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When you are playing an assault heavy opponent what do you do?
How do you stop them from sweeping advances through your army?
I'll be honest as an IG player I fear SM bikes, raptor squads and other similiar units.
Also, can a moderator change the Title of this thread to "Fighting Assaulting Opponents".
Last edited by IamJasonK; July 12th, 2005 at 03:31. Reason: Wanted to change Thread Title
I use a long, thin line of conscripts with an independent commissar. At 30 strong with leadership 10, they usually stay put long enough to let me reposition behind them to shoot up who ever is killing them at that moment once the combat ends. Aside form that...if you shoot them enough, they won't be alive enough to charge you. That tactic can be very helpful, though it isn't always enough on it's own.
Imperial riders rock!
Other than that, my special weapons are all melta and flamers (plasmas are supposed to be rare, so I don't field them), and assaulting units have learned to fear them. My sentinels have flamers too, and they can tie up many assault units.
As a last resot, I have 2 commissars equipped with heavy armor and powerfists.
the simplest thing to do is to place your squads 7" apart from one another. this way even if they consolidate 6", they should still be stuck in the open.
but there are a few more advanced tactics you could employ.
1. you can charge forword the closest squad to the incoming assaulter, they can rapid fire and flame/plasma/melta before getting assaulted next turn. this should give you enough distance to avoid any consolidations.
2. after being assaulted, you can move back all the squads who are within 18", this way even if they kill your unit in your turn, and get to move in their turn before you get to shoot, you should be out of range (or at least out of direct consolidation range).
3. this one is tricky. after you unit has been assaulted, try to die. after evey casultie, remove only guardsmen in basetobase contact with the enemy. hopefully you'll remove all models in B2B then role to see if you run (hopefully you do), make sure to not take any VetSgts and to NOT test on Officer moral (base 7), hopefully you're outnumbered and below 50%. then hopefully you fail your test. now 2 things can happen:
you don't have any base to base, in that case your guys run and are NOT swept!! and your opponent only gets a 3" consolidation!! w00t
you have base to base, your guys die and your opponent gets d6" consolidation.
if this was in your OPPONENTS TURN then either are GOOD. if this was in YOUR TURN then both are bad!! if it's your opponents turn, then they'll be stranded in the open and you'll blast them to bits, if it's in your turn, then your oppoent will get to move them and probably assault another squad.
so the trick is failing in your opponents turn and passing in your turn (use officer Leadership).
The last tactic is to simply assault them with an assload of guardsmen.
or use the enhanced mechanics eco drill and crush them when they charge you ^_^
nah jus blow the **** outa them with tanks, tanks, ordanance and tanks
Hey! I do the same thing! Except with grots.. and a slaver... :pOriginally Posted by Tomjoad
Conscript screen! Good idea, If I ever do an Impireal guard army, It's gonna look alot like my ork army funny how that works no? I'v got bassies big gunz and grot screens. You've got bassies big gunz and conscript screens!
LoL, I've got battle sister screens to keep the enemy tied (in combat) Something
thats actually combat ready. Once battle sisters retreat our of combat, the enemy
gets a full blast of las/plas combinations. Can you say cannon fodder for IG squads
backing the las/plas guys up?
-HONORABLE MENTIONS IN BLITZKRIEG PAINTING COMP-
"THAT I.G. GUY WITH THAT OVERDEVELOPED TRIGGER FINGER"
Thats certainly backwards from how it usually works. But iguess that means more are killed before they run away.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
when I used to play I.G. I put a squad of normies in front of some ogryns. that way if they kill my normies than I shoot them with my ripper guns and then they get killed by my ogryns.
the whole try to fail your command check so you can fall back tactic is really dumb. I'm not saying its effective in game, just as far as rules go it is stupid. You should be able to fall back when need be. isn't that the tactical withdraw or whatever? did they take that out? and when everyone moves exacally the same it is hard to use any tactics for these situations.