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Old 10-26-2007   #1 (permalink)
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Question Dos and Donts of IG?

I need to learn some dos and donts to make me prepare my IG sub army.
Also are demo tanks better than leman tanks? and what a stubber and what does it look like?
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Old 10-27-2007   #2 (permalink)
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a heavy stubber is the gun mounted on the top hatch of the leman russes turret in the picture found half way down the page here

leman russ battle tanks are better at distances due to the longer range of the battle cannon. the demolisher is better close up because it has better side/rear armour and it's main gun has a shorter range. it can also mount a wider variety of sponson weapons. both have their uses but i prefer the leman russ cos it's cheaper.

i can only think of one really big don't at the moment, and thats don't overload your units and vehicles with extras. for the most part a tank/transport will only need extra armour and smoke launchers, and maybe rough terrain modification if you're city fighting, to be most effective. an infantry platoon squad won't need more than a veteran sergeant and a special weapon, and maybe a heavy weapon. almost everything else is wasting points.
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Old 10-27-2007   #3 (permalink)
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I agree with hairyyahoo regarding the differences between the Demolisher and the standard Leman Russ. The Demolisher "fits" in better with a mobile force that's built to take ground. The Demolisher is a close support tank. The Leman Russ is a long range, infantry killer. I arm mine with a Battle Canon and 3 heavy bolters. I place mine in a spot where it has good LOS and use it to deny enemy movement.

As far as do's and don'ts o IG, the best advice I can give is to:

1. Don't spend too much on doctrines. IG aren't Marines. It's better to keep them cheap.

2. Don't neglect your Troop choices for Elite, Fast Attack and Heavy choices. Your basic platoons are the backbone of your army. While it's cool to "max out" on other categories, your Troop choices will often win you games. Period.

3. Don't rely too much on close combat. We are the IG. We rely on shooting, some counter assault and ......more shooting.

4. Do have fun. If your Chimera gets destroyed, just laugh it off. Too many players take this game (I did say game) too seriously.


Just some random thoughts...


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Old 10-27-2007   #4 (permalink)
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-don't rely on close combat
-don't overdue upgrades and doctrines. as was said before, keep your guys cheep. thats the way they were meant to be.
-and, as was said before, don't neglect your troops choices. all other IG are nothing more than support. your troops are your anvil.

a stubber, as far as i can tell, is like a large caliber machine gun. right now, they can only be taken as pintle weapons, but I've seen lost and the damned us equip them to soldiers.
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Old 10-27-2007   #5 (permalink)
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4. Do have fun. If your Chimera gets destroyed, just laugh it off. Too many players take this game (I did say game) too seriously.

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Old 10-27-2007   #6 (permalink)
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Okay, first of all, you pintal stubbers are the #1 choice to throw on a tank. Take a look at your options. Its either that or a mounted storm bolter. storm bolter has higher AP, but less range and only fires twice, while the stuber fires at longer range and fires three rounds. It may have less AP, but the well seasoned guard player knows that sending a tank up close is sending it to its doom. Besides, the more common foe is a MEQ (Marine Equivalent) player, so the ap isnt all that great anyway. Think of how many possible shots you could put out on a chimera with multi laser, hull heavy bolter, and the stuber. 9 shots of realativly high streangth. THat is what guard is all about, massed firepower.
I would only put Stormbolters on the demolisher, since it will most likely be up close a personal anyways.

Do's and Dont's

For your own health, don't focus entirely on one thing. Your gonna lose. Alot. Balance is key to winning. Keep this in mind when useing regimental doctrines.

Spending hundreds of your points on command is useless. Under some circumstances, the command may never really see combat. Give the group a cool trinket or two, then move on. You can use the points towards a whole new squad instead.

Stay alert. When the enemy changes his strategy, you better be ready to follow suit the next turn. This goes back to the balancing act. Balanced armys will have no problem adapting the the enemys diffrent tactics.

Its really hard to give pointers when I have no Idea what you might be trying to do. Do you have any personal prefrences to how you want your army? Mabye a sample list of units?

Last edited by That_Guy; 10-27-2007 at 10:36 PM.
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