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  1. #1
    Experimental Strategist Sun the Unwilling's Avatar
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    Playing IG Competitively

    Would love to get everyones comments on how to play IG competitively.

    As for me personally, my army usually win by shooting attrition. However I am seldom able to capture any objectives on my opponent's side.

    So please share how you play to win in the 5th!

    "Hard pounding, gentlemen: but we shall see who can pound the longest."
    Arthur Wellesley, Duke of Wellington

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  3. #2
    Senior Member Intrepid's Avatar
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    Target the enemy's troops. Many lists go troops-light because the other FOC slots hold much more interesting units. Use that. No troops = no objectives captured = lose or tie only.

    It is sadly true that, while IG can hold an objective well, we cannot easily advance to new objectives in a 5-turn time frame. I focus on denying my enemy's objective, either by deploying a lot of heavy weapons in LOS of it or simply parking a vehicle on it late-game...preferably a Russ, since tank shocking is worthwhile by itself and Death or Glory attacks are done on the Front armor.

    In Kill Points I mostly try to avoid close combat as much as I can. Even if a squad gets shot down to one man left, that still isn't a KP. CC tends to kill men wholesale. I might even redeploy my troops so that all of the enemy's close combat units have to wait single file for a chance at me, although such opportunities are somewhat rare.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

  4. #3
    Senior Member stayscrunchyinmilk's Avatar
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    I either drown my opponents anti tank with too many targets, taking alot of armor (min 5) or minimise it so the anti tank's wasted (Indirect basalisk or 2 and alot of infantry)

    To take objectives? I love, love love my small drop trooping units - My junior officer with power sword and 2 flamers in the squad also gets special mention here, (for being 57 points and so, so, useful) as do the 5 man remnant squad with a meltagun. (It's a whopping 40 points for the rear armor shot)
    I recently changed my list to duplicate them as they're proving to be so useful. The best thing about them though is they score.

    Other scoring: Allied stormtroopers in a rhino help, or the good old "Just start moving 2 squads forwards and running"

    Contesting objectives is easier - On average i'd have two hellhounds and a demolisher with extra armour and smoke, so if they lose a weapon start moving rapidly forward. (My weaponless hellhound helped ensure 2 of my opponents squads didn't rally last game, escorting them off the board.)

  5. #4
    Shrug, k... Certs's Avatar
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    my all-round tactics in my competitive games; drop troop half my infantry squads and all of my infantry plt command squads and 5-vet squads (command squads armed with 2-3 flamers or 3 plasma, vets armed with 3 plasma or 1 squad w/ 3 melta).

    depending on the list i might start the hq command squad on the table (with a standard for those infantry squads also on the table starting out) and most times if i'm taking tanks i won't bother with demo charge special squads (though i may just kit them with a couple flamers if i'm short on infantry command squads for that purpose).

    most times, tanks i take a start in reserves (2 battle tanks and maybe a demolisher or 1-2 hellhounds), the exceptions being if i have adequate cover on my side to give the battle tanks defilade while still holding LoS to most of the board and sometimes if i get the first turn.

    the reasons i otherwise hold them in reserves is to protect them from first round concentrated firepower, they come on the table where i need them (whichever part of my infantry line the enemy is getting close to), or where there's no way for ranged anti-tank to attack them (hard to do in 5th ed, but that's where 72" battle cannon range comes in handy compared to 48" heavy weapons), and lastly, because they still get a garaunteed shot on the turn they come in (moving 6" of course). also, hopefully any anti-tank enemy deep-strikers have already made it onto the table (while i had no tanks on the table) to negate that worry (ie, like our 5-vets w/ 3 meltagun combo and other similiar enemy variants).

    there's nothing like 2 hellhounds rolling in just where they're needed and incinerating a bunch of wyches right as they're about to charge (or sometimes right after they've chopped down part of my line as is the case with their charge range + raider movement).

    as for the deep-striking infantry, i'll usually try to flood the objective zone i'm trying to take or setup crossfire on his troops that were advancing to my side of the board, or whatever. they have lots of uses with that deep-strike mobility (and being 6pts a guardsmen usually makes me indiscriminant into dropping them in cover and taking dangerous terrain tests.); for the flamer command squads, they'll always just try to drop in and give one good 3 flamer hosing on whatever target i think can best use a bath. players with 5+ or worse armor saves hate these units as they're <60pts and can kill entire horde squads.

    lastly, sentinels; i almost always start them on the board in as many small separate units as i can. for the purpose of trying to kill transports (i standard kit them with autocannons), enemy transports are the bane of drop troops, they're safe from flamers, rapid fires, and plasma goodness on the turn your guys land and then will come out the following turn (if the plasma didn't wreck the transport) and kill off your guys recovering from the landing or simply outrun the now foot-mobile DS'ed squads. even if the transports are killed the turn your troops land, the enemy player now has preference of placement (and most times that's behind the wreck using it as cover or out of flamer range) so its best to get as many transports down in the first two turns as possible (not to mention transports help them reach our infantry lines all the quicker anyways.

    /endrant

    that's about all i got for tactics i'm currently using, probably missed a few points or other things but trying not to drag it any further on.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

  6. #5
    qsd
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    Archmagos qsd's Avatar
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    I use a mostly mech army with plenty of grenadiers/storm troopers.
    Usually my strategy goes something like:
    -Russes and heavy weapons bombard the opponent. I focus mainly on troops, close combat specialists, and whatever is guarding the objectives.
    -Meanwhile, my transports advance towards the objectives while taking advantage of cover. Whenever I feel it's necessary, the Grenadiers can come out and provide additional firepower
    -When taking objectives, I burn the enemy out with Chimerae/Hellhounds or pull out a Demolisher against tough units to reduce their save. Afterwards the Grenadiers rapid fire into the remaining models. This continues until the objective is cleared or the enemy is weak enough to be charged.
    -If there's line troops to spare, I have them run over and provide additional support or hold onto objectives while the other units move on to the next one.
    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

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