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I am relitively new to IG, but old enought to understand doctrines and basically how they work. However, my knowlege is still patchy, and the information I do have I had to scrounge from hundreds of different resourses.
So, I would like to extend and invitation to a more experianced member of this forum to put tohether a list of doctrines involving; usefulness, tactica, tricks and FAQ.
I have done some searching on the net and have turned up nothing even close to a complete list (mayby i'm not looking hard enough!)so this forum may be the first place to get one.
Anyone who has something to add or knows the location of an existing list, please share it with us.
Thanks in advance,
explain what do you mean?
do you just want good tactics and docterine combinations?
ex would be a mix of the light infantry docterine, camoline special equiptment, and iorn disipline to make squads unable to be killed by shooting easially and will not run away and infiltrate?
Sorry, I wasn't very clear.
I was thinking along the lines of a list of every doctrine, with a paragrahg detailing bisic uses, good combinations, popularity and common mistakes.
Even if everyone just wrote a para on the doctrines they use, in a similar format and then compiled them somewhere on the net, I'm sure it would be an excellent resource to all up and coming IG players.
Thanks for querying that though, mayby now people will be able to understand where i'm comming from.
I was about to say we already had one... But it's gone? O_0?
I swear Hourglass did one for us ages ago.
Just to quickly break it down though.
Close Order Drill
They're free of charge or dirt cheap and don't require an extremely specific army set up to reap the rewards.
A little costly, but they give decent returns in the opinions of most people. Some like Mechanised and Grenediers usually push towards a certain army build.
Most people don't like them for their cost benefit ratio or other restrictions. Personally I'd never take any of these, but if you think you can get them to work that's your call.
Expensive and give little in return, or are combat oriented which really isn't much use.
... only triumph could turn pooing his pants into a good thing..
Triumph has catagorised them pretty well.
I'll expand a little with my opinion on a few of them. Please note that this is only my opinion, and probably doesn't agree with the rest of the IG population
Quite handy for letting your guard stay around a little bit longer. The extra bonuses of this one in conjunction with the LD bubble provided by officers means that you will have little pockets of resistance all over the board, and can attempt to halt fleeing units under 50% - which is quite handy.
Another good one, a lot of competitive guard lists use this doctrine to good results. Handy to disrupt your opponents attack and also allows you a rather useful tactical advantage by forcing the enemy to react to you and your possible deep striking targets. Downside is the fact that your force can end up scattered and unsupported which is not good for IG, so basing your entire plan off this doctrine is a gamble.
Close Order Drill
There are a lot of people in favour for this one. The boost to Ld and that is handy - putting guardsmen often on equal footing with a few assaulting units. I'm not a fan however - probably because a couple of my group love ordnance so packing my units tightly together is bad So for me, the jury is still out on this one. Still, couple this with vet sarges and your units now have LD 9. That's better than a space marine. (without a commander).
Extremely handy to have, especially on heavy weapons platoons. I probably wouldn't use it on all my units, only those with specific targets - i.e support squads, heavy weapons squads etc. If, like me, you roll a ridiculous number of ones to hit, it is a life saver.
Thanks Guys, thats exactly the kind of stuff i am after!
anyone else who has anything at all just go ahead, please!
Keep it coming,
xeno fighters would be good if you could change it opponent to opponent(ex guard vs eldar 10 man squad with xeno fighters vs 6 striking scorpions..........the emperor was on my side as i massacred the striking scorpions losing only 3 gaurdsmen) but that is why i have magnets on my guardsmen and lots of spare ork, eldar, and dark eldar bits(tyranids soon) i dont use xeno fighters often but against eldar or orks i sometimes do because we can actually beat them if we hit them and go at the same time(sometimes.........i love close order drill!) because if 40 guardsmen charge anything hitting on 3+ they will win considering eldar are usually toughness 3 you can see the mash pit of pro eldar fighters you actually can win combat easially xeno fighters is the only one of the suck catagory that can actually be good if you magnetize your guardsmen and you actually use it against your opponent(with an infantry heavy army) think about it you outnumber them 2 to 1(maybe even 3 to 1) and you hit on 3+(except on special char or monstrous creature but that is why i have lascannons......................) add to that the ability to go at the same time as some eldar units and you can see 100 guardsmen out close combating eldar. but the problem is adding hundreds of magnets and other races parts( a 10 man squad of guardsmen killing 11 orks on a charge and then only taking 6 losses, and tying up the horde for another turn is nothing to laugh at considering the squads flamer killed 3 so 14 orks died on a Imperial Guard, guardsmen assault..............not bad considering i have 10 more squads + vehicles(hellhound fun)