Switch Theme:

Some Imperial guard tactics and questions  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Plastictrees






Salem, MA

portugus wrote:
What are your opinions on these tactics?
Number 1: Scouting Stormtroopers.
Putting a 5 man squad with 2 meltas in a Chimera near the front of my deployment~ scouts forward 12" (pop smoke if going second) then moves 12" disembark and melta something 1st turn. Has anybody tried this? Is it throwing away 2 kill points? Or is saving the points for a chimera worth it to have them show up via deepstike between turns 2 to never, anywhere they want?


Scouting and cooking something in turn 1 with stormtroopers does work, in my experience. But just because you can do it doesn't mean you should do it every time.

If you're going first and there's a target that's worth sacrificing the ST unit for, then do it. If you're going second and want to put pressure on your opponent to try to take out the two smoked chimeras (which isn't that hard, but still) then it's worth doing.

But the great thing about STs is you always have the option to leave them in reserve (deploy the chimera) and drop them, or infiltrate them outside their chimera, or have them outflank in their chimera and get a side shot on something later in the game. These are all effective tactics in some cases. So you can look at your opponent's army and decide based on whether or not you get first turn and what the situation looks like.

portugus wrote:
Number 2: Primaris Psyker with grenade launcher vets in a chimera.
8-18 str6 at 24" with BS 4 (mostly) 210pts. Tried it once and it didn't really do a whole lot.


Your one trial reflects what will probably happen every time. Guard armies have plenty of str6 shooting from multilasers, if you have a lot of chimeras. A CCS is really the best value in the HQ section of the book.

portugus wrote:
Number 3: I might be a dummy for asking this one. Flaming through another friendly squad. Hear me out, I know templates and blast markers cannot be placed over friendlies but what if spaced out far enough for the template to fit between gaps? (did a search on Dakka and miniwargaming as well as youtube.)
Reason being I got a few blob squads with meltas and a PCS with 4 flamers right behind. Blob blows up transport, PCS flames troops inside provided gaps in the blob allow it.


You can do it, but you won't hit much. The best way to use multiple flamers is shooting out the hatch of a chimera, which allows you to drive up and position the template for maximum hits, then multiply by 4. So you need some chimeras for these units like, for example, the chimeras that your stormtroopers aren't using because they're deepstriking or whatever (the PCS deploys standing behind the chimera and jumps in turn 1).

portugus wrote:
Number 4: Harker with another heavy bolter and grenade launchers or sniper rifles. (not for my current list but other lists I plan to use him)
Sits in cover pinking away at troops. And if good would a vet squad with camo and heavy weapon with special weapons work well too? Just thinking about plopping harker and a camo vet squad on or near 2 objectives or just drawing fire in a KP game.


Harker has stealth, so he gives it to the unit automatically--they don't get any additional benefit from camo cloaks.

You won't see much damage from 3 sniper rifles, and they would tend to discourage the unit from moving, negating Harker's relentless ability. Take something that can move and shoot--plasma or grenades. You probably still won't see much damage being done by this unit, but it's a harassment thing--that you can force your opponent to send something much more expensive to deal with them because they have to be dug out of wherever they are at short range, or else they'll score or whatever. Or they can outflank (which might be a good reason to give them demolitions). There are probably stronger choices in terms of raw WAAC game-winning ability, but if you're playing null deployment or the harassment game, this unit fits into your overall strats.
 
Forum Index » 40K General Discussion
Go to: