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Discussion Starter · #1 ·
I play a very static, defensive, gunline army (mixed armor and infantry). I was wondering if anyone who plays a similar army has any tips for when the enemy inevitably assaults your front line. Er, preferably tactics that don't involve Ogryns or Rough Riders, as I take neither.
 

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Here are some tips;

1. If you have the points to spare you could use hardened fighters. This is good Vs space marines as they only hit on 4's. You probably won't win but you can slow the smurfs down and stop them closing down your firing lanes.

2. If you have a bassie, you may want to change it for a LRdemolisher. This allows you to hammer some hurt into the enemy as they close in for the assult, which you may not be able to do with a bassie.

3. Hire some Grey knights. Thier NFWs are really handy and they have storm bolters so they can become part of the firing line. Plus, they soak up gunfire easily, thanks to thier 3+ saves and 'The Shrouding' rule.

4. This is probably one of the most common tips you will get. An indipendant commisar and a mob of conscipts. loads of attacks plus the ability to stay in combat for ages.

Enjoy!
 

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In my list I use a slightly tooled up PHQ unit to counter charge, or failing that just pile in with enough warm bodies, like with shooting where you take several units to do what you think one could do. Against most enemies theyre specialist assualt squads wont be huge so if you jump in with a whole platoon they shouldnt come out too well.
 

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Archmagos
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Keep some space between your squads so that enemy assault units will consolidate/massacre into gunfire instead of soft guardsmen.
 

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Charge them with one squad (I use the platoon command squad with flamers) and move nearby squads back. Alternatively, you can throw the whole platoon at them. I killed two squads of terminators the same game by doing that.
 

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Take chimeras for you infantry. Get in close but not too close. Onload, fire, then get back in and get heck out of there.
 

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RAWR! KROXIGOR!!
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You will be assaulted at some point, it is almost impossible to stop this. What you need to do is make sure that when you are assaulted there are no units within consolidation range and make sure you lose, and flee, from the combat. That way you get to rapid fire your whole army at the unit.

You could also try split deployment (Cheredanine's tactica on the subject) or use rough riders (I know you don't want to use them but they are just so good!).
 

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I am beginning to see the wisdom of using flamers or meltaguns in line squads. When the enemy comes in close to CC, advance the nearest squad but don't charge, just rapidfire. Assuming the enemy doesn't fall back, here's a flowchart of what happens next:

First, your opponent's movement (probably) stops early at the closest squad (unless they're jumppacked) since their models cannot move within 1" of yours until they charge. Because you advanced, you just denied them about 6" of distance towards your lines.

If your opponent decides to shoot the closest squad before charging then cheerfully take your (low) leadership test...remember you are not required to use an officer's leadership! If you run away then CC doesn't happen. If your opponent decides to shoot another squad then your closest one just became a CC barrier. Probably your opponent will choose to not shoot at all, so you just took some firepower away.

Now your opponent charges the inch or two into the unit...again, no movement advantage! You will most likely go last. Take casualties off the front of the squad if you can--if you are not in base-to-base with the enemy then he cannot sweeping advance, which prevents him from getting a big consolidation bonus. This is much more valuable than the pitiful return attacks you give up to do so.

You lose, your sacrificial squad runs and the enemy's CC troops are now standing in the open. At this point I like to have a Chimera-mounted heavy flamer ready to help deliver the finishing touches. (As a side note, Chimerae [and all other non-walker vehicles] make good consolidation 'firebreaks' since you cannot be locked in CC with them!) If I feel the need I'll set up another sacrificial squad. Keep throwing in the meat one piece at a time! If the enemy squad gets through 3 line squads then they might earn back their points-value.


To sum, stagger troops and vehicles, use sacrificial units to block charges and limit the movement bonuses, be ready to follow enemy charges up with lots of dakka and remember that losses are inevitable and acceptable for the Imperial Guard.
 

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Some good advice in here... but instead of Grey Knight Allies, buy a squad of Bolter Bitches (Witchhunters). Their veterans can get a nifty item called "Book of St. Lucius". This book allows "Any friendly unit with a model within 6" may use the bearer's unmodified leadership valuefor any morale checks or pinning checks it is required to take".

This means that if that Book is within 6" of a IG line squad that just got 9/10 guys eaten by a Blood Angels Veteran Assault Squad, is outnumbered 10-1 and the sergeant died, they still test against a Ld 9.

In addition you should be bringing some guys from the withchunter list anyway, as the Assassin is friggin golden. Usually an Assassin infiltrates and does a kamikaze, but a 95 point Eversor Assassin kept back, will make any assault unit cry.

"Sooo what you're saying is, that if I assault your IG guys they will not run, and the next round I get charged by a 5-10 attack monster that ignores armoursaves and wounds 50/50 every time?"

So in my oppinion no IG army above 1.000 point should leave without:

1 Battle sisters squad.
1 Inquisitor (either economy version or beefed up version depending on points)
1 Eversor Assassin.

If you don't use allies you're screwed...
 

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Discussion Starter · #12 ·
Actually I just slaughtered Chaos Space Marines in a meatgrinder mission. I used some of the advice here (mainly unit dispersal), along with careful deployment and target priority. I shot all of their transports up, and used mass firepower to take out the infantry as they slogged across the board. By turn 4 I had destroyed everything in their army except a squad of Terminators that hadn't showed up yet. Of course, since it was a meatgrinder mission, all their troops choices came back on the board every turn. Massed ordnance fire saw the same squads annihilated and reappearing over and over, but by turn 8 (random game length) they had hurt my flanks bad (since they could reappear along the short table edges right on my proverbial doorstep). Things looked bad when a Daemon prince assaulted my front line, but just making sure nothing was in consolidation distance left him in a rather embarrassing position that involved half the guns in my army. Throwing more units into the mix helped stave off an assault by some Plague Marines, too.

The moral of the story is, deployment and target priority go a long way. I was hoping to discover some new tactics (which, contrary to popular belief, means maneuvers, not army composition), but it turns out I didn't really need them this time.

As for allies, I think they're a really cool option for an IG army, but I would hate to use them as a crutch, and frankly you don't need to. I like fielding a pure Guard army. : )
 

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Yeah your most useful tactic will be to move one squad up into the face of the assaulters and rapid fire. Just make sure that they are the only unit your opponent can assault and that he cant move around you to get at anyone else. This buys you an entire new shooting phase at close range at the unit but if your boys hold you have to run in and help them out. At least I do when there is a scoring squad still standing. Be human.
 
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