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Ok we all play imperial guard, so no matter how many times you look at that list something or someone will be a speed bump. So the question is what is that unit for you?
The way I play my imperial guard there is no sacrificial units, if this is you please post that list I would love to see it.
When ever the enemy gets close enough for me to steal the advantage of first assault I run an un-upgraded squad or two up the middle. On good days it allows me to refocus my real firepower on something else. On bad days they get eated in the initial assault turn and gain a few extra inches on the consolidation. I sometimes get better results when using a sentinel for the same purpose, but that means giving up shooting a heavy weapon.
every unit is sacraficial to me, if it will save at least 1 or 2 others for another turn. (i play all-infantry and sentinel list so i have plenty of low-point individually non-consequential units).
my tactic (though situation dictates):
if the enemy is 10+" away, you can simply back away.
but if you know the enemy will be able to charge you the next turn, move your speed bump units up.
you want to be as close to the enemy as possible and as spread out left and right as possible, and whatever you do,
DON'T charge the enemy (that just gives your enemy an extra consolidation movement).
his following movement phase, any forward progress by the blocked unit(s) should be almost completely negated by the speed bump.
afterwards, the best he can do is charge the speed bump and consolidate d6" forward. so you'll have at least another turn to shoot at them (he also shoot them with another unit and run the assault unit to about the same effect, though the speed bump would take longer to kill as it'd get the cover save from the blocking assault unit).
remember: jump troops (and MC's w/ wings) can ignore speed bumps and move past them.
a command squad w/ 2-3 flamers right behind the speed bump to soak the consolidated enemy, and maybe act as a small secondary movement phase blocker.
the most important thing to keep in mind is that an individual enemy unit cannot charge multiple units if it means losing coherency, so moving your units 5-6" away from each other can help to minimize losses from assaults.
and though independant characters can detach in the movement phase to end up charging a second unit; they cannot detach during the assault phase (so make sure your opponent specifies his intentions), nor can they consolidate back to join the unit afterwards, meaning that you can snipe away on him your following turn.
Last edited by CKO; January 22nd, 2009 at 02:05.
"I'm up, they see me, I'm down. I'm up, they see me, I'm down."
charging them during your turn, still means their getting their full movement and charge on their following turn which might still get them into combat with yet another unit of yours in which they'd get that extra attack. in some cases, that extra consolidate move might have been the 'just enough' that they needed to reach on the charge.
imo, assaulting the enemy should be the last resort of the final remaining unit in a sector of the board, best used in a scenario where your unit might be able to hold that enemy their bogged in combat for a turn or two (which most times is unlikely and the whole move is just for dramatic purposes anyways).
also, in general, as a rule, i count on my guard losing combats almost to the exclusivity that i plan my tactics based on it.
if my guard unit holds and doesn't run, then that's an enemy unit that's safe from being shot at during my turn which most likely will finish my squad off and be free during his following turn.
let alone the longer stretch that my guard somehow wins the combat as well as the enemy unit runs from them. it's not often the opponent will charge things capable of losing to guardsmen at guardsmen, there's not even many such units that get fielded in other armies (grots maybe, though they're usually closely followed by around 100 angry ork boyz).
in summary, yes they're going to get to you eventually... that's true in most any case. it's just our responsibility as IG commanders to delay that for as long as possible though so that our troops can shoot the hell out of them beforehand (not to sound too 'in-character').