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![[Post New]](/s/i/i.gif) 2009/05/13 12:10:40
Subject: Imperial Guard - Ultimate Cityfighters?
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Just a little natter thread.
Now first of all, a little background. I've not actually played 40k since the release of Cities of Death. Got too caught up in Fantasy, and just could not be arsed to paint an arym for 40k into the bargain. But I did thoroughly enjoy the challenge of City Fighting, especially the way the Stratagems etc worked!
So 2009 is here, I have a new job which promises me more money than I've earned before, so clearly it is time for me to re-enter 40k. Kind of torn between Orks and IG right now (what do you mean shineyitis?) and I think the IG are squeaking it at the moment.
I am also right up for mainly playing City Fight, as I prefer those games at the moment. Though 5th Edition might prove a good enough basic game of course. So just how hard are IG in a Cityfight right now? Reading through the IG book and Cities of Death, I have been spotting some truly revolting combinations of Orders and Stratagems. First one I am thinking of is an amalgamated squad of 50 IG, with the re-roll to wound Stratagem. Reckon that ought to melt quite a few enemy squads! But this aside, IG also seem to have a plethora of weapons ideal for the mainly infantry based Cityfights. Either a Leman Russ Punisher to erm, punish, enemy squads caught in the open (The Leman Russ turret rule also helps here!) or the one which ignores cover saves will make a pleasent addition, and for Tank Hunting, I reckon Sentinels ought to suffice, especially with the rather tasty AV12 making them more survivable.
So what do you reckon? Are IG shaped up to be almost *too* good at Cityfighting? As well as the above combinations, they have tradtionally had quite the advantage in Cityfight due to cover saves aplenty! I don't want an army which my opponents will struggle to beat. I prefer closer run games meself!
OH arr, I can see the Stormtroopers being fairly vicious against MEQ in a Cityfight, ideal for setting up ambushes etc!
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![[Post New]](/s/i/i.gif) 2009/05/13 12:15:48
Subject: Imperial Guard - Ultimate Cityfighters?
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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guard in city fight? i prefer smal elite armies for this
the problem with large armies is that you tend to get units bottlenecked as the terrain is pretty heavy.
also, take into account that shooting a unit at range will do pretty much nothing, so nids are great for city fight.
i still rate tau as one of the top city fight armies
allthough, it would be fun to test the new orks out in the city.
may have to change lists, but they could be good.
and thanks for reminding me i need to get my city table finished
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Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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![[Post New]](/s/i/i.gif) 2009/05/13 12:29:55
Subject: Imperial Guard - Ultimate Cityfighters?
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Infiltrating Hawwa'
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JD21290 wrote:
i still rate tau as one of the top city fight armies
terrible terrible joke...
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DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2009/05/13 12:32:30
Subject: Imperial Guard - Ultimate Cityfighters?
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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I find that suit heavy tau work great!
i allways take up the offer of a friend of mine to use his tau
abusing movement makes suits great fun, once geared up right they can cause serious problems, and also run away pretty quick when they are in danger.
railheads are also great for this (yet to use a sky lol)
but missiles that need no LOS? great
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Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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![[Post New]](/s/i/i.gif) 2009/05/13 12:36:41
Subject: Imperial Guard - Ultimate Cityfighters?
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Lone Wolf Sentinel Pilot
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From what I'm hearing, the whole "HIT THE DECK" drills for the Guard sound almost like GW want Guard players to just... win Urban Combat. There's just... SO MUCH COVER, everywhere, the darn poor Flak Armour doesn't mean much. Laying down the sheer volume of Lasers means that Guards can hold their own in a city, if no where else.
Also, it's just cool.
sA
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My Loyalist P&M Log, Irkutsk 24th
"And what is wrong with their life? What on earth is less reprehensible than the life of the Levovs?"
- American Pastoral, Philip Roth
Oh, Death was never enemy of ours!
We laughed at him, we leagued with him, old chum.
No soldier's paid to kick against His powers.
We laughed - knowing that better men would come,
And greater wars: when each proud fighter brags
He wars on Death, for lives; not men, for flags. |
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![[Post New]](/s/i/i.gif) 2009/05/13 17:20:53
Subject: Imperial Guard - Ultimate Cityfighters?
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Infiltrating Hawwa'
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JD21290 wrote:I find that suit heavy tau work great!
i allways take up the offer of a friend of mine to use his tau
abusing movement makes suits great fun, once geared up right they can cause serious problems, and also run away pretty quick when they are in danger.
railheads are also great for this (yet to use a sky lol)
but missiles that need no LOS? great 
At the moment, even enemy assault units with Fleet, Jumppacks, what have you...are unable to reach the Tau when they are firing from maximum range. More often than not, the Tau will get a round of shooting, and a round of rapid fire on open terrain. Sometimes it will just be a single turn of one...but unless Deepstriking or Outflanking...the Fire Warriors will have a round to shoot.
In a city fight, especially when fighting highly mobile enemies, the ability to even get a single round of shooting off may be out the window.
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DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2009/05/13 23:16:19
Subject: Imperial Guard - Ultimate Cityfighters?
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Stubborn Dark Angels Veteran Sergeant
Ontario
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If your trying to run foot slogging Tau in a cityfight you are doing it wrong. A city fight is ecactly where Tau excel as the limited movement of enemy assaulters (aside from jumpack troops) means you can load your firewarriors into their devilfishes and escape, or you can go suit heavy and JSJ them to deah while keeping the firewarriors in their devilfishes for late game objective grabbing. Give those devilfishes the upgrade that allows them to ignore dangerous terrain checks and they can even claim cover saves while behind buildings etcetera. Seriously the only armies that can touch Tau in a city fight that I have seen is eldar, as in mobility is key. And if you really want you can still Fish of Fury some lone enemy squads, though the cover saves will be a pain.
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This message was edited 1 time. Last update was at 2009/05/13 23:17:55
DCDA:90-S++G+++MB++I+Pw40k98-D+++A+++/areWD007R++T(S)DM+ |
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![[Post New]](/s/i/i.gif) 2009/05/14 12:37:29
Subject: Re:Imperial Guard - Ultimate Cityfighters?
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Regular Dakkanaut
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Tau in cityfight is one of the more frustrating for an opponent to deal with.
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![[Post New]](/s/i/i.gif) 2009/05/14 17:31:35
Subject: Imperial Guard - Ultimate Cityfighters?
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Foolproof Falcon Pilot
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Guard tooled for City fighting are just lame!
If you and you opponent both know you are playing Cities of Death..what do you think he will bring? Flamers anyone? "Hit the deck" means nothing in a battle where every squad your opponent throws at you has a flamer or heavy flamer in it. Add in other cover save ignoring weapons and dedicated CC units (which everyone stocks up on for city fights) and the guard just die in droves. They can't even take adavantage of their long range (because of LOS issues in cities), nor can they take advantage of all their barrage weapons (as they autohit the top floor under the marker) so opposing infantry can just shelter in the lower levels of ruins.
All in all, Guard's tricks work much better outside of City Fights than they do inside of them. Guard is not a close quarter army..especially when their opponent is tooled up for close quarters (flamers, CC etc.).
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This message was edited 1 time. Last update was at 2009/05/14 17:32:58
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![[Post New]](/s/i/i.gif) 2009/05/14 17:34:13
Subject: Imperial Guard - Ultimate Cityfighters?
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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Thanks for the backup on tau in city fight
since using my friends tau for heavy tables im 3/0/0 for wins with them
and thats been against marines nids and crons.
just wish my orks could move like this lol
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Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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![[Post New]](/s/i/i.gif) 2009/05/14 21:49:38
Subject: Re:Imperial Guard - Ultimate Cityfighters?
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Longtime Dakkanaut
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I just recently played a 5th ed cities of death game with IG, versus SM.
It really depends on the mission. If you end up getting the 'take as many buildings as you can' mission, having a key building loaded with expensive weapons won't do a whole lot. They'll just move to a different building, quite possibly out of LOS to your key building.
Mobility is still a key factor in competitive cities of death. Either planting flags in as many building as possible, or making which building you plan on taking as unpredictable as possible (so they don't put a demolitions stratagem on your favorite objective)
Guard will always have a problem with 'take the building in the middle' they might have good tarpits, but they can't really clear out a building in CC, unless you take specific units.
I lost the game i played btw. The SM player, had a whirlwind and a thunderfire cannon, and just shredded my platoons with cover ignoring shots. I got real low on scoring units, and then he occupied a couple more buildings than I did with his combat squads.
it was lots of fun though.
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