tankboy145 wrote:To be honest those are most of the common issues that I run across. Pretty much all the codexs that have come out this edition end up being an up hill battle for the guard.
I am not surprised.
IG was just not well designed for the edition jump. Which is pretty sad as they were the last codex before the edition change. However, it is not all bad, there are 3 major strength's
IG have; 1) orders 2) forgeworld and 3) really good allies synergy
Ether wrote:I've had some success MSU-ing with guard by running mechanized platoons where the transports are the sneaky fast objective grabbers and the blobs are the area denying units. This lets you force the opponent to choose between the mission and dealing with the blob who gets fearless, hatred, hidden characters, and psychic powers quite efficiently.
Ether wrote:In a vacuum the blob will lose to an equivalent points value in bikes, but since games =/= vacuums, you can force choices and whittle down bikes by using obsec transports to claim/contest points and grunts to tar pit expensive units. If he avoids combat with the blob, shoot with ignores cover. If he gets stuck in, score points while he's down on contesting units.
First this is not conjecture at all. I play and have large armies of both
IG (I can and do field mech, aircav, artillery spam, or 300 infantry lists) and
DA (
RW and
DW armies, however my "power list" has been a
MSU RW black knight list lately). Assuming that a 6" a turn movement unit gets to even fight at equal points versus a bunch of 12" movement units is a joke. Against a power blob I usually just arrange to charge almost the entire army into turn 2-3 (depends on if you try to block my units with speed bumps). I just hit and run out away from the blobb if it looks like you are could get a counter charge. The damage of the power blobb against bikes is actually pretty bad due to T5 against Str4 on the sarges and the blobbs major advantage of attrition doesn't actually function as the biker units can hit and run out at 2/3 of the time and even get extra movement to go kill your soft squishy stuff or get extra attacks for charging back in.
Ether wrote:The hellhound has a 30" range. I've never struggled to get it some place useful.
I agree you will probably get a single shot off onto a bike unit. However
IMO it is not worth the pts to as if the model is within the torrent range it is also within a 6" charge (12" movement + 6" charge = 18") not to mention 6 Str7
TL shots on AV12/10. There is little to no hope of a hellhound getting a second shot. So that one shot even on a unit of 5 models with perfect coverage will average 1 wound on the unit.
IMO trading 125 pts for 40 pts is not a good trade and it is not even reliable as the
RW player will and does occasionally hit and run out of combat/ scout up turn 1/ outflank / move 12"+shoot 18" and get to shoot/charge the hound to death (or even a shaken result will do) before it gets to shoot.
Ether wrote:Scouting is solved by a 34 point inquisitor ally. Not sure why anyone things scouts are going to get to go anywhere.
This gains you 6+1d6" of movement and gets you tabled on turn 3 rather than turn 4 as the opponent can now charge the units within 18" of their units as they didn't scout. You might get a single turn on the middle objectives though (assuming they fail their charge).
Ether wrote:If FW is too pricey, you can make a colossus/medusa out of a basilisk by cutting down/magnetizing the barrel of the basilisk so that it looks like a shorter version of itself. You can then also add layers of telescoping barrels with plasticard tubes.
This is very good advice
btw. You can also make heavy artillery carriages by taking the earthshaker cannon and platform off the chimera chase and mounting it on short "pillars". Really most forgeworld can be used with good counts as models and some of the older pdf's from the websites (ie the earthshaker carriage hasn't changed since they made it T7 rather than AV10).