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Yeah...if you don't want to buy a bunch of troops and you want to solve the problem or CC...then I suggest selling some Imperial Guard Lasguns...never been fired and only dropped once.
 

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Is there way to solve the problem of close combat without buying tons of troops?
The short answer is no. Guard rely on numbers, not quality. The long answer is that you can use mechanized lists, allies (until the Inquisition gets reworked) and Ogryn. Bear in mind, however, that a low model count is a problem by itself.
 

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Formerly Prince of Excess
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IG has a CC problem? You lose a cheap unit, break and shoot down what assaulted you. What's the problem? The least of my problems is getting assaulted, half the time it gives me an advantage.
 

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half the time it gives me an advantage.
I couldn't agree more. I take a cheap Infantry Squad, let something rip it to peices, and then when they are done, and all the Guardsmen are dead, that unit is exposed to the next million lasgun shots, and god forbid a Chimera with a heavy flamer is within shooting range.

Strategic Sacrifices are a big part of my game plan. Look over here while I pull a rabbit out of my ass.
 

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IG has a CC problem? You lose a cheap unit, break and shoot down what assaulted you. What's the problem? The least of my problems is getting assaulted, half the time it gives me an advantage.
Agreed with both of the above. If your opponent has a nasty CC unit heading towards you, leave a convenient, easy-to-charge unit about as bait. Enemy assaults, you lose a bunch of guardsmen, they run away or are wiped out, enemy unit is stuck in the open facing a wall of lasguns, heavy flamers on chimeras, and russes.

Work against everything from banshees to terminators.

Last game I played I left a 20 man combined squad in some terrain, but easily assaultable against an eldar player. Let him get close (except for the wave serpent carrying the firedragons and the two wraithlords, those I shot at a lot.).

Bansees with exarch, farseer, and even a phoenix lord rush in (granted I got lucky with the eldar player being an idiot). Predictably the guardsmen were wiped out, leaving 2 squads of eldar in the open.

They died next turn to a hail of melta, plasma, and heavy flamer fire. Eldar player concedes the game at the end of turn 3.
 

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Exactly. I've killed Assault Termies, GHs, Storm Guardians etc. by tossing a 60 point unit. It even works on close fire support units. Want to kill my ten men? Go for it, expect to lose a couple hundred points in my reprisal. Good job.
 

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Drill Sergeant
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Guard work best in Rapid fire range. There is no other army (ok maybe orks) who can out as much dakka at 12". With all those Lasguns shots, cheap special weapons and Democharges your opponent is going to get seriously seriously seriously dead if they're standing around at the start of your go.

Let him charge a unit that means nothing (this is where redundancy comes in to play) and when that invevetably dies the rest of your army blows the living snot of of it.

This unfortunatly means having lots of units. You're going to have to get some more men. Thats just the way Guard work.
 

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Stop playing guard like they are space marines (or maybe stop playing guard start playing space marines...)? As people have said the best close combat strategy involves throwing something in the way then splating them once they're left in the open...

I really wish Vets had something like the old rule for armoured fist squads, where you had to take a platoon for each one. You can still play a mech army, just give chimeras to platoon squads. Seems to be less and less people who play more fluff focused armies and a rise in "I want the super-killy-uber-win(tm ;)) army" with all the "most competitive xxxx" threads... Sure chimelta vets are good (i have a squad in my own army) but don't use them to the exclusion of all other things.

Guard are a HOARD army with some tanks, that is their role and always should be. Space marines have the good at everything not great at a lot. Eldar and tau have the mobile but specialised down. If you're not happy with where they sit play a different army.

/rant over

Just buy some guardsmen or ally in some friends, I hear that grey knights are quite good at smacking things or you have sisters for some more close range fire support who take the focus of the more squishy guardsmen.
 

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nope cc in general in my book means just talking about one round or several rounds of cc. tactics against cc takes everything into account.
thanks
antique_nova
 

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Is there way to solve the problem of close combat without buying tons of troops?
Yes, put your troops in Chimeras and keep those transports moving. An enemy in close combat auto-hits a stationary tank. But move just 1-6" and that enemy needs a 4+ to hit you (50% threat reduction). If you move 7+", then the enemy needs 6's to hit you (an 83% reduction).

So, when you combine moving with the inherent toughness of trying to crack AV10, this makes the Chimera a relatively tough nut to crack. Generally, it will take at least 2 turns of close-combat for the enemy to crack the tank open. During which you're free to shoot at him with both your squad and the heavy flamer on the hull (ALWAYS take the heavy flamer!).
 

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I use my Chimeras a bit differently, although I don't mount Platoon Squads or Veterans so that's probably why. Often I'll move 12", unload what I'm carrying to kill something, than take a return charge that kills the squad and the Chimera mops the chargers up.

A Heavy Flamer after a charge is devastating. If you roll low on a Massacre, you can barely spread out. Not as effective against Power Armor but against other targets I often trade one unit for two.

A more Mech army has to do it the way kgore laid out because they can't throw away units freely very often.
 

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Guard are a HOARD army with some tanks, that is their role and always should be. Space marines have the good at everything not great at a lot. Eldar and tau have the mobile but specialised down. If you're not happy with where they sit play a different army.
Why do you get to decide what's fluffy and what isn't?

According to the Tallarn fluff (page 17) in the Guard codex, my vet-based armored company is spot-on. If we just had a codex for the Iron Warriors, I could recreate the massive tank battles of Tallarn with a Chaos player quite nicely.

Embrace the mobility the guard have now. We've waited a heck of a long time for it.
 

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Might wanna work on those quotes champ. ;]
 
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