[]. 1/22/2002 10:47 (1/27/2002 8:22) 
 And they can be armed with HK missles!!! This generally gives you some chance of knocking
 out enemy tanks within the first turn! (Or providing distracting targets) :-)
 

 >> 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. 
 Reply 
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               RE: RE: RE: Sentinels . (2 Replies). plxvandyk[]. 1/22/2002 12:36 (1/27/2002 8:22) 
 use lascannon-armed sentinels equipped with hunter-killer missiles in conjunction with a
 callidus assassin and her 'word in your ear' move and you can stand a good chance of
 popping any single target in the enemy army on turn 1... works even better if you can take
 solar macharius too... guaranteed first turn means you can set up to use the angles for your
 attack...

 sentinels can be devastating in HtH... try 4 squads of deathworld sentinels... that's 12
 mini-dreads running around assaulting the enemy with 3 str 5 hits, each sentinel, every turn...

 3+ sentinels charging a squad of almost anything can effectively take them out of the game...
 (not so good vs. necrons though) :P

 cheers
 plxvandyk 
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                   RE: RE: RE: RE: Sentinels . (1 Replies). nation[]. 1/27/2002 6:50 (1/27/2002 8:22) 
 >> use lascannon-armed sentinels equipped with hunter-killer missiles in conjunction with a
 callidus assassin and her 'word in your ear' move and you can stand a good chance of
 popping any single target in the enemy army on turn 1... works even better if you can take
 solar macharius too... guaranteed first turn means you can set up to use the angles for your
 attack...
 >> 
 >> sentinels can be devastating in HtH... try 4 squads of deathworld sentinels... that's 12
 mini-dreads running around assaulting the enemy with 3 str 5 hits, each sentinel, every turn...
 >> 
 >> 3+ sentinels charging a squad of almost anything can effectively take them out of the
 game...
 >> (not so good vs. necrons though) :P
 >> 
 >> cheers
 >> plxvandyk

 although the callidus and sentinel idea is kewl i`d never use it as i promised myself i`d NEVER
 have anything 2ut of the ordinary or exotic in my army so assassins are a no no. I used
 sentinels twice with my army and i got the general impression that they`re pants. All 3 of `em
 got blown up by a chaos predator as soon as they left cover and in the 2nd game flippin
 starcannons whipped thru the armour like it was paper (well A:10, does that count as
 cardboard or polystyrene?). basically what i`m tryin to say is in an army not tailored to a
 particular opponent sentinels are a waste of points as for the same kind of points u can be
 buying FS teams and basilisks which are much more multi purpose in the kind of damage they
 can inflict on different races. 

 chars
 Nation

 "Ordnance knows best" 
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                       AT & FS squads vs. sentinels... . (0 Replies). plxvandyk[]. 1/27/2002 8:22 (1/27/2002 8:22) 
 okay, as i see it, you have two options to maximise the heavy weapon firepower in your
 non-infantry units...

 1) put anti-tank and/or fire-support units out there...

 2) put the weapons on sentinels...

 the advantages of the two are - 

 anti-tank squads and fire-support squads are infantry units... they can be hidden behind other
 infantry units and used to throw fire at an enemy unit...
 unfortunately, AT & FS squads are still just infantry with heavy wepaons... which means it's
 move or shoot for them...
 these squads also only come with 6 models... they, pretty basically, disolve under even the
 slightest attention from the enemy...
 how keen are you on losing 125 points worth of lascannon teams to a single round of rapid
 fire from a hurricane bolter array?
 lose 2 models and you're taking a test to keep them on the table... not exactly conducive to
 long life... and they suck beyond belief in HtH... a unit of 6 ork slugga boys can kill them all in
 1 turn of hth... (that's 54 points worth...)

 option 2 was to place the weapons on sentinels... i personally much prefer this option as
 sentinels have an armour value, can move and still fire their weapons and are fearless in HtH.
 they're relatively cheap, (for the price of a anti-tank unit of 3 lascannons you can field 2
 sentinels with lascannon, for the price of 3 heavy bolters in a fire-support unit you can field 2
 multi-laser armed sentinels...) but these sentinels can't be harmed by the majority of troops in
 HtH and the rest of them have real problems doing anything to them...

 you have 4 slots to put your sentinels into in a standard army, and that means that you can
 afford to place them in 1-sentinel squadrons... meaning that hits don't overflow through an
 entire unit, the enemy has to target each sentinel with a squad of his own... if they're shooting
 at your sentinels... they're not shooting at your tanks... good news. With each sentinel in its
 own unit, they can move seperately from one another and fire at seperate targets.

 on top of all that they always start on the table, so, in a few of the scenarios in which you are
 limited to a single troop choice on the table, your AT & FS units are useless until turn 3
 (providing they come in on turn 2) - not so with the sentinels... they come in at the start and
 you have that many more move and shoot heavy weapons to employ against your opponent...

 so, it comes down to... would you like one less weapon of that type, but with the ability to
 move and fire seperately and live a long time in HtH, or would you like an extra weapon and
 increased vulnerability to small-arms fire and assaults with limits on the number of targets you
 can take on...

 IMHO the sentinels come out on top by a significant margin mainly because of their ability to
 slow enemy units down significantly in HtH...

 cheers
 plxvandyk 
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       Sponson Question . (3 Replies). DaxKobra[]. 1/22/2002 19:55 (1/27/2002 0:30) 
 I have a question about sponsons. Are they worth the extra points to put on a basic leman
 russ? And is the exterminator a good tank to get or should I go with one of the other variants?
 

 My death will serve the Emperor. 
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           RE: Sponson Answer . (2 Replies). legonovsky[]. 1/22/2002 23:12 (1/27/2002 0:30) 
 A lot of people will swear against putting sponsons on a basic Leman Russ, as the whole point
 of the tank is to be an immobile firebase for ap3 and less weapons. Adding on heavy flamers
 or heavy bolters is not technically sound for the role that the tanks is supposed to play.
 However, I have sponsons on my tanks and have found them quite good at getting rid of Orks
 who try to assault my tanks, so personally I'd use them. But, as I said, there are all too many
 on this board who would disagree with me.

 As for the exterminator, that tank is a must if facing anybody other than Marines or Chaos.
 Every weapon on the tank is ap4 except for the storm bolter, which is ap5, which means that
 it's a fantastic infantry-killing tanks, especially against Orks and 'Nids. Eldar are also
 vulnerable to it, and the Exterminator is quite good at thinning out the screen of Guardians that
 hide the Dark Reapers so you can kill them. Just don't take one versus Marines- anything with
 a 3+ save or better is just not worth shooting at with an ap4 tank.

 Sponsons on a Demolisher are a must, though. The range of the orndnance cannon is only
 24", so putting on plasma cannon sponsons gives you a 36" range with s7, ap2 weapons and
 the lascannon gives you some final long-distance punch with 48".

 hope this helps.

 Legonovsky 
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               a couple of points... (mainly about exterminator choice) . (0 Replies). plxvandyk[]. 1/23/2002
 1:56 (1/23/2002 1:56) 
 hmmm... with BS 3 guard aren't exactly the best shots in the game... this limits an exterminator
 to 9 heavy bolter shots and 2 autocannon shots... on average he will hit 5 targets with the
 heavy bolters and 2 with the autocannon (rounding up and saying the storm bolter doesn't hurt
 anything in return, the storm bolter kills are traded in for the round up...) that translates to 5 S5
 and 2 S7 hits, 3 S5 and 2 S7 wounds on most enemies... so that's 5 dead orks or 6 dead
 guardians...

 now, compare that to a battle-cannon... it hits at S8, and only misses its target about 15% of
 the time... on average, a battle cannon template can and will do more damage than an
 exterminator... and it does better vs. armour and armoured opponents too...

 if at close quarters, i would take an exterminator... if at long range i would take a standard
 Russ...

 as it is, i deploy with 2 standard russes and a basilisk... the russes are equipped, one with only
 a hull lascannon and the other with 3 heavy bolters... this leaves them as viable units if and
 when they have their primary gun blown off... these combinations of weapons cost equal
 points (15 for 3 HB's or 1 LC) and make my tanks recognisable... they also define what each
 tank specialises in doing... the LC one is an anti-tank vehicle (the battle-cannon can double as
 either anti-tank or anti-infantry) and the HB one is anti-infantry (again, the battle-cannon can
 double as either anti-tank or anti-infantry)...

 the basilisk is also a great all-rounder... doing just as well vs. troops as it does vs. vehicles...

 this makes the heavy support side of my army very versatile... they can all give a hand at
 squishing infantry or they can all try for light-medium armour if they need to...

 this versatility is well worth the extra 10 points i spend upgrading the turret to a
 battle-cannon...

 the use of sponsons on the exterminator model (when i do use it) are a must... it's one of only
 a few vehicles you have that can stand still and fire every weapon it has...

 the other vehicle i would say definitely benefits from its sponsons is probably a demolisher...
 the sponsons extend its range significantly and also keep to it's general 'shoot AP2 weapons at
 anything you don't like'...

 a conqueror would probably also benefit from having an array of sponson weapons... as it can
 also move and shoot its main weapon, meaning it can stay stationary and fire all its weapons...

 cheers
 plxvandyk 
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               Yea, but only 10 points for 2 HB . (0 Replies). CaptGars[]. 1/27/2002 0:30 (1/27/2002 0:30) 
 I completely agree with your take on sponsons. 

 I've got a friend who always includes them though. In his opinion, a pair of heavy bolters for
 only 10 points is well worth it. Fairly often you get the "weapon destroyed" result, and your
 opponent will always chose the battle cannon. With the sponsons you now have a lascannon
 and 2 HB leman russ, not bad.

 In addition, you sometimes have to shoot at enemy troops that are very close, like after a
 sweeping advance, and the risks of a bad scatter roll are too great. The 2 heavy bolters are
 great for that. 
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       Nice . (1 Replies). Chewy[Chewy_27@hotmail.com]. 1/23/2002 2:03 (1/23/2002 4:43) 
 Wonderful post man. 

 Tonnes of info. Kinda nice to see what is going through other guard generals heads other than
 "Please don't charge, please don't charge".

 Chewy 
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           lol - pLeAsE don't charge :P thanks :) . (0 Replies). plxvandyk[]. 1/23/2002 4:43 (1/23/2002 4:43) 
 and, as for thoughts going through my mind... it's quite a busy place... if you've read a few of
 my more fragmented posts you'll have noted that i tend to try and approach things from about
 3 different angles... doesn't generally make for concise posting...

 cheers
 plxvandyk 
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       Kroot . (3 Replies). Loser[]. 1/25/2002 12:09 (1/25/2002 17:07) 
 I was woundering have any of you thought about using the Kroot? I kind of like the idea of
 mercenaries but i dont see them as any better then ogryns. also my main oppenents are space
 marins and choas so I dont realy know. Has any one tried them? 
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           RE: Kroot . (2 Replies). plxvandyk[]. 1/25/2002 14:59 (1/25/2002 17:07) 
 Ig can take kroot? when did this happen?

 if you mean in an ad-lib kind of mix... they would make good light assault troops... especially
 good when mixed into a catachan army...

 cheers
 plxvandyk 
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               RE: RE: Kroot . (1 Replies). Loser[]. 1/25/2002 15:59 (1/25/2002 17:07) 
 Well in the latest Chapter Approved all armies except Space marine, Necrons, Sisters, Tau
 and tyranids can field some Kroot Mercenary. I think I will try it in the next game if nothing
 else it will be a surpise. 
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                   LOL - in other words kroot sales are well under expectations... (NT) . (0 Replies).
 plxvandyk[]. 1/25/2002 17:07 (1/25/2002 17:07) 
 No Text 
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       RE: Tactica Guard . (1 Replies). LibrarianThorne[]. 1/25/2002 16:31 (1/25/2002 22:43) 
 As a Marine player, I think that I'll throw in what scares me most when facing the Iggy's.
 Basilisks are a great giant threat, but I can take them out given enough time. Leman Russes
 are a pain in the rear as well. But what scares me the most are Lasguns. You heard it here, an
 Ultramarine quaking in fear of a simple Lasgun. Yes, it may suck one-on-one when compated
 to a Bolter, but when I can only field 10 Bolters to 30 lasguns, I find my Marines quickly
 turned into Swiss Cheese. All Guard armies have an effective 2 foot kill zone in front of them
 because of all those Lasguns. I don't know of a single player who has willingly gone into such
 a fearsome array of fire. The last time I did, my army went up in a turn (150+ Guardsmen to
 40 Space Marines. Things did not go well). So my advice to Guard armies is focus on your
 strengths. Lasguns are a bargain. They're really good, and I am a firm advocate of fielding as
 many Lasguns and Plasma Guns as possible. IME (In My Experience) Guard armies with
 hordes of Lasguns are a very dangerous foe to face. 

 Of course, as soon as the Cadian plastics are released, I'm going to start up my own Guard
 force. The Macragge XVIIIth, the 'Reavers'. It'll be nice to afford a Guard army for once :). 
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           You'll be waiting for a while on those, boy =) (NT) . (0 Replies). legonovsky[]. 1/25/2002 22:43
 (1/25/2002 22:43) 
 No Text 
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       Armoured Companies . (1 Replies). fdsajkl[]. 1/27/2002 2:10 (1/27/2002 6:21) 
 Any tips of Armoured Company Armies?
 Most of the tactics do not really apply when most of the army consists of just tanks. 
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       RE: Armoured Companies . (0 Replies). plxvandyk[]. 1/27/2002 6:21 (1/27/2002 6:21) 
 hmm... armoured companies... let me think...

 1) give the roll-to-hit tanks to the BS 4 units (obvious)

 2) use cover... a hull-down vehicle is 1/3rd as likely to get killed as a tank in the open...

 3) leap-frog your unit forward when you advance... 2 tanks advance 12", 2 tanks give them
 cover from hull-down positions, the first 2 stop and give cover while the back 2 advance...

 4) use a spear formation... strongest armour at the front... throw it at the enemy and see what
 breaks...

 5) don't bother with the ordnance at transports unless they're open-targets... rather try for the
 annihilate rolls when they're out of cover...

 6) cut down the heavy weapons ASAP

 7) avoid HtH combat like the plague

 8) if you want a heavily fortified forward position, take two demolishers, place them with each
 set of back armour touching the others back armour and swivel the turrets to face the enemy...
 this gives you an effective piece of terrain with a 14/13/14 armour facing - no weak rear
 armour makes this a really hard to kill unit that can project fire anywhere inside 24" and
 double that firepower inside about a 20" circle...
 use these tanks as cover... for other advancing units...

 9) concentrate your fire... throw enough shots at something and you will stop it...

 10) take solar macharius if you have the opportunity to do so... first turn with your armoured
 compnay, guaranteed will win you half the battle...

 there's a few ideas off the top of my head... hope they help

 cheers
 plxvandyk 
 Reply 


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