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Decrepit Dakkanaut





Vallejo, CA

Joey wrote:
Ailaros wrote:
2.) Mech commanders can always avoid close combat.

That's not what he said.
He said either the unit will be pretty weak (infantry with krak, anything with strength 4/5, individual powerfists) due to needing 4s to hit and a 5 or a 6 to kill it, or will be an uber strong and expensive unit that's just popped a 55 point transport and is standing in front of a guard gunline. If a 200 point TH/SS termies popped a chimera, it'd be facing ~20 plasma gun shots in my shooting phase. I'd chalk that down as a win, personally.

Thanks for the clarification.

Dismissing frag and krak volleys isn't a good idea, and you can't overlook that things like vanilla space marines can rip open a chimera WITH THEIR BARE HANDS if they so desired. A 30-man power blob puts down 31 S4 attacks. If only half hit, and only a sixth wound, the tanks are still taking damage (and can be glanced to death if they've already taken damage from the blobs's meltagun fire). Plus, most sarges in the game can take meltabombs. Not a popular upgrade, but if I knew I were facing mechvets all the time, I'd definitely take them.

On the other hand, it is very possible for that THSS squad to multi-assault. A single termie squad attacking one chimera-chassised vehicle is a waste. Charging three at a time is preperation for disaster for the guard player. A THSS squad may not be the best example of this, but there is lots of stuff that can carry high strength and multi-assault at the same time.

Really, it's that multi-assaulting that hurts. It's easy to think of an invincible wall of AV12 that the opponent needs to break apart can by can, but it is very possible for a massed krak assault to take out several vehicles all at once. Without that shield wall, mech lists fold very quickly. Not so when a foot list loses a couple of HWSs by comparison.



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Guard Heavy Weapon Crewman



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Ok...
I just read all three pages, I can safely say

lots of:
Veterans
Chimeria
Vandetta
&
Russ

I get the basic gist of what I have to do. I also have to polish my tactics, I need to get out and get more games in. Also having low confidence in my ability to play Guard has seriously affected how I play...

Thanks for the feed back!

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Little Rock AR

Ailaros wrote:
Joey wrote:
Ailaros wrote:
2.) Mech commanders can always avoid close combat.

That's not what he said.
He said either the unit will be pretty weak (infantry with krak, anything with strength 4/5, individual powerfists) due to needing 4s to hit and a 5 or a 6 to kill it, or will be an uber strong and expensive unit that's just popped a 55 point transport and is standing in front of a guard gunline. If a 200 point TH/SS termies popped a chimera, it'd be facing ~20 plasma gun shots in my shooting phase. I'd chalk that down as a win, personally.

Thanks for the clarification.

Dismissing frag and krak volleys isn't a good idea, and you can't overlook that things like vanilla space marines can rip open a chimera WITH THEIR BARE HANDS if they so desired. A 30-man power blob puts down 31 S4 attacks. If only half hit, and only a sixth wound, the tanks are still taking damage (and can be glanced to death if they've already taken damage from the blobs's meltagun fire). Plus, most sarges in the game can take meltabombs. Not a popular upgrade, but if I knew I were facing mechvets all the time, I'd definitely take them.

On the other hand, it is very possible for that THSS squad to multi-assault. A single termie squad attacking one chimera-chassised vehicle is a waste. Charging three at a time is preperation for disaster for the guard player. A THSS squad may not be the best example of this, but there is lots of stuff that can carry high strength and multi-assault at the same time.

Really, it's that multi-assaulting that hurts. It's easy to think of an invincible wall of AV12 that the opponent needs to break apart can by can, but it is very possible for a massed krak assault to take out several vehicles all at once. Without that shield wall, mech lists fold very quickly. Not so when a foot list loses a couple of HWSs by comparison.




You know no one multi assaults in this game. Mech is king. Drink the kool aid.

Really the way I see it is that foot has trades the mobility of mech for durability. A 10pt gun isn't going to kill a 55pt chimera plus around half of the squad inside. Instead it kills a 5pt guardsman who has a 50% chance of saving.

I'm not saying that foot is better then mech, they both have their pros and cons.

I will say that the more terrain there is I find mech becomes less viable. Which makes me wonder if tables have adequate terrain in tournaments then maybe it wouldn't be thought of as the "best".

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redbeast001 wrote:Ok...
I just read all three pages, I can safely say

lots of:
Veterans
Chimeria
Vandetta
&
Russ

I get the basic gist of what I have to do. I also have to polish my tactics, I need to get out and get more games in. Also having low confidence in my ability to play Guard has seriously affected how I play...

Thanks for the feed back!


There isn't anything you have to do. Pretty much everything in the guard codex can be effective if played right. What do Sentinels, Rough Riders, and mortars all have in common? Most people would tell you not to take them. But all three make appearences in tournoment lists of mine. And all three do quite well.

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Ailaros wrote:From the giant text wall, I took two points.

1.) AV12 is fragile, but so is HWSs.
and command squads. And AV12 isn't *that* fragile. It's high enough that it's out of the realm of anti-infantry weapons such as scatterlasers and heavy bolters to engage (or engage effectively) whereas AV11/10 vehicles can be destroyed by such weapons, and much moreso than an HWS to anything except singular meltaguns for the most part. The poor implementation of HWS's in the codex is really what drags the infantry list more than anything else.


2.) Mech commanders can always avoid close combat.
Not really, I didn't really say much of anything specifically about mech command squads. Mech in general can either avoid/mitigate it, or, if built properly (i.e. you are sinking a ton of points into each unit), can take the loss in stride and come out better for it.


The second is flat out untrue. In a parking lot situation (like you're proposing), there simply isn't enough space to get away from close combat. Without being skimmers, an armored wall turns into a traffic jam in a hurry.
Not really what I was driving at, but neither is it really necessary either. You don't need to evade entirely. Simply moving a single inch suddenly forces opponents to hit you as if you were equal weapon skill no matter what theirs may be. Moving over 6" suddenly makes you hit only on 6's, something not even a WS10 model fighting a WS1 model can achieve. Add to that that most units don't have significant AT CC capabilities in huge amounts, and it makes the tanks rather hard to pop.


I've seen a 10-elf jetlock council charge across the board and catch 6 vehicles in assault, wrecking 4 of them with their S9 wychblades. The next turn, they multi-assaulted again, blowing up another two vehicles and throwing two vet squads off the table.
Yes, we can all probably come up with some incredible such feat. Most of the time however, this is avoidable. This is certainly not an expected average. You will have at least 1 turn to do something to that unit. If that 10 jetlock council made it across the board like that intact and caught 6 vehicles in assault, the IG player flat out did not play correctly. There are all sorts of ways to mitigate that, for one, they shouldn't have arrived across the board fully intact, even with fortune. Second, decent positioning and deployment should make it pretty much impossible to hit that many vehicles at once, between putting a couple vehicles out front and using terrain/board edges/other units it's not hard to prevent such a unit from charging 6 tanks. When that's all said and done, they should then be in range and LoS of just about every gun in the line and face a *very* uncomfortable turn after that.

Such a unit could also cripple the footslogging list you posted fairly easily by flying over your blobs and into your heavy weapons/command squad line behind them.

Keep in mind, multi-assaulting isnt' something that only mech faces, more often than I've seen multiple tanks destroyed (yes, it very definitely does happen, won't deny that, but usually 2 or 3 when well done, not 6), clearing out a ruin full of heavy weapons teams with an outflanking assault unit is a rather common occurence, and just about any unit that makes it to an IG line, if it's not a blob squad, likely will engage and destroy several infantry units.

I've likewise seen drop pod BT go on a RAMPAGE against parking lots. They show up, throw around melta, and when you shoot them back, they move closer to you and then multi-charge with power fists and krak grenades.
They can't charge the turn they DS in, nothing allows them to override that restriction. Intelligent deployment, movement, and use of smoke will greatly limit not only the effect of their shooting but what they may even be able to shoot at. I've played such armies many times, BT, SM, SW, BA. Once they come in and pop their load, perhaps popping 2 or 3 tanks, the drop pod'ing units usually end up in tightly packed clusters in perfect range of just about everything I could possibly shoot and great formation for taking hits from template weapons, and are depleted if not destroyed in short order.

That or you just reserve-denial if you know that's coming and let them drop pod in with nothing to shoot at and roll on turn 2 with 8 tanks and several dozen infantry and either go to town or move >6" and pop smoke forcing them to hit you on 6's in CC and through 4+ cover with shooting attacks.


You can slightly delay close combat (although, with that many vehicles in the backfield, that would be a challenge, at best), but you cannot outright stop your opponents from getting into close combat, if that's what they've built their lists towards.
That's fine. I can sustain losses. Losing even half a dozen vehicles (hasn't ever happened yet to me to a drop pod assault list) isn't necessarily going to cripple me, there's 11 more and still plenty of firepower. Most likely if they're coming in via drop pod and hoping to get into close combat, they've had to take fire from every gun in the army before they can do that and they typically aren't in much shape to do much of anything after that. The few remaining guys that manage to get into the tanks can try to do something, sometimes they do, but usually nothing near like what they wanted to.


To the first point, you're splitting hairs. Are HWSs fragile? Yes. Are vendettas also very fragile? Yes.
Vendettas are much more durable than HWS's, and have a multitide of tools to increase their survivability such as turbo-boosting (scout move turbo-boosting in particular is handy) they can come in off the flanks or from DS, and can easily move away from nearby threats. They also don't really face any lethal threat from anything that isn't at least S7. Such weapons also present a great threat to HWS's due to their low model count, vulnerability to ID, and low Ld. On average, it'll take 11 BS4 autocannon shots to kill a HWS in cover, 7 to on average expect a failed Ld test. To kill a Vendetta in the open, you need an average of two and a half times that to bring down a Vendetta, 27 BS4 autocannon shots to on average produce 1 destroyed/explodes result. This is also assuming no cover (not impossible for vendettas to get from terrain, just harder, and they can always turbo-boost). Additionally, S6 shots will achieve the same result against the HWS's (which typically have higher RoF's) that will do relatively little against the Vendetta.


The difference is that once the support units are burned away, you're left with a bunch of worthless GLAC squads in cans in a mech list
The support however, as noted above, is significantly more difficult to burn away, it's not even anywhere near the same category of vulnerability,
and they've got to not only get through the support but the transports as well, all of which are equally as hard to destroy, significantly moreso than the support units for the footslogging list.

while you're left with the hard, angry core of implacable infantry with kit to handle anything in the game when it comes to infantry.
That's slow, easily outmaneuvered, and can be engaged by every weapon in the game and is particularly vulnerable to cheap and widely available template weapons and can be forced off of objectives by anything with the Tank trait. Yeah, blobs are really good at CCPlus,

swap out HWSs for russes, and you're now looking at an army that literally doesn't care at all about a vast majority of your weapons.
And the mech army doesn't care much about the russ tanks, it's significantly less AT fire coming at it that is engaging *far* fewer targets at once and now gives a target for the 5 melta toting chimeras that didn't have great targets before. That's a much easier force to engage.

Once the vendettas are swatted away, the bubble wrapped exterminators or LBRTs will be literally invincible.
Drive one of 5 quad melta-toting chimeras up, tank shock/flame infantry out of the way, shoot out of top hatch with 4 meltaguns. Same standard procedure for any bubble-wrap opponent. The life of your Russ tanks depends on destroying 8 AV12 vehicles that can all generate their own cover saves and 30 infantry before they have a chance to engage, 3 of them on turn 1 and the rest on turn 2 or 3, more stuff than many other armies can even field. Not a realistic prospect unless you routinely are able to table entire skimmerspam Eldar armies in the same manner, which is unlikely.


A mech list is made up of ONLY fragile units, while a foot list is, at most, made of SOME fragile units. A mech list is unable to do anything in 1/3 of the game turn (assault), while a foot list can be effective in every turn of the game.
Here's the problem. You're equating the survivability of the mech units with the survivability of the fragile units in the infantry list, which just isn't the case. The tanks are significantly more difficult to destroy than the heavy weapon and command squads. As noted above, a vendetta is far more durable than a HWS, and costs 130pts versus 105pts for a lascannon HWS, or Hydra's at identical costing to AC HWS's, and can move and fire as well. The "weak" units in the mech list are far and away hardier than the "weak" units in the infantry list and the mech list amplifies it's sturdiness through redundnacy and simple numbers that doesn't work in the same way for the infantry list. 1-4 tanks are relatively easy to destroy, even if AV14. 5-9 starts to be difficult but doable. 10 often is more than many can deal with, 17 is going to actively stress every AT asset in the opponents army and require that every unit be capable of engaging armor to some degree and be actively doing so if they hope to achieve victory or the unit quite possibly is empty points.

The fact that the mech list isn't doing anything in the assault phase really isn't an issue because that's not where its killing power lies, and the blobs aren't exactly spending the entire game stuck in either (or if they are, they're wasting their significant shooting upgrades) and most of that time is spend simply out-surviving the locked opponent. It's got significantly greater ranged anti-infantry firepower, roughly equivalent raw ranged anti-tank after rerolls are factored in, and far more mobility to consistently put that firepower to get around LoS/Range issues than the footslogging list, not to mention mitigate things like outflankers that typically are lighter CC units or firepower dependent AT units capable of only engaging one unit each turn



With both lists, you can put out a staggering amount of firepower, but foot lists give you more durability over all (and thus, killing power over the long term).
Again however, this just isn't true. Only the blob squads have any true durability in the infantry list. Everything else can be relatively easily engaged by even annoyance weaponry such as drop pod stormbolters and stand a no unrealistic chance of forcing a morale test, or, when combined with several annoyance weapons, even destroy many support units where for other armies they'd be lucky to kill anything. When you compare Hydras and Vendetta's with their HWS equivalents, you get significantly more survivability against just about anything except singular meltaguns (multiples start to then drastically increase chances of forcing morale tests against smaller units or flat out wipe them out). Even railguns are about as effective against HWS's as they are against AV12 vehicles if you look at the potential to force them to fall back (about as much chance to force an Ld7 3 model HWS to take a casualty and fall back as to destroy an AV12 vehicle).

If HWS's could be combined into blobs, could do something about their awful Ld, and didn't have to deal with being multiwound models hideously vulnerable to Instant Death and Morale tests, this would be a very different conversation. The putzing of heavy weapon squads in the codex is really what does it, even with their cost decreases from the previous edition they are still some of the least points efficient heavy weapons in the game (being roughly on par in terms of casualty/vehicle destruction output as the much maligned C:SM/C:CSM dev's/havocs but much less sturdy), especially relative to the marine armies. Given the reliance on such fragile units and the somewhat sturdier but still very weeny command squads, footslogging infantry lists are much easier to pull the fangs from.



To say that foot lists are just utterly non-viable because mech lists are just so much better is crazy talk.
Nowhere anywhere did I attempt to make this point. Only that the mechanized list is stronger given the current codex and ruleset.

This message was edited 1 time. Last update was at 2012/05/09 02:20:03


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Foot and mech guard are both equally effective in the right hands. I wouldnt argue one over the other.

I personally run mech guard because I I built my army years ago under the old doctrines that favored chimeras (grenadiers doctrine) plus i dont feel like painting a million infantry units.

To each there own, you guys should agree to disagree, this poor guys thread is derailed. He took everyones advice and made a decision.

This message was edited 1 time. Last update was at 2012/05/09 02:57:53


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Vaktathi wrote:
Ailaros wrote:

To say that foot lists are just utterly non-viable because mech lists are just so much better is crazy talk.

Nowhere anywhere did I attempt to make this point. Only that the mechanized list is stronger given the current codex and ruleset.


They're about even, considering the weakness in the Mech list is the Vets in the Chimera and the weakness in Foot-Guard are the heavy weapon teams. The strength of the Foot list is weight of Objective Capturing troops and they give less Kill Points overall. The Strength of a Mech list is being a little faster and less of a footprint.

This message was edited 2 times. Last update was at 2012/05/09 03:48:00


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I legitly think we are being trolled. Have you -fought- a Leafblower list?

This message was edited 1 time. Last update was at 2012/05/09 03:49:35


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KplKeegan wrote:
Vaktathi wrote:
Ailaros wrote:

To say that foot lists are just utterly non-viable because mech lists are just so much better is crazy talk.

Nowhere anywhere did I attempt to make this point. Only that the mechanized list is stronger given the current codex and ruleset.


They're about even, considering the weakness in the Mech list is the Vets in the Chimera and the weakness in Foot-Guard are the heavy weapon teams. The strength of the Foot list is weight of Objective Capturing troops and they give less Kill Points overall. The Strength of a Mech list is being a little faster and less of a footprint.

Note that, as per the list I posted earlier, you can make a mech list with platoons as well with quite a few scoring units, each unit individually either less capable or having fewer bodies than a vet squad, but greater in overall number, typically sacrificing some short range AT ability for greater overall range and anti-infantry firepower and more scoring units, more bodies, and more tanks. Hence personally why I prefer the mechanized platoons to the mechanized veterans typically.

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So, I think everything to be said has been said. Just a couple more things I'd note.

- foot lists are not slow and outmaneuverable compared to mech lists. Infantry run nearly as fast as chimeras drive, and infantry aren't able to be caught up in a traffic jam. Honestly, every time I've ever seen a person play a guard mech list, they just sit there and scarcely use the movement phase at all until the very end, while foot lists are always the ones I see moving. Practically speaking, which one is really more mobile?

- As for the HWS vs. AV12. just a few numbers. A heavy bolter (assume BS3 for all this) kills a HWS in cover in 9 or 10 turns, while it kills the AV12 never, because it doesn't have a high enough strength. A autocannon will kill the HWS in about 7 turns and will wreck or weapon destroy a vehicle in about 12. A lascannon will do the HWS in 14 turns, while it aces that chimera-chassised vehicle in about 10. A S8 power fist and 4 krak grenades will the chimera chassis on the charge, and will kill the HWS never, because it won't make it past all the bubblewrap. You can see why I consider them to be roughly equal.

- You can't say that you will be able to keep your vehicles out of assault using player skill. Any amount of player skill you use to stay out of close combat can be countered by your opponent's player skill getting in. The fact is, parking lots are sitting ducks. If you've got 12 vehicles crammed in one part of your deployment zone, there's no way that you're able to exercise enough mobility to get out of the way against your opponents. The board is only so large, and chimeras don't move more than 12" per turn (and when they move more than 6", they lose all their killing power).


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Not at all. IG are fantastic, you're just terrible.

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Ailaros wrote:So, I think everything to be said has been said. Just a couple more things I'd note.

- foot lists are not slow and outmaneuverable compared to mech lists. Infantry run nearly as fast as chimeras drive, and infantry aren't able to be caught up in a traffic jam. Honestly, every time I've ever seen a person play a guard mech list, they just sit there and scarcely use the movement phase at all until the very end, while foot lists are always the ones I see moving. Practically speaking, which one is really more mobile?


I think there's a disconnect here in how you're seeing mass Chimera armies operate. While it's possible to have a giant steel castle in a corner and do nothing but bomb your opponent from long range, IMO the advantage of mass mechanization comes from mobility. The way I play my Chimera army is to advance on my opponent at full speed, utilizing smoke, terrain and the forward Chimeras to give cover saves to the rest of the advancing Chimeras. Once I reach the opponent's lines, a combination of heavy flamers, tank shocks, and rams open up defensive lines, giving me opportunities to focus fire multiple Chimera-borne Veteran squads on targets. My front Chimeras will take losses, but redundancy means that there are other ones close behind ready to kill whatever took out the first one. Armor saturation is a necessity however, and there's a fine balance between fire support options (Vendettas, Hydras, etc) that are desirable, but take away tanks from the advance. My thinking is that while sitting back in the corner may keep my army safer, but unless I table them, I still have to take their objectives on the other side of the board. Rather then waiting for my firepower to beat them down and then move out to take objectives, I prefer to do it all at the same time.

The movement phase is critical in my opinion for this style of army. It has to move in such a way that you're getting closer to your opponent, while at the same time maximizing cover saves. In particular the Chimera's weak sides make it very vulnerable to fast moving shooters (Typhoons, Vendettas, etc.) and that must be taken into account at all times. Movement must take into account risking terrain checks as well as driving over/around destroyed Chimeras. At engagement range (<12 inches), one has to decide whether to stay in the Chimera and fire or get out and block the countercharge with tank hulls. If you can keep enough Chimeras alive to deliver your troops to target, the massive amounts of melta/plasma should finish the job. If you can't, well you can still use empty tanks to contest objectives or tank shock away. When I lose games (way to often for my liking ), it's usually because I screwed up the advance in some way and my opponent took advantage of it.
   
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Flank vulnerability isn't that big a deal when you have so many tanks. You can layer them, ensuring any flank shots always get cover. IG armies are also extremely capable of making Vendettas/Typhons evaporate.

This message was edited 1 time. Last update was at 2012/05/10 00:39:03


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Ailaros wrote:...and infantry aren't able to be caught up in a traffic jam.

I will argue this point. When you're moving big blocks of infantry around, they can often get in each others' way, which can be detrimental. It can be avoided through careful planning, but given how many bodies you'll have on the table and how often you can get bogged down in difficult terrain, traffic jams are certainly possible with blocks of infantry.

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Vallejo, CA

spmusubi wrote:I think there's a disconnect here in how you're seeing mass Chimera armies operate. While it's possible to have a giant steel castle in a corner and do nothing but bomb your opponent from long range, IMO the advantage of mass mechanization comes from mobility.

I'm not saying you can't do mech in a mobile fashion, I'm saying that most people don't. There is practically less mobility, even if there is theoretically more.

Certainly, using chimeras to give special weapons extra reach is what makes mech lists good, but I'd note that this kind of concentration of firepower is achievable in foot lists by just taking more guns and having them in more places.

And as for absolute maneuverability, mech lists don't really have any more than foot lists (vendettas aside). Infantry move 6+D6" or, more likely, 6+3D6(pick the highest), while the chimera will move up to 12", and sometimes not that (don't tell me you've never driven slightly around terrain rather than in a straight line so as to avoid having to make a terrain test).

Brother SRM wrote:I will argue this point. When you're moving big blocks of infantry around, they can often get in each others' way, which can be detrimental. It can be avoided through careful planning, but given how many bodies you'll have on the table and how often you can get bogged down in difficult terrain, traffic jams are certainly possible with blocks of infantry.

With as little as 1" coherency, squads can walk through each other. Vehicles can never drive through each other. I don't think I've ever gotten slowed down even an inch by my own dudes getting in the way. The problem with this isn't that infantry are slowed down, it's that they become more vulnerable to blast weapons.

A traffic jam requires units to be unable to move, which infantry can always to with the smallest amount of forethought in deployment.


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I like my guard. That said I have had to change over to mech guard, some builds just put foot guard down. Purifiers, Wych cults for instance.
   
 
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