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I am starting a Guard army, I don't have the codex yet but a friend is going to let me borrow his. I was wondering what doctrines you guys would recomend for a large group of cityfight skermisers. I am building a 6 by 3-4 foot city fight table to be this armies home table. I was thinking of Light infantry, Cameoline, vetrens, harden fighters, and special weapons squads...
Commissar Ulf of the soon to be Terkonian First
Only even consider Hardened Fighters if you're positive they will be in close combat, and even then think twice about it. Like many people have said, it may look useful, but in the long run it won't really help you. Close Order Drill could benefit your forces if they're in tight spots. Sharp Shooters could benefit you if you plan on having a lot of BS 3 models firing (lots of hits with those lasguns could prove fatal in rapid fire range, and rerolling can help). Also, you might want to look over Iron Discipline for your Officer/s. I recommend also reading the pinned topic on IG Doctrines. I hope this helped at least a little bit, and good luck with your army. ^_^
A good general does not lead an army to destruction just because he knows it will follow.
The Tactica Imperium
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Well the tables me and my IG playing buddy down the street are building have about a 16 to 18 inch maximum los and I after reading city fight rules, learned tthat Guard really exel, The Veatrens and Fighters doctrines are not really soild but I was going for a kind of guerilla fighter force.
Thanks for the advice!
CityFight can help Guard in a lot of ways, especially the way it slows down movement (more time before H2H combat usually). I believe your squads can also attempt to regroup any time they reach cover when they are on the run (lot more chances to regroup in cityfight). My personal favorite (since I avoid close combat like the plague) is that you can only consolidate after close combat, and cannot consolidate into a new combat.
Let's hear it for an extra turn of shooting at something while it cant sweep through your ranks!
I recommend Close Order Drill (if you plan on being assaulted, plus it dosnt cost extra)
Keep your squads in buildings/cover. So many weapons negate the Guard 5+ save, having a cover save is a lifesaver, and in some cases is better than your standard armor save! Its also nice to be in cover when someone is trying to assauolt you (usually you stike first).
Indirect fire can be a big advantage. I also think I read somewhere (maybe in 3rd ed. rule book) that Mortar's negate cover saves, you'll have to double check that though.
You can take doctrines like Light Infantry and Cameleoline, but it places more responsibility on you as a strategist to get the most out of the extra points, not always worth it, and definately takes some thought.
EDIT: I have had some luck with Sharpshooters in the past, but I limit it to my heavy weapon platoons, as the points add up quickly. Although, with the new rules, and if you plan to be rapid firing most of the time it may be worth it for regular Guard squads.
I am the Aquila-Guerilla!
Cameleoline. +3 saves are good
Light Infantry. 3d6 through terrain is good, and so is infiltrate
Iron Disp is not nessicary because in CF everyone can regroup underhalf.
Close Order Drill is not worth it eather imo, because in a CF game it's really hard to have B2B w/ all the terrain.
Cameleoline and light infantry are mandatory in a cityfight army! (though you've probably guessed that by now :) You might want to consider something like ogryns too since they won't get shot up as much as in an open battle. Watch out for powerfists though.
They removed the regrouping in cover rule in 4th ed because nobody used it in 3rd :)
yes they did. but not because no one used it. the did it because of the same reason why they removed the "regroup before you run off the table rule", they want to make running away a bad...er... thing to happen. that is to say, if you run, you'll be less likely to regroup.Originally posted by Tubal@Oct 27 2004, 17:25
They removed the regrouping in cover rule in 4th ed because nobody used it in 3rd[snapback]239380[/snapback]
but there's a special CF rule that allows all units to regroup under half strength.
Originally posted by BoxANT@Oct 27 2004, 160
but there's a special CF rule that allows all units to regroup under half strength.[snapback]239400[/snapback]
One of my favorites.
I am the Aquila-Guerilla!
Hmmm Ratlings in a bunker, can anyone say 2+
Of course, its only armies without ATSKNF/fearless that get hurt...aka non Marine armies. :rolleyes:Originally posted by BoxANT@Oct 27 2004, 170
yes they did. but not because no one used it. the did it because of the same reason why they removed the "regroup before you run off the table rule", they want to make running away a bad...er... thing to happen. that is to say, if you run, you'll be less likely to regroup.[snapback]239400[/snapback]
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