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| Trooper ![]() Join Date: Nov 2006
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| Upon request, here's my tourny IG list HQ - Command platoon (60) - Die Hards jr. officer *no upgrades on any officers* Missile launcher 3x Missile launcher (95) 3x Lascannon (110) 3x Autocannon (95) Sentinel (45) multilaser ---------------------------------------------------------------------- HQ -2 Cannoness (WH) (46) bolter ----------------------------------------------------------------------- Elites Ratlings (110) 10 of them Hardened vets (120) 10 men, 3 plasmaguns Storm bolter on Sgt. Storm Troopers (70) 5 troopers 2x meltagun *Chimera (88) Multilaser, Heavybolter, Smoke ------------------------------------------------------------------------ Troops Infantry Platoon - 1 Drop Troops Jr. Officer (62) melta, 2x flamer, laspistol ccw Guardsmen (70) Drop Troops meltagun Guardsmen (68) grenade launcher Infantry Platoon - 2 Jr. Officer (55) missile launcher Guardsmen (60) Guardsmen (60) Infantry Platoon - 3 Jr. Officer (52) 2x flamer, 2x laspistol ccw Guardsmen (66) flamer Guardsmen (66) flamer Conscripts Platoon - 4 20 conscripts (89) flamer ------------------------------------------------------------------------ Sisters of Battle - 5 (223) Vet Superior *note, the only vet other than hardened vet sgt.* 16 sisters (17 including vet) heavy flamer, meltagun ------------------------------------------------------------------------- Fast Attack Sentinel (40) Drop Troops Heavy flamer ------------------------------------------------------------------------- Heavy Support Bassilisk - 1 (125) Indirect fire Bassilisk - 2 (125) Indirect fire 2000 pts. even To give a basic break down of how this army functions, we'll start with the HQ I almost always deepstrike at least one of my officer squads and deploy the rest as expected. The guy with the 2 flamers in his squad moves with the main line to keep moral in check while the actual "HQ" officer stays in the back towards the middle firing off missiles and catching any fleeing troops with his Die hard ability. The cannoness goes with the big sisters squad for tactical reasons. She offers 2 faith points and LD 10. This also means that because she is an independent character, she can take acts of faith as LD tests where the squad would auto-fail otherwise (this is sometimes a debated issue, but read the codex under independent characters and acts of faith...) This usually makes the squad unbeatable. Since there's so many of them, they make things disappear when in rapidfire range. This with "divine Guidance" means that all 6's to wound are AP1. (in the last tournament, this squad alone took down an Avatar, Wraithlord {in close combat!} and a 6 man wraithguard unit. This unit is a personal must have for me but its up to you if you'd rather take anonther tank or 2 instead... Elites- The Vets infiltrate, move into position, fire plasmadeath (always in cover... You'll probably lose 1 guy on average the first round of rapid firing, so it pays to be behind cover when the enemy gets to shoot back or charge). The Stormtroopers roll up with the transport, and depending on range of primary target, either pop smoke or pop out and fire their 2 meltaguns. This squad is a throw away unit that usually attracts a lot of attention, despite being really cheap. (on a side note: you could also take these guys as a troops choice and save a doctrine by having them be inducted inquisitional storm troopers) Ratlings usually find some suitable 4+ cover which is then improved to 3+ with their special rules. I've only ever lost this squad twice in the hundreds of games I've played with them, so their T 2 is not as much of a liability as you'd think. This army offers too many other targets that are high priority for the enemy to be firing long range pot-shots back at some measly snipers (another note: I don't really care for the models so I use regular cadian and catachan models). This squad is good for pinning and taking down monsterous creatures. Troops - Pretty strait foward on this one. They move up, usually 2 squads moving together. (one with flamer, one with nothing) and engauge the enemy. It then becomes a liability to your opponent if they choose to ignore these guys and shoot at your fire support. (which obviously stays in the back, in cover...) I use my guadsmen as harassing units that do as their name implies, guard. Fast assault troops can be easily bogged down in a 20 man conscript squad, and with an officer close by makes them LD 8. Even if they break, they'll probably rally next turn and be able to fire on the enemy as they retreat. Most games I don't have any untouched troops units, and in most cases, I only have a couple left standing at all. This is balanced out by the fact that all of my fire support usually lives and comes out as scoring units. Pair this with the fact that this army is engineered to kill every enemy model by the end of the game and you can have some serious victories. Fast attack- Sentinel scouts, moves up, fires at light transport, then usually dies... But occasionally it lives. In which case I like to use it to pick on enemy infiltrators and light infantry by charging. The heavy flamer sentinel drops in the backfield late in the game to burninate remaining infantry and claim objectives. Usually partnered up with the other drop troop squads which serve similar roles. They're given melta guns just in case they land near a tank or walker, but their primary function is scare tactics. Heavy Support - Bombard from behind cover. Alternately you could park one behind the other to insure that at least one of them cannot be seen (as vehicles block line of sight, and they're both obviously the same size). If the enemy gets close, turn in place and fire directly at them (ignoring the minimum range issue). the best targets for these bad boys are 3+ save units and multiwound models. The earthshakers are only AP 3 but at S 9, they make stuff disappear. Also, this is a good weapon to use on large hordes, as the big template clears them out fast and often pins. After I've run out of prime targets (or sometimes due to necessistiy) I'll fire on large vehicles like tanks and rarely dreadnoughts. (you pretty much have to score a direct hit to do any damage) And don't be afraid to fire really close to your own troops. It might be a shady tactic, but it's one me a few games before. Heres the scenario- A unit of guardsmen just got assaulted by a nasty unit of elite assault troops. There's no possible way that I'm going to survive another round of combat with these guys, so I pick out an enemy unit as close to the combat as possible and hope for a scatter. In all likelyhood you'll kill all of your own guys and most of theirs, but nothing shakes an opponent more than seeing his prize unit fitting completely under a big template. This tactic is rare, because you can't ever tell which way the template will scatter, and you've got a 1 in 3 chance that it'll be a direct hit. Either way, something to think about. Hopefully, this helps out some struggling guard players out there. I appologize for being so long winded but its a fairly unorthodox list. Good luck Levin |
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| Master Procrastinator ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: As a figment of my own deranged imagination, i don't actually exist anywhere. Or London, UK.
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Blog Entries: 1 | Yo to you Levin Thanks for the list man looks solid. Agree that drop troops can be a very effective but i find that they always come in too early and get mullahed! Also when you say " 1 officer squad" i assume you mean 1 platoon? Backed up by the flamer sentinel this could prove anoying (p.s gotta love DS flamer sentinels! Esp with hardened fighters, best cc unit in the guard!) I like to use my Stormtroopers in bigger units to bolster the line as i play a pure guard list and they are the best troops in it. Mine usually take the roll that you have assigned to the SoB troops in your army. Here the way i typically set up my platoons Pt1 deep strike JO power weapon plasma pistol 2 flamers vox 2 ccw S1 melta vox S2 melta vox Pt2 alternating overwatch JO storm bolter 2 grenade launchers vox 2 ccw S1 heavy bolter grenade launcher vox S2 heavy bolter grenade launcher vox Pt3 static fire support JO missile launcher vox S1 missile launcher plasma gun vox S2 missile launcher plasma gun vox As you can see each have a specific battlefield role adn is supported in it buy the others. I could probably stand to loose the voxex in Pt3 but I tend to include them for the look of the army. Not a big fan of Bassies cos i tend to play on smaller tables where indirect fire is seriously hampered, so I usually go for a good ol' Russ or 2. Friendly fire tactic is a good one though, Ill have to give it a go with me demo charges ![]() Just out of curiosity how would you change this list to make it a pure guard army? The loss of 18 power armoured bodies can make quite a difference, no? |
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| Trooper ![]() Join Date: Nov 2006
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| well, I used to play strait IG and I replace the Sisters with a demolisher, (shudders at the thought of how many times this gets blown turn 1 or 2) and either another 5 man Storm trooper squad with plasmas or (points permitting) either a 3x mortar squad, or Hellhound. The thing is, the sisters do the shooting anti infantry role way better than the alternates that I use. I could always go with more troops and Stormtroopers but I really don't feel the need, as I'd have to buy more models and they'd have less flexiblity. Levin
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| Master Procrastinator ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: As a figment of my own deranged imagination, i don't actually exist anywhere. Or London, UK.
Posts: 3,356
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