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At first I was building towards 2 platoons, then 1 platoon and 1 armored fist squad, and now im even considering 2 armored fist squads for my core choices.
I realize I'd have less men on the board, but it may benefit my tactics.
I'm in the process of building/painting an Imperial Guard regiment, veterans of their home world and of the Medusa campaign (they were only used for special missions and evac'd from the planet) who specialize in mobility, guerrilla warfare (infiltration), and close range power (tons of melta guns, some flamers, all available personnel w/powerfists).
I plan on taking the light infantry doctrine with certainty, as well as the veterans one, and plan to infiltrate multiple veteran squads. I think armored fist squads, while less numerous, could get to said location fast enough to apply their firepower on the same target as other assets of mine. So the firepower could be focused on the right spot better and quicker. I'll have less staying power, though, and could risk being wiped out if things went terribly wrong. I'd definantly have an 'elite' guard on my hands, all veterans infiltrating and 2 armored fists w/plenty o' doctrines. Also going to have a pair of sentinels w/autocannons, the 'multi-purpose' heavy weapon.
My army list will call for an up close assault with melta guns, flamers, shotguns, template weapons, power weapons, and the various heavy weapons, but overall i will be light on heavy weapons. Do you think taking 2 armored fist squads as my core selection would work with an aggressive strategy? (consider their usefulness in cities of death as well)
I must admit it would fit my fluff perfectly; all infiltrators being in position before the strike, and the multiple chimera's dropping off squads elsewhere on the board. It would look mobile and elite, as in small numbers for guard. I am also considering Ogryns for this army, maybe even in a 3rd chimera.
Last edited by rune; September 30th, 2006 at 16:32.
edit: argh Kaiser you beat me to it :p
Erm, you must have one infantry platoon to have one Armoured Fist. If you want transports, get Mechanized.
Veterans can already infiltrate without the Light Infantry, and Light Infantry only applies to units without a transport.
Other than that, make sure you cover your men well. In a city fight it means the enemy can also sneak up from behind your chimeras and blow it's behind off. Be care not to isolate your squads, and get into cover as soon as you can.
I see. Yeah I'm a returning player after a 6yr hiatus. Many mistakes on rules.. hehe.
So I'd have to take 1 platoon and 1 armored fist squad, for the minimum. Then, if I wanted the platoon in Chimeras as well, I'd need to buy each squad one Chimera each. Or go with Mechanized doctrine..
No thanks, I'll just infiltrate the platoon w/light infantry, giving them sniper rifles for the fluff of it. And the look. These matter more to me than winning. I knew veterans could infiltrate with no light infantry, sorry i didnt make that clear.
I think my best bet is:
command hq squad,
2-3 infiltrating vet squads,
1 platoon with 1 command and 2 regular squads, infiltrating if possible,
1 armored fist squad in a chimera,
2-3 sentinels with closed tops and autocannons,
and possibly some ogryns.. maybe in a 2nd chimera.
Feasible with a sound general or a hard army to try to play? I realize it is different, and I'm ok with not having the best setup.
I was also considering making them abhuman - gland warriors! then they'd have the fleet universal rule.. but it would be expensive and take up 2 doctrine slots.
Last edited by rune; September 30th, 2006 at 16:50.
Well i don't play IG but have the codex right here. how bout for your AF squad maybe give them a heavy Weapon. I think it would work out for holding Objectives. A AF squad drives up to the Objective, and hops out to support the Infiltrating squads already there the AF squad hunkers down and the Chimera sets up nearby to provide cover, possibly you could send a squad to cover its rear and side armor.
Well if you take the light infantry doctrine you can infiltrate. So I don't see the use of fleet you infiltrate and set up where you want so you don't need to run there well at least thats how I think of it.
But over all it seems pretty fun good luck with it
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