A recent game has had me curious as to what the best method of deployment is using IG. I ran into the problem of squads constantly consolidatiing into cc, with an assault squad eating thru 70% of my force. So I ask you, what would be the best method of deployment?
I have two ideas that I would like to purpose; the first being assault tie ups, and the second being 2nd turn assault denial. Please feel free to comment, or present your own ideas on this subject. I am not too sure what would work, and I'm looking for advice to help. I'd like to attend the tournament at Games Day Atlanta this year, but if I can't keep assaulters out of my gun lines, I won't be making the trip.
Assault tie ups - This method of recieving an assault employs a line of cheap, expendible squads at the limit of your deployment zone. Considering a standard table is 48" deep, a SM assault squad that deployed at the limit of it's 12" deployment could conceiviably have second turn assault thru 2 12" movement phases, and a 6 inch assault, placing them 6" into your deployment zone. The way to counter this is to deploy units such as heavybolter/flamer line squads that would serve as a buffer to the oncoming attack. The second line of squads, your important las/plas infantry squads will be 5" behind, preventing the costly consolidation of H2H oppenents into your lines. Behind these squads would be your counter assault squads such as Flamer HQs, RR, and melta/plasma vets. At the end of combat, the guard squad would most likely be defeated, or fall back due to failed leadership, and then the assault squad would be unable to consolidate into another squad, leaving them sitting ducks for any return fire. In your turn, counter charge jumps forward, back line squads rapid fire, and the threat is hopefully eliminated.
There are however, foreseeable problems in this strategy. Because it relies on losing combat and falling back, not doing this would create a situation where you would most likely be defeated in your turn, and then the opponent would have his full 18" movement and assault. You could not run away fast enough, and would be forced to do one of two things:
1) Mass counter assault, throwing everything into the mix, or
2) counter with only one squad, hoping to tie assault squad up to avoid it gaining benefit of additional attacks, furious charge, etc...
My second idea, 2nd Turn Assault Denial consists of deploying everything in the army 5" from the table edge, or deploying some forward units, but before turn two, marching them back behind the magic line. This will prevent your opponent from assaulting with 2 full 12" moves, but would put your army in a very difficult situation if the assaulter partially moves in one of his first two turns to avoid rapid fire, only to assault in the third turn with the majority of your force stuck, an inevitable victim of consolidation.
I feel that the first strategy would work the best, and look forward to play testing this weekend. Would it work, or are there better ideas that you employ?