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![[Post New]](/s/i/i.gif) 2013/02/15 03:28:15
Subject: IG and effective orders
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Discriminating Deathmark Assassin
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So I started playing IG recently and really like the whole issuing orders thing from the command squads. What I can't figure out is how people manage to do it for more than a turn or two. I was playing a 1K game against a DE player who was spamming venoms. Needless to say he forced my CCS to go to ground behind an aegis defense line or take their chances with a kabillion 4+ saves. How do you get around that?! I can't be embarked in a chimera and give orders which leaves being out in the open pretty much. While cover saves from an aegis or a ruin is helpful it's not enough against three venoms and their crew. And believe me it didn't take all three venoms to force the ccs to go to ground. They survived but at that point are pretty much neutered in terms of their effectiveness. So what are some good strategies to making orders work beyond turn 2?
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![[Post New]](/s/i/i.gif) 2013/02/15 03:30:33
Subject: IG and effective orders
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Fighter Pilot
Pennsylvania
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Put them in a Chimera with a Camo net.
You can give orders from a Chimera. It has the "Command Vehicle" Special rule.
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Gunline IG 1850 pts
Elysian IG 3000 pts
Horus Heresy Imperial Fists 500 pts
W/L/D: 35/6/4 |
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![[Post New]](/s/i/i.gif) 2013/02/15 05:04:36
Subject: Re:IG and effective orders
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Hardened Veteran Guardsman
Greater Boston Area, USA
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CCS in a Chimera is a good idea, and the camo nets make them better still. Seems like everyone does this, except me.
I like to save the 55 pts and get them into some ruins, or behind the aegis. I hear what you're saying - they go to ground and become useless, and that is a pain. I hate when people target the CCS. But check this out - give the squad camo cloaks, or a medic (probably not both, that's a bit excessive). Keep them quiet, don't give them any huge guns. If you're playing them forward they can have guns, but if you want to avoid getting shot, don't take anything that will cause alarm.
The DE player who I fight every now and then has given up shooting at the CCS, because it never works. I've got plenty of other units that threaten him, and he's aware that the CCS will go to ground at the drop of a hat for 2+ cover save, maybe a FNP save on top of that. He's not going to hurt them, why waste the shooting? If he's going to waste a whole turn shooting at the CCS, whatever, go nuts.
Another note about the Chimera, and I'm not saying it's a bad idea, most guard players put everyone in a box. I've lost so many dudes to chimera explosions, and the CCS is only 5-6 guys. I personally feel less safe in a chimera than I do in some deep ruins, or a rooftop.
Bottom line : Some people will want to kill your warlord for the 1 point, and to take away your orders. If that's their goal, AV12 won't stop them, and neither will the aegis, ruins, camo cloaks, a medic or body guards. If someone wants them dead, just accept that they are going to die and work around it. If you want them on their feet giving orders for the whole game, don't make them a threat, and make them really hard to kill.
The CCS is amazing, but it's not the head of the snake, you can still function without them.
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![[Post New]](/s/i/i.gif) 2013/02/15 06:58:44
Subject: IG and effective orders
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Regular Dakkanaut
San Francisco
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I bring two CCS. One kitted out with plasma and mounted in a chimera, and one on foot in cover with a lascannon and a regimental standard to give the morale boost.
Both of them will cover pretty much my half of the deployment zone, and killing one of them wont deny my orders. If I run MSU Guard, I get 4 orders a turn.
When they die, its no big blow to me. There should be plenty of firepower in a guard army to bring down an enemy without orders. I
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![[Post New]](/s/i/i.gif) 2013/02/15 08:12:33
Subject: Re:IG and effective orders
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Douglas Bader
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CaptObvious wrote:Bottom line : Some people will want to kill your warlord for the 1 point, and to take away your orders. If that's their goal, AV12 won't stop them, and neither will the aegis, ruins, camo cloaks, a medic or body guards. If someone wants them dead, just accept that they are going to die and work around it.
This. Even if you spend the squad's entire point value in upgrades (instead of just buying a second CCS) you're still talking about a small squad of guardsmen. If your opponent really wants it dead, it will die, so just accept this fact and design your list to function without orders. Then you can consider orders a nice benefit while they last, not something you are completely dependent on.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2013/02/15 11:45:03
Subject: IG and effective orders
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Heroic Senior Officer
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I've just started assuming ever game that I will lose my company command squads. People have built up a ridiculous fear of them, as if they were single handedly destroying half the enemy army.
If I really want them to live, I'll hide them, but most of the time I just use them for their standards and keep them as cheap as possible.
Worst case scenario, the opponent drops a ton of firepower into killing a 5 man unit, giving other units in my army time to do their jobs.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2013/02/15 12:26:55
Subject: Re:IG and effective orders
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Shrieking Traitor Sentinel Pilot
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CaptObvious wrote:
Another note about the Chimera, and I'm not saying it's a bad idea, most guard players put everyone in a box. I've lost so many dudes to chimera explosions, and the CCS is only 5-6 guys. I personally feel less safe in a chimera than I do in some deep ruins, or a rooftop.
I've been in an MRAP getting hit by an EFP. I personally feel much more safe on the ground than in a locked metal box that's likely to catch fire - with me in it.. Doesn't change the fact that armored vehicles have saved thousands of U.S. soldiers in OIF and OEF.
Chimeras increase survivability of IG units. They are likely to live longer if you put them in a metal box, plus said box actually gives you a little more range on your orders. Your opponent will also have to divert AT units to take out your CCS, keeping the fire off your Bassies.
Alternatively, you can keep your CCS and PCS deep in cover, and camo cloaks help. I have used 100+ guardsmen to block LOS to my CCS before.
Also, and this is my preference, I build my CCS and PCS for no reason other than giving orders to units that do ok on their own, and fantastic with orders: like HWS. Three twinlinked lascanons is a wonderful thing. So, if your HWS are staying hunkered down in cover, the CCS can stay nearby. If they are supporting a bunch of PIS and some SWS slogging upfield, well, you can't expect an officer to walk!
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![[Post New]](/s/i/i.gif) 2013/02/15 13:11:28
Subject: IG and effective orders
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Leader of the Sept
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MMmmm... TLAs... arrrlhglrghglhghlll
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
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![[Post New]](/s/i/i.gif) 2013/02/15 14:11:58
Subject: Re:IG and effective orders
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Discriminating Deathmark Assassin
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ooooo....I like your idea of camo cloaking the CCS as an alternative to the chimera. I know the army shouldn't fall apart because the CCS/PCS are no longer around but I love giving the bring it down order to my lascannon HWS.
I splurged in last nights game and picked up creed just so I could give everyone BID (that could use it). The CCS is pretty much naked for the reasons suggested in previous posts. The DE player is a very competent player and he knew TL lascannons would spell the end of his venoms. Between him going first and night fighting first turn he just pummeled my infantry squads. Once they went to ground he moved in closer and made my CCS go to ground. Now we're all lying around waiting for two vendetta's to show up and save the day. I also had a colossus which I think I will be dumping as it only got off one shot, missed completely and they was lanced to death next turn.
Being behind the aegis and going to ground is a huge benefit and it did help my troops last three turns. Like I said I'm dumping the big gun and getting another vendetta. That's be three in a 1K game. He still has 6 venoms and a ravenger but I'm finding the more vendettas I field the better I do.
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![[Post New]](/s/i/i.gif) 2013/02/15 19:09:55
Subject: IG and effective orders
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Regular Dakkanaut
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It's not really a good idea to have the CCS "Go to ground". I would rather have them die giving orders than give it up. Also, you need them to issue "Get back in the fight" to allow the other "GtG" squad/platoon back up.
Also, find Autocannon HWS to be a nice edition to your force, combined with bring it down you can drop flyers and venoms pretty easy. It's a lot of shots hitting and works well for killing MC's and Infantry as well.
Two CCS, are really nice. They can help each other and also are nice to have in the AGL. If running Vendetta, go with a Comms Relay. It will help those birds get to you faster.
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Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points |
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![[Post New]](/s/i/i.gif) 2013/02/15 20:15:16
Subject: Re:IG and effective orders
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Discriminating Deathmark Assassin
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@Sir Blayse: Yeah I noticed how useless CCS were when they went to ground the other day :( I also have to agree with you on the usefulness of autocannons - two shots are better than one and they could certainly deal with light vehicles. Especially if I'm already running lots of vendettas carrying TL lascannons.
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