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I play a very static, defensive, gunline army (mixed armor and infantry). I was wondering if anyone who plays a similar army has any tips for when the enemy inevitably assaults your front line. Er, preferably tactics that don't involve Ogryns or Rough Riders, as I take neither.
Here are some tips;
1. If you have the points to spare you could use hardened fighters. This is good Vs space marines as they only hit on 4's. You probably won't win but you can slow the smurfs down and stop them closing down your firing lanes.
2. If you have a bassie, you may want to change it for a LRdemolisher. This allows you to hammer some hurt into the enemy as they close in for the assult, which you may not be able to do with a bassie.
3. Hire some Grey knights. Thier NFWs are really handy and they have storm bolters so they can become part of the firing line. Plus, they soak up gunfire easily, thanks to thier 3+ saves and 'The Shrouding' rule.
4. This is probably one of the most common tips you will get. An indipendant commisar and a mob of conscipts. loads of attacks plus the ability to stay in combat for ages.
Proud commander of the Calamarian 81st'Hmmm..., I don't seem to have enough guns'
Ok without makeing any changes to your list whatsoever.
You may need to sacrafice that one unit and move forward and charge to buy time for your lines to back up this will help against assault units that arent extremely fast.
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In my list I use a slightly tooled up PHQ unit to counter charge, or failing that just pile in with enough warm bodies, like with shooting where you take several units to do what you think one could do. Against most enemies theyre specialist assualt squads wont be huge so if you jump in with a whole platoon they shouldnt come out too well.
Keep some space between your squads so that enemy assault units will consolidate/massacre into gunfire instead of soft guardsmen.
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
Charge them with one squad (I use the platoon command squad with flamers) and move nearby squads back. Alternatively, you can throw the whole platoon at them. I killed two squads of terminators the same game by doing that.
Black Templar (3000)
Imperial Guard (1500 and growing)
Take chimeras for you infantry. Get in close but not too close. Onload, fire, then get back in and get heck out of there.
You will be assaulted at some point, it is almost impossible to stop this. What you need to do is make sure that when you are assaulted there are no units within consolidation range and make sure you lose, and flee, from the combat. That way you get to rapid fire your whole army at the unit.
You could also try split deployment (Cheredanine's tactica on the subject (Split deployment - The Art of Firepower)) or use rough riders (I know you don't want to use them but they are just so good!).
I am beginning to see the wisdom of using flamers or meltaguns in line squads. When the enemy comes in close to CC, advance the nearest squad but don't charge, just rapidfire. Assuming the enemy doesn't fall back, here's a flowchart of what happens next:
First, your opponent's movement (probably) stops early at the closest squad (unless they're jumppacked) since their models cannot move within 1" of yours until they charge. Because you advanced, you just denied them about 6" of distance towards your lines.
If your opponent decides to shoot the closest squad before charging then cheerfully take your (low) leadership test...remember you are not required to use an officer's leadership! If you run away then CC doesn't happen. If your opponent decides to shoot another squad then your closest one just became a CC barrier. Probably your opponent will choose to not shoot at all, so you just took some firepower away.
Now your opponent charges the inch or two into the unit...again, no movement advantage! You will most likely go last. Take casualties off the front of the squad if you can--if you are not in base-to-base with the enemy then he cannot sweeping advance, which prevents him from getting a big consolidation bonus. This is much more valuable than the pitiful return attacks you give up to do so.
You lose, your sacrificial squad runs and the enemy's CC troops are now standing in the open. At this point I like to have a Chimera-mounted heavy flamer ready to help deliver the finishing touches. (As a side note, Chimerae [and all other non-walker vehicles] make good consolidation 'firebreaks' since you cannot be locked in CC with them!) If I feel the need I'll set up another sacrificial squad. Keep throwing in the meat one piece at a time! If the enemy squad gets through 3 line squads then they might earn back their points-value.
To sum, stagger troops and vehicles, use sacrificial units to block charges and limit the movement bonuses, be ready to follow enemy charges up with lots of dakka and remember that losses are inevitable and acceptable for the Imperial Guard.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard