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What units are good at Close combat???
Are IG just a firing squad or is there someone or thing that i've missed, Tyranid and Elder have such a high Initative that I get slaughtered in close combat, my stagegies work around that, but was curious if there was some way of getting up close and personal (and not being massacared)...
dont try to take on nids in close combat.
if your looking for somthing to countercharge rough riders w/lances would be your best bet, but i wouldent recomend tooling up a comand squad or ogrens or somthing there to expensave and still dont stand a chance.
if you wanna get in there face and suprise them do sucidied droptroops w/ melta/plasma to kill and godzilla'wannabies. and maybeif your feeling extra sucidial droptroop jungle fighters w/heavy flamers. it would ceritanly suprise them i dunno how effective it would be though.
Last edited by ghoul; June 30th, 2006 at 13:49.
I have found that the guard can actually do well in combat, if you completely swamp your oppenet in bodies, though this does not work against nids and orks(found that the hard way).
In an Imperium of a million worlds, what is the death of one world in the cause of purity?
He who allows the alien to live,
shares its crime of existence.
best chance on winning agains nids is to infiltrate a squad at the opposite of your actual deployment zone, so that the nids have to spread up a bit. works well with another squad at another tableedge too.
i like your thinking microcosm, make them go kill your infelterators cos they will see them as an easy target all alone, buying you 1-2 more turns to whittle down there numbers till there are to few to be effective
If you have enough plain Guardsmen you can overwhelm your opponents... but I'd recommend trying to avoid doing that if at all possible. Imperial Guard are not completely without close combat options but they are perhaps the least, or second least close combat orriented army.
Besides the idea of swamping them with bayonnet waving Guardsmen a Rough Rider Squad can fight back an attack to an acceptable level. Just make sure to equip them with hunting lances; the extra points definitely are worth it. A Command Squad, either Platoon or HQ can both be alright as well. Having said that, it's often more advantageous to keep your main Commander around so he can give his high leadership to the surrounding troops. Commisars are another interesting option, especially when equipped with power fists, as they are "hidden." That means because they're not independant characters they can't be targeted by other models. Commisars are also quite expensive though, so take them only sparingly.
My suggestion for dealing with close combat armies is to focus on the most immediate (and dangerous) target. It's all well and good to shoot at the Carnifex, but if he takes 4 turns to get into combat he may not be doing as much damage as those Hormagaunts that are going to charge you next turn. The key for nearly all battles with Imperial Guard is to stay out of close combat, and blast the enemy to kingdom-come. Hopefully I've been some help; I know I have the nasty habbit to ramble on a bit...
Yes, tons of men can swamp anyone. I don't understand teh trouble everyone else has had with nids, I have never had much of a problem with them in close combat. I would say that I win almost all of the combats I enter because I pick my fights and only attack when I have an overwhelming advantage. But as for countercharging units, just buy a powerweapon for all off your officers and a powerfist for some. With enough men and some powerfists, you can kill just about everything. Also, rough riders should be amazing, although I have never tried using them because of the ugly models.
"When one man dies it is a tragedy. When thousands die its a statistic."
A great speedbump against 'nids would be sentinels armed with heavy flamers. The really little beasts cant hurt them in hth, and even genestealers die in droves under the template. Its gotten to the point that my 'nid opponents deliberately swarm elsewhere, out of range of these cheap mechanical nightmares, which means i can direct them into better lines of fire.
I even use them to tie up large space marine squads, that scout move helps get up close, and then i move in for close combat as soon as I can. Its often a viable tactic as they are usually ignored in favour of more pressing targets (eg leman russ) in my army. The sentinel squadron wont win the combat, but it usually holds the marine squad up for a full 3 turns or more. Assuming no hidden power fist, of course.
So yeah, in my book, sentinels are pretty much essential for backing up any IG close combat.
Last edited by Cadaver Junkie; July 1st, 2006 at 07:10.
ever played against a godzilla nid army (8 monsters and a couple of small bugs)?
they can be Ã*ncredibly effective in shooting (reroll to hit and to wound etc.) and your not able to choose when to fight when theres a winged hive tyrant out there.
and those damn carnifexes keep regenerating, so you are able to shoot one of three 5 wound monsters with T7 and save of 2+ down to 2 wounds and he regenerates them in his next turns.
Rough riders seem like the best cc choice to me.
They're fast, they can take down big enemies and even tanks if equipped with hunting lances (just make sure they hit something big enough to make back their points) and they're not that expensive either.
Otherwise I think the focus should be on damage limitation in close combat rather than trying to beat nids. You can't really hope to take on the critter horde.
If you do plan to hit close combat though, close order drill is broken.