Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Another thread on another tactic.
What advantage does an IG all infantry army have over one that takes tanks?
Well, if they've taken conscripts, the advantage is not in how much of the enemy you can kill, but in deployment.
Have a look at these two pictures.
As you can see, the conscripts can give you a lot of room when it comes to pushing back the enemy.
I'd assume IG players wouldn't even put their tanks where the blue one is anyway. I can safely assume that in most games, the enemy gets to deploy right up to the black line.
Of course, when you get to pick your table quarter/side, you do not get such an advantage. However, I'm sure you could still push back most of the board anyway, especially in recon.
An important thing to remember is, basically, it would suck to put the lemun there, but putting consripts up the front is great.
Wow. What an awesome tactic. One problem i see is that if the conscripts get into CC they would block your line of sight to the rest of the enemy.
That's a good point. I guess first turn, instead of moving forward or anything, you'd rather just squeeze the sides in by 6". In recon, that unit's 4' wide! (2.4" per model). You obviously wouldn't want to move them forward. They take a few casualties and run, you've spent the points on giving the rest of your army an extra turn, as well as taking some fire. I really don't see the conscripts sitting in combat anyway, they'd run.
Yeah, that would work. Maybe putting flamers, or some other special weapon (are grenade launchers assault?) in the squad and just piss off the enemy. A foot slogging army needs somthing to move
All that I can say is that you'd better have an independent comissar in that unit of conscripts or they will head for the hills, likely automatically, after the first turn of CC- maybe even before then if they waste any shooting on them.
All infantry is a mean tactic, but you'd better be sure to space out your units. Otherwise you can get one unit of say, Raptors, that literally just moves down the line from one combat and consolodates into the next and kills your whole army. You also have to make sure that your heavy weapons teams will be able to see their important targets once the enemy has crashed into your lines. Nothing worse than having three lascannons go to waste just because you can't see through a combat.
so... if i'm understading this,
you're using the grot shield tactic of the orcs with conscrips...
except when that tank shocks the middle of your line you're left having to regroup...
and when one flank breaks, the entire unit breaks, right?
not that conscripts are useless....
but meatshielding isn't exactly genious
Pictures of the Smigs Army for your amusement....
Eagles may soar, but weasels don't get sucked into jet engines.
"Crush your enemies, see them driven before you, and hear the lamentations of their women"
"JESUS SAVES! the rest of your models each take a wound."
Use Indepenent Commissars, and have them reinforce the lines when it looks like a fall-back is imminent.
Burn the land and boil the sea. You can't take the sky from me.
Member of the Canadian Clan, eh.
Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
The problem with doing things like this are mission based scenarios- conscripts aren't so much a meatshield as a tar-pit, a unit designed to slow things up in CC. Although it is possible to deploy as described above, having more than 40 odd means they start to get in the way.
Which is why conscripts, like any other unit, are better as multiple smaller units than one big one. The down side to this are the Commissars, if you take them, they usually cost more than the unit itself. The solution? Meatshield only part of your lines. You'll have less people crying CHEESE as an added benefit.
The biggest problem with meatshielding are mission based scenarios, which in tournaments you'll see a few of. Although it is possible to deploy as described above, having more than 40 odd means they start to get in the way. I've found conscript blocks to be best used as isolated units on the flanks with one or two Autocannons. They protect, to a degree, your army from assault armies who will try to lap around rather than face most of your firepower, as well as being able to score S7 side shots on anything near them.
Then again, Guard armies are full of cannon fodder anyway. In an all infantry army, you should have enough other units to shield your better stuff without having to rely on buying masses of conscripts.
The deployment examples used 20. Having an ID would be a bad idea. You want these guys to run the moment the opponent assaults them. Which cannot happen until turn 2, or even turn 3 if the opponent doesn't have anything that can fleet or better (so turn 2 is a good assumption).You really want to conscripts gone in turn 2 in order to see passed them, if they're in combat:
1. They block LOS
2. You can't shoot at the unit that just assaulted them.
Conscripts are perfect for this because they have such a low ld.
Basically, you're paying 98p to push back the enemy to the red lines. See the black lines? It's a nice advantage. You can also flame the unit assaulting you, however, I'm starting to wonder if it's even worth is to take the flamers. It's not.
I'm changing my list.
Thanks for questioning it.
Well if your opponent attacks the flanks with two units and the conscripts embroil one of them, you can always innocently aim a Bassie round in that direction and if it scatters onto the close combat....well, they're only conscripts.