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!
I wrote most of this theoretical rambling because I am right now struggling with what choices beyond 2-4 squad Platoons with a HW in each Line squad to take in a 1850 tourney list. Its not exactly a cry for help, its close but not quite, rather I see it as a way for IG commanders stressing out about the lack of flexibilty in the Stereotypical SAFH lists, to see their armies on a more strategic level. I hope this helps somebody but it has helped me to get it all out, though I'm still stumped about our best non basic trooper options, so don't ask me about that one just yet.
There are may different tactics that are available you in 40k and this list is to help SAFH armies develop more tactical and strategic flexibility.
As IG we typically engage in a high mobility but offensively passive aggressive lists with our Mechanized doctrine that seeks to under play mobility and firepower chimeras give us to acheive tourney success.
Then there's the highly mobile and blatantly aggresive offensive AC lists.
And the totally stationary but completely dangerous SAFH lists that focus on never moving.
In your average highly competitive tourney with lots of scenarios, SAFH performs rather poorly as most scenarios give more bonus points to scenario completion, eg moving around, than to actual damage done. Mech Guard has done reasonably well at high end tournaments and AC somewhere in between.
Now I would like to explore a more flexible SAFH army. Not necessarily a more mobile one but one that doesn't have always stay put to reap the benefits from its points expenditure.
I mean am I the only one that finds our general reliance on HWs in either line squads or dedicatied squads a bit too one dimensional and frightningly predictable?
Options that are clear of course are Doctrines such as Drop Troops, Light Infantry and Jungle Fighters. Also to reiterate this does not include discussion of mechanized guard or any other doctrinal options since these do not directly influence our deployment options.
These are the only three Doctrines we have available to us that allows us to change how our army deploys. Each of these are valuable in and of themselves and each will be discussed below according to general use in tournament games. Also for the immeadiate disscussion do not consider points effeciency or overall doctrinal assignation as this will be considered next.
Firstly there is Jungle fighters, a pretty decent and potentially powerful doctrine since it gives los improvements, cover save improvements and infiltrate ability despite diminishing our already horrible armor save. However since the purpose of this thread is to aid us in tournaments where we can't prepare for each individual battle in terms of opponents or terrian, I am of the opinion that Jungle fighters is a poor choice since its focus is on heavy woods/jungle terrian battles (4+ save in these to make up for 6+ save and 12" of sight). I say poor because at best 1 battle will have enough to make this choice effeceint in terms of points or doctrine slots. Not to mention for tournament purposes being denied Lascannons is pretty much a kiss of death.
This leaves LI and Drop Troops.
LI is a fairly straightforward doctrine. Its similar to Jungle Fighters but doesn't have the same carrot and stick approach. It allows you to take a sniper rifle instead of a HW but seriously who is going to do this? The only reason you take this is to aid you in securing scenario objectives which is truly a godsent ability for the typically torpid SAFH lists. I would say this should be on any SAFH commanders short list for doctrinal choices when plotting a tourney list.
Also straightfoward. Essentially EVERY infantry unit and all sents can DS. Its free and the deployment flexibility has some benifits but since as a rule SAFH is heavily dependent on HWs which cannot move and shoot, it places the Archetyapal SAFH list 2 turns behind. This leaves us in a bit of quandry on the usefulness of this doctrine but it does hold potentially invaluable tactical and strategic advantages.
Is it worth it?
This part considers the points cost and how many points/units should most likely be investing into the doctrine to try to maximise effectiveness.
Drop Troops: Free!! Who can argue with that right? While yes actually I can. I type Drop Troops in the "passively nuetral" category along with CoD whereas Grenadiers and Veterans are "actively neutral". This isn't a value statement but a point and list impact one. Passive neutral doctrines are free doctrine that you do not have to implement in your army whereas active neutral doctrines are the free doctrines you take to change your force structure options.
As to how many units should be blessed with the Drop troop doctrine? Well, thats like saying what constitutes obscenity? I know it when I see it. Since its an game to game option you can let it change on the fly but I'd recommend you have a general thought about which units will benefit the most from DSing and when DSing makes sense and when it doesn't. This one is completely to personal taste. I see its potential uses but since it adds a aire of unpredictability and fluidity to the almost alwasy purposive and mind numbingly percise nature of SAFH lists its not going to be a favorite of many SAFH commanders.
Jungle fighers: at 10 pts its no more expensive than LI but its so situational that in a tourney list its likely going to win you fluff awards but likely be a hinderance. However it shares some of the advantages of LI discussed below.
Light Infantry: Ah, the jewel of Imperial Guard deployment options. I say that despite its 10 pt cost its doesn't have the strategic or tactical limitations of Jungle fighter and still allows the more meticulous and methodical IG commanders out there to have a series of opening tactics that is missing with use of Deep Strike. This is the most important part of the LI doctrine for IG commanders. It lets you play your stoic force but reoriented in such a manner that your opponent may find himself at a distinct disadvantage because a platoon worth of HWs are guarding the most obivious apporach to a scenario objective.
But the question remains, How many units should be +10'd? Well I personally believe that you should do it only in full platoon increments because the general inaccuracy of our BS 3 troopers and our very definite need for massed firepower. But at 10 pts a squad, the questioin becomes of great strategic importance. After all, points are men and men are weapons and weapons are victory therefore I posit an inverse relationship between Doctrine expenditures and victory.
But to get back on track, I think it depends on how many basic infantry platoons your list is running. When running 1 basic platoon and another unit type to meet the minimum force structure requirements, it comes down to how forward thinking you are as a commander. If you believe you know the nature of your opponents and the likely scenarios that will be run at the tournament, this should be the deciding factor. The more distance your units will have to travel from your DZ to the OBJ the more likely you should take LI and the inverse is true.
With 2 basic platoons, the equation shifts to a very definite take (say 90% on my subjective scale) on 1 of the platoons but only 1 of them. I say that because of in game tactical issues. This will let you continue with basic SAFH strategy but in a much stronger tactical position. However, this 90% can be mitigated by 2 factors a) the number of squads in each platoon b) the ratio of basic troopers to elite troops. The need to take LI has an inverse relationship to the number of your elite troops. This can be known as the IG inverse relationship law where by the options done to basic troops is limited or increased by the inverse action done to elite options.
At 3 basic platoons, the choice betwen 1 and 2 is again almost entirely dependent on how many other types of units you're running. Ie if you're running 3 2 Squad platoons the odds are you're running heavy or light armor in HS/FA slots or STs and Vets in Elite Slots. However, I do believe that the tactical flexibility given by LI is especially useful when you reach this many groundounders even if they're only 2 squad plaoons but again the inverse relationship law is in effect
I'm running out of steam but its clear that SAFH armies need not be as stagnat as they are and can in fact be far more flexible than our opponet realize for a mere 1 pts per model.
Now the real question remains is how to test this? Play of course; but as the IG Inverse relationship law allows for an infinite amount of options for variation among options other than your basic troopers which in turn act back in an infinte amount of ways on the options that should be taken for the basic troops this still leaves the SAFH commander with a strategic burden on his conscience. Namely, do you want to win by sheer number of wounds, do you like LRs or Bassis? Sts or Vets? SWs in the Line Squads or just HWs?
So from here the question is what do you do with your new flexibility. Well there is this very basic deployment article here to help you and I didn't write it, Deployment PDF article but its not an end all be all.
Last edited by MattL; September 19th, 2006 at 03:24.
I am thinking along the very same lines with the composition of my army, using primarily a static fire base with a platoon and anti-tank squad as light infantry. You statements are well thought out and bring infantry tactics in IG armies beck into a competitive light. I thank you for the rant.
I really like the "inverse law". I find this to be very true but then again i make use of basic infantry only. Light Infantry makes my troops elite enough, attrition is still a favored (i believe characterful) guard trait/tactic for myself.
I am curious to know why you write off the sniper rifle option for basic squads, Losing the ability to field a heavy weapon need not make a huge difference to our over all firepower, particularly if you upgrade fire support and anti-tank squads with light infantry to support the accompanying platoons. The rare chance of pinning your enemy can save many lives of the (sometimes) isolated infiltrators. Although all those fearless high LD etc units do override the usefulness of the sniper i still believe it to have it uses, being characterful of light infantry and provides the commander with options not presented previously.
Once again cheers for the rant
Well, I might have been a bit harsh on the Sniper but since we can still take all the other HW options with LI and the sniper has such a horrible performance against MEQs or even GEQs (Guard Equivs) due to such a high AP its only use is if you are absolutely so squeezed on points you can't even afford a HB.
Now massed Snipers ala ratlings is an intriguing thought due mass wounds should lead to at least some failed armor saves but solo snipers in 40k are unforunately little better than lasguns.
Still its an issue that I've been plotting using Dice rolling page to help me get a general sense of what the hit/wound/kill ratios of various configs of HWs in Line squads or SWs in Vets etc.
Like I said before I don't have units to suggest but I do know the tactics I want to try. Things like wheel right or wheel left collapsing front etc. It just really depends on the units I'm able to decide help the most against the general MEQ threat and work to bend as the willow.
Well, my tactics using Light Infantry is simple. Three of them. I use what I call "less-than-half" ratio where half of my infantry squads are deployed using the Light Infantry rule, but only for the last two reasons. I'll deploy EVERY squad for my first reason. Controversial, but it works. Now and then.
One, combine with Cameoline and deploy in cover. If you want rush for it, Light Infantry allows for a higher chance of doing so. However, it is true that the chances of getting most of your army in cover is actually quite low. So use only if you know that the tournament loves terrain.
Two, late deployment. Most of the time, opponents will deploy to counter your deployment. Things like my transport will be so far away from your lascannons, my Raptors don't want to get too near those lasguns etc. Counter this by deploying AFTER them. However, clever opponents will place units in such clear line of sight that it might end up that your deployment will be limited.
Three, "The Emperor remembers you." Very controversial. From the heading you can guess. Yes, meat shields. The idea is this, a couple of infantry squads will be deployed in front of the main army to distract the rest of the opposing force. Most of the time, these few squads are too dangerous to ignore. A heavy weapon, a special weapon and 8 lasguns? The opponent can't just walk past. Whule they're handling these squads, the rest of your army can then move into a more organised formation, and by the time the opponent has cleared off the frontline he or she will have to face the might of the Imperium, organised. Diminished, but damnit we're organised.
Allow me to illustrate. Example one was when an infantry squad distracted a squad of Battle Sisters as Rough Riders charged up to assault them. Not only does the squad distract the Sisters, they also force the opponent to take a target priority if they want to fire at the Rough Riders. Example two is when a squad tied down three Death Cult Assassins (actually two, I went first and shot down one of them in a hail of plasma) till Colonel Shaeffer and his squad of power weapon wielding Last Chances came along. The squad survived the fight with three men left.
So yeah, my say on Light Infantry Tactica. I must highlight another thing about late deployment that the Imperial Guard can use. Expensive, but might be useful. The Macharian Cross, which comes with Col. Shaeffer. Woo hoo Last Chancers!
Hi MattL, I haven't posted on here in some time as I stopped playing the for a while when my friends split up and went to university, however I'm now in a local games club and I'm currently preparing and playtesting my army for the Grand Tournament and I have found myself asking the same questions you have.Originally Posted by MattL
Since 4th edition, the game is increasingly favouring mobile armies, and I was starting to reach a point where the static infantry line could only ever hope to score me a draw. It is almost compleatley incapable of scoring objectives, and almost totally static and therefore very easy to out-manuver.
A few months ago I decided to do something drastic and removed all the infantry from my army in favour of an armoured force. My current army consists of heavy tanks, objective taking Grenadiers in Chimeras and deepstriking Storm Trooper squads.
I wouldn't suggest everyone should be as bold as I have been, a few heavy weapons squads can certainly compliment a mechanised force, particularly with a doctrine such as Cameleoline, and as much as I would love to inlude some HW squads, I have always found them to be a bit of a points sink.
I wouldn't lie to you and say I have had a much higher success rate with it, but I have definatley had increased success, and I think it is a much more effective and adaptable force than my infantry line despite the lack of firepower, however the best part about having a mech army in my opinion is that it is much more fun to play. I can't stress how much faster and more enjoyable my games have become since I have dumped the line of 80-100 blokes men who altogether probibly score 1 wound with a Lascannon every turn.
I think as guard players we have a tough time keeping up with the way the game has changed to favour fast attack and high mobility - the basic set up and shoot tactic may get you a draw on it's sheer survivability, but I think to continue to give other armies a challenge we will need to keep up with the times and start fielding more adaptable armies.
Amen dude. Jumppacking opportunistic Tau commanders that jump behind your tanks. >.<Originally Posted by Xethemez
But how can we maximise our maneuverability? Mechanised and Armoured Fists might help but effective Chimeras don't come cheap. Most of the time we cu tour infantry force in half to adapt to Chimeras. (since one would cost roughly about the same as one squad)
But I guess what Chimeras can do is to cover the infantry squads that deploy... but should we be exposing our weaker side armour for the sake of infantry cover?
You are totally right Raven, a Chimera is a big points sink and unless you go out of your way to keep it alive it is one of the easiest tanks to kill in your entire army. I almost thought about dropping the whole idea for this very reason.
Then I looked at it like this: if that Chimera blows smoke and dashes 12" accross the board, the chances are it will survive long enough to get a squad of Grenadiers to an objective. If those Grenadiers live long enough to hold that objective then they will redeam the Chimera's points, and when you look at it from that angle, the issue is not the Chimera's survivability, but the survivability of the squad inside. With that in mind you are almost glad when they sacrifice good firepower to shoot down the transport.
The other option is that you loose the Chimeras and only take tanks that are likley to earn their points, but then you are loosing the mobility of your troop choice, they become about 200pts that does nothing but walk towards the enemy for half a game. It's a pretty tough decision.
I guess if they see a whole line of Chimeras coming at you they'll definitely divert the firepower... Just nice for the Basilisks. :yes: And even the wrecks of the Chimeras can serve as cover. "Even in death shall they serve" takes on a whole new meaning.
However I guess rushing for the objective in later turns of the game might make the Chimera a bit more useful. With a 3 3 3 combo of multi-laser, hull heavy bolter and heavy stubber the Chimera can still provide fire support for approaching targets. Around turn 5 load the Grenadiers up and rush for the objectives. It might help in increasing their survivability, but if your Chimera gets shot down before the stormtroopers embark... aw well.
Guys, great thread!
I have been playing guard for years, and with the new rules, we need to make sure we have a couple of things to be Tournement effective.
1> Still have a large base of Heavy and Special Weapons and Ordnance. This are after all our strengths, and we need to work on our strengths, not leave them behind.
2> At least one mobile element for Objective taking, taking out Infiltraters, or plugging holes in lines. My personal favorite for this is a mounted Grenadier squad or two with two Plasma Guns. Remember a Chimera is still a cheap HW platform, so in most games I use my Chimeras just as that. If you always have a "for sure" moving Chimera, I recommend the "Flaming Chimera O' Doom" (two heavy flamers). Once this tank gets close it can do a lot of damage.
3> One Counter-Assault unit. The enemy is usually able to get one unit or so close or into our line. We need a unit that can counter this threat. Either a Rough-Rider squad, tooled up Command Squad, or er a.......Ogryns, can be your ticket here. I also like Allied Grey Knigts.:rolleyes:
4> Infilrating or Deep Striking squad. I like to have one squad of Veterans with a Lascannon and couple of Plasma Guns, or a Full Deep striking squad of Stormies with a couple of Melta Guns. These also help you take out dug in tanks like Whirlwinds, Defilors, and make your enemy re-deploy some of his forces to deal with that, or suffer the consequenses.
Hope this adds some insight!
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Edit: This is finished now.
Thanks everyone who bothered to read most of what I wrote to start this thread !
Now to some of the finer points.
Strategic Deployment Options was the focus of this post and in particular deployment for those of us too enthralled with the romanticism of a SAFH guard force to vary too far a field. This isn't to say Mech guard or others can't benifit but I know that there's part of me that really hates how boxed in IG has to be in order to even perform "average" at a major tourney.
Also before i get into unit selection, let me just say that Camoline just doesn't make much sense for a SAFH tournament army. Not that it isn't worth while to give you a better cover save but when you're running 11+ infantry squads that would have to take the 10 point up grade that consumes a lot of other options. As I've stated before, tourney's as a rule don't have a lot of terrian that you can shoot through (ie bunkers, trenches woods etc) and what little there is will only allow maybe 30-40 at best to utilize the terrain. with 100+ troops wer're looking at best 40% utility. If you could pick and choose which units recieved it, like LI, I would take Camo in a heart beat.
Now to the unit selection aspect. I'd already come to the same basic conclusions that Diggum's did but I've yet to decide on which units in sepcific which is why I made no unit selection offers.
But since the topics been broached here are a few things to consider but remember, these notes are from the perspective of someone who runs around 90 troops and needs flexibility to support his IG fire lines in a competitive tourney setting
LRBTs: Not as strong as demos or basis but slightly more useful than both. When choosing between these and demolishers, the 72" range should allow most of the board within LOS to be targetable. The Pie Plates help with MEQs and the 4th ed Ord hit rules actually make hitting something likely but its still kinda iffy if you don't score a hit with BS but thats just a Guardsman's lot. When choosing between LRBTs and Bassi's, the increased armor values and the general better mobility of LRBTs make them more helpful to SAFH. The only real drawback is the S8 of the LR's main Battlecannon but its still good enough to kill most MEQs.
Demos: These shine in high terrain or city environments. These settings help minimize the shortcomings of the 24" range. It also has an extra point of AV on the sides helping against more mobile threats. With a S10 Ap 1 main weapon, its the single most powerful option in our arsenal. Not much wrong with this other than its giant KILL ME NOW sign in bright neon letters that hovers over it. But then again all IG HS tanks have this so what else is new? These hover just about even with LRBTs in Lusty's Subjective Scale though it usually loses out due to inability to close down approach lanes due to its short distance.
Bassi's: The standard and most lauded HS option for your average SAFH. It thrives with rear guard action as its S9 AP 2 when combind with the single best vehiecle upgrade option for IG and maybe in the whole game, indirect fire, lets it threaten your enemy without likely being threatened itself. This combined with its relative inexpensive point cost makes it an almost must have for your SAFH lists. Yet if you're trying for more flexibility you might not want this. However, its still a high 80's on the Lusty's subjective scale (LSS) of IG goodness even with its in ability to handle threats.
Heavy Weapon Squads: These are nothing new or special to IG commanders, just really focused amount of the already relatively formidable IG HWs. So take those for what thats worth.
Rough Riders: One hit wonders. Nothing new or revolutionary in that statement. No ranged power and useful only oncea against enemies who've never faced them. Like orgyns that will be discussed later, these are unforunately some of the worst units we have for tourney play. Their single dimension gives them a solid purpose on the field but do little to actually aid in winning tournaments. these recieve a low 60's on the LSS as they're not useless but not totally useful either.
Hellhound: This is actually a much better option than many of us (myself included) give it credit for and honestly should see alot more play in IG armies than it does right now. Its main armament is an insanely powerful Flame Template weapon that we can place in any direction we want within the 24" range. So it can be straight ahead, straight across, diagonal left, diagonal right etc. With its special to hit rules, its almost guaranteed that you're going to kill something. Personally this is getting some serious consideration on my part only because at any give tourney though there are an insane amount of MEQs there are also quite a few Tau, Eldar and Ork armies that one could face. While the Hell hound does nothing against your heavy armor it does have the ability to put the hurt on light infantry and light armor. this gets a low to mid 80's on the LSS.
Sentintels: These in my opinion are actually the best FA tournament options we have. I say that seriously and in spite of the praise I just heaped on the Hellhounds. If for no other reason, the Sents are our best FA options for tournament because they're always going to be on the board. This may not seem big but the ability to have another set of HWs to bring to bear on our enemies while their still waiting for reserve rolls lets us have a very important advantage. Additionally they also have the free "pre-move" ability which is also invaluable in a tournament setting because it gives us a tactical advantage that every SAFH needs, and I think even Mech Guard could use these 2 benefits in a tourney setting. But also for SAFH armies, this particular piece of IG armor though weak in the AV department does have more staying power than an equally equipped HW squad. I would also recommend since like all IG armor this is cursed with a BS 3, don't depend on these alone to win the day for you by placing your LCs on them to snipe tanks. They can be used for this but remember BS 3 is still BS 3.
Also as a matter of personally and tactical sense never take more or less than 2 in a squad as this maximizes the VP rules in your favor as your opponent must kill more than 50% of the squadron to get points and that means killing the squad totally. Personally at least take 1 squadron of 2 in your HQ unit and give your self some decent light armor presence that most SAFH armies are completely missing and even armor heavy lists can benefit from.
here is where the Imperial Guard Commander gets to play to his taste but like any temptation be careful what your wish for because you'll likely get it.
Veterans:For my taste these are the best Elite options barring Allies, which will be disccused in another long post, availabe to a SAFH army commander. I say that because it lets us maximize some of the best abilities IG infantry has to offer without any real downsides that don't already plague IG infantry. I really do mean best for SAFH armies because for a mere two additional points per basic trooper you get +1 BS, infiltrate, and +1 base LD. But thats just the individual bonuses. Like all things IG, Vets are best when considered holisticlly, namely 3 Spec Weapons in each unit shooting at the aforementioned BS 4. not perfect but really nice for an army that suffers from 50% miss rates. Combine this with the tactical and strategic bonus from infiltrate and suddenly you have a pretty fierce skirmisher unit for a mere 75 points.
But wait thats not all! As SAFH benefits mostly from HWs you have two options here:a)drop one SW and add an AC or LC/MLb)add one vet and then add an AC or LC/MLNow you might be asking yourself "Hey, what about HBs?" well personally HBs are best served in either line squads where their high rate of fire helps to offset the basic guard's BS 3 or in a FS squad in the HQ where the Sharp Shooters doctrine is maximized. with 9 HB shots per turn thats at least one if not 3 or 4 1's per turn that can be rerolled. Also since Vets are a skrimishing force, they are meant to handle heavy forces early and often and HB bolts unfortunately don't pack enough S to hurt even light vehicles with enough regularity. So ACs are good for most threats and you could throw in a true AT weapon if you're really worried about heavy threats ala hammerheads, LRs or Predators. Also since the Vet Sgt's price already includes the access to armory option, I find it exceptionally useful in a tournament setting for the Vet Sgt to be equipped with a surveyor. Yes I said a surveyor. I'll wager 3:1 that 2/3 of you are like what is the surveyor and are even now reaching for your codex to peruse the wargear section. Basically its the IG version of the Auspex and now you now as much as you did before. Without spilling to many beans it lets you attack before the game even begins any infiltrating force with in a 4D6" distance. Now this isn't perfect and may never work but for a mere two points, having the chance to get a few uncontested wounds/kills against Chaos, Tau, Eldar etc that generally have more mobility and flexibility than SAFH IG lists. In my opinion the only more point effective upgrade option available to IG or through allies is the mystic henchman option available to Inqisitors but more on that later.
Stormies: Now here is where a SAFH should really consider Drop Troops. one 5 man ST or Grenadier squad DS'd with the 2 meltas that unit is allowed should prove deadly against most heavy vehicles and if your the kind that loves redundancy these STs can be given meltabombs. However, in my opinion at the tournament level, if you're not going to run a chimera or two to ferry these units if not DSing them, their really just overpriced and underpowered vet squads. True they get a 4+ save and as such not insta killed by bolters but from the SAFH standpoint firepower is still first concern despite the obvious increases in surviablity. I personally would be a big fan of STs if they had the same firepoweroptions as Vets but from a SAFH point of view vets fulfill any need for a true skrimishing force. However, with the grenadier option and if you have the left over points and wanting some more anti-tank/anti-heavy infantry options you really can't go wrong with 5 stromies weilding Plasma guns or Meltas.
ratlingsThese are the only codex legal ab/subhumans that are at all worth their points. Granted their more expensive than Stormies but as mentioned earlier in this thread massed sniper fire makes for alot of wounds which should lead to fair amount of faild saves. Not a perfect unit and really a tough pill to swallow since it takes up an elite slot from my much beloved Vets but still at a mere 110 points for 10 HWs that ensures around 6 wounds a turn must be saved is an intriguing thouht maybe not a good one but a thought.
orgyns and tech priests lumping these together because there is nothing good a SAFH can uses these for that allies can do better. Essentially don't take these because the orgyns can be insta-killed way too easily than their points should indicate and Techpriests are the same cost as a Inq Lord and little of the same utility.
So how to use these? I've given some sense of my interpretation of each units usefulness to a SAFH guard list. There are of course different interpretations on some units but as rule I believe this is I believe a just and universally accepted take on the IG units other than your basic infantry squad or other Troop options.
There are some other considerations that must be taken when trying to measure which units to add to a SAFH guard list. Namely likely scenarios, likely opponents and your own penchant for risk taking and what not.
Still I hope this also helps to shed some light. I'll be adding some tactics and deployment info here with diagrams and pics and what not but for now I have to go back to being a graduate student.
Last edited by MattL; September 19th, 2006 at 21:55.