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| | #1 (permalink) |
| Conscript ![]() Join Date: Oct 2007
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| Ok, I was trying to come up with some good ideas for stopping infiltrators from mugging heavy weapons squads or artillary. I would love to hear if anyone has any witty ways to stop it. The only idea that so far makes some sense (in my head anyway) is to keep my HQ squads close combat capable, give them mortars, and place them between where the most obvious spots for infiltrators would be and the back of your basalisks/support squads. They could still fire indirectly while being a roadblock to more expensive bits of your army, though they wouldn't last that long in close combat (they are only 6 guard after all). Any suggestions for this?? Ohh, I did have another idea. Would giving your basalisks and LR's netting help mess up their set ups??
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| | #2 (permalink) |
| The Great Wolf ![]() ![]() ![]() ![]() | umm...well anything that you can take to detect infiltrators is helpful...but stopping them before they can hit you is a trick unto itself especially playin straight IG...best thing is to keep a shooty squad or two close so you have LoS to your rear area and can cover your heavies... otherwise yer screwed...
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| | #4 (permalink) |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| keep an infantry squad nearby w/grenade launcher + heavy bolter & vet sergeant w/scanner... also, in the case of a heavy weapons platoon, do the same with the command squad; surveyor + heavy bolter & 2x grenade launchers. that's alot of ap4 firepower! cheers!
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| | #5 (permalink) |
| Conscript ![]() Join Date: Oct 2007
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| Ok, I missed the surveyors on the wargear list. Too bad you couldn't upgrade a heavy weapons squad to have a vet sarge, get a surveyor for them .
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| | #7 (permalink) |
| Conscript ![]() Join Date: Oct 2007
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| Hmm, after reading through the wargear section again I think that the medal that allows you to redeploy a unit 12 inches could be great for catching infiltrators. I'd think that combined with stitch's idea of an AP4 powerhouse squad and a scanner could be very tricky. Maybe give them a clear place to put infiltrators and leave it "unprotected", only to have them jet over by it when redeployed. Since finding an infiltrated unit scanning gives you a free round of fire at them could be very interesting.
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| | #9 (permalink) | |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| Quote:
on the whole though, i find the very best way to deal with enemy infiltrators is to take infiltrators of your own! now you go back to placing alternately so even if you lose that dice-off to see who drops first, if they have multiple units infiltrating, you can use you're simply to deny your opponent the better spots they likely want! (just watch out for those dreaded lictors!) cheers!
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| | #10 (permalink) |
| Trooper ![]() | oh yeah! nice big stormtrooper squad ![]()
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| | #11 (permalink) |
| I Have A Fish In My Pants ![]() ![]() ![]() ![]() Join Date: Jun 2007 Location: Butte, Montana
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Blog Entries: 5 | maybe it is just me, but on your initial deployment, just face a few of your troops every direction so that the 12" LOS never comes into play! um yea, deploy 18" away because i can see you. oh. i fire upon thee and watch thy infiltrators die.....
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| | #12 (permalink) |
| Corporal ![]() Join Date: Jan 2007 Location: Back in NYC
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| I have a 33 point solution. I almost always take three ratlings to deny key areas of the board to enemy infiltrators.
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