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Posted: Thu Dec 23, 2004 9:49 am
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Posted: Thu Dec 23, 2004 9:51 am
Thats what happened to Lysander.
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Posted: Thu Dec 23, 2004 9:53 am
By the Emperor yes, boy did HE recieve an upgrade.
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Posted: Thu Dec 23, 2004 9:54 am
Yeah, it would be cool to see an Junior Officer being forced from platoon command into company command.
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Posted: Tue Dec 28, 2004 10:37 pm
I think steel legion is the best guard army. domokun
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Posted: Wed Dec 29, 2004 1:19 am
Mafia_Kid I think steel legion is the best guard army. domokun Each Imperial guard army has it's pros and cons. While Steel Legion excell at mobile and open field combat, they are in small numbers and vulnerable in city fighting scenarios where vehicles are extra vulnerable. But, if I have to choose one as the best, I'd say that the Death Korps of Krieg rank high enough! Die-hards that just don't know when to quit or give up. During the 3rd war for Armageddon they single handedly defended a hive without other support. They surged from their trenches and advanced in such a brutal assault that, if they pressed on even further, would be cut of from the forces in the hive.
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Posted: Wed Dec 29, 2004 6:25 pm
Mafia_Kid I think steel legion is the best guard army. domokun They're dead 'ard in an open table with corner deployment (like how I last faced them whee ). In closer quarters, they aren't quite so tough. All you need to do is get some meltaguns within 12" 3nodding
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Posted: Fri Dec 31, 2004 3:02 am
There was a topic on Imperial guard in close combat, but it was locked down, but here's my two cents on the issue.
1. The basic Guardsman does not suck.
2. When facing a close combat army, either shoot them or swamp them with superior numbers. One of the better tactics is to send in the normal squads or conscript platoons first to act as a buffer, then sending in HQ and platoon command squads tooled up for close combat as a coup de grace.
Some handy Doctrines to use: - Close order drill: +1 to Ld and I - hardened fighters: While expensive, the WS 4 is a saver - Die-hards: An excellent option for suicide squads whom are bound to be outnumbered - Special weapon squads: load them up with ccw's and lp's along with a demo charge, that way you have small expendable suicide squads that when timed right, can do alot of damage - carapace armour: While expensive, in some cases it can keep your men standing a bit longer
These are by no means winning combinations for an army, just my thoughts on the matter. (oppinions differ and are widely versitily. Lt. Brookman is not responsible for any future losses or victories)
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Posted: Mon Jan 03, 2005 8:48 pm
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Posted: Tue Jan 04, 2005 7:18 am
Thanks, I don't want to be held responsible for any future events that could have occured if people were to follow that advice.
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Posted: Wed Jan 05, 2005 11:37 am
Well, after I've played a couple of games, I've changed my Doctrines to Hardened Fighters, Iron Discipline, Light Infantry, Storm Troopers, and Heavy Weapon Platoons.
After mauling some Spacies and melta bombing a tank, I've decided that I'm going to keep them as part of my army, and my 2500 point armylist also includes a large variety of tanks, a Leman Russ, a Demolisher, and a Basilisk for my heavy support for now, and as soon as I can lay my hands on some more heavy weapon boxes I'll put together my HW Platoon and replace the Russ.
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Posted: Wed Jan 05, 2005 6:45 pm
Lt_Brookman There was a topic on Imperial guard in close combat, but it was locked down, but here's my two cents on the issue. 1. The basic Guardsman does not suck. 2. When facing a close combat army, either shoot them or swamp them with superior numbers. One of the better tactics is to send in the normal squads or conscript platoons first to act as a buffer, then sending in HQ and platoon command squads tooled up for close combat as a coup de grace. Some handy Doctrines to use: - Close order drill: +1 to Ld and I - hardened fighters: While expensive, the WS 4 is a saver - Die-hards: An excellent option for suicide squads whom are bound to be outnumbered - Special weapon squads: load them up with ccw's and lp's along with a demo charge, that way you have small expendable suicide squads that when timed right, can do alot of damage - carapace armour: While expensive, in some cases it can keep your men standing a bit longer These are by no means winning combinations for an army, just my thoughts on the matter. ( oppinions differ and are widely versitily. Lt. Brookman is not responsible for any future losses or victories) Yeah, I was the one who put up the IG close combat question. I got a lot of helpful replies from people; the best so far being "step one: don't get into close combat." I got a lot of advice explaining that I should "shoot at the enemy." To those who said that, I pray you are trying to be funny with a comment that blatantly obvious. As for the basic guardsman not sucking... yeah, that's a lie. A horde of guardsmen backed up with nice weapons, good doctrines, and a few tanks is certainly nice, but compared to pretty much any other base unit in a one-on-one comparison, the basic guardsmen really isn't so good.
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Posted: Thu Jan 06, 2005 10:09 am
 My Cadain 122nd Liberation of Vogen pattern
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Posted: Thu Jan 06, 2005 1:57 pm
Quote: There was a topic on Imperial guard in close combat, but it was locked down, but here's my two cents on the issue. 1. The basic Guardsman does not suck. 2. When facing a close combat army, either shoot them or swamp them with superior numbers. One of the better tactics is to send in the normal squads or conscript platoons first to act as a buffer, then sending in HQ and platoon command squads tooled up for close combat as a coup de grace. As for outnumbering, its important not to assume you have cheaper troops than they do. I mean, you usually will, but you can still be outnumbered. Quote: Some handy Doctrines to use: - Close order drill: +1 to Ld and I - hardened fighters: While expensive, the WS 4 is a saver - Die-hards: An excellent option for suicide squads whom are bound to be outnumbered - Special weapon squads: load them up with ccw's and lp's along with a demo charge, that way you have small expendable suicide squads that when timed right, can do alot of damage - carapace armour: While expensive, in some cases it can keep your men standing a bit longer COD--There is a reason its free, as even nids will drop pie plates on your guys. Carapace armor--IMO it just makes it harder to outnumber your opponent enough to win. The only guys who should be assaulting in the IG army are rough riders and orgryns. Everyone else, much like kroot, should only be counterassaulting enemies who have reached you.
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Posted: Thu Jan 06, 2005 2:11 pm
Imperial Guard have always been great support teams for my army. My army is usually small and powerful with very few fodder. So put an army of IG in front of them and they are AMAZING.
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