Switch Theme:

IG tactics/tricks  [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
Dakka Veteran





United States

Have never run IG before. Are there any tricks/tactics/tip for IG list building and running an IG army?


Successful trades since 2011 with GREY88, Theophony, midget_overlord, Stricknasty, ratmkith, Swissgeese, djones520, ArcSoll, LValx, Joravi,... 
   
Made in us
Douglas Bader






No. IG don't use tactics. They just put the models on the table and roll some dice and then the other player says if they won or not.

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. 
   
Made in ca
Rampaging Carnifex





Toronto, Ontario

 Peregrine wrote:
No. IG don't use tactics. They just put the models on the table and roll some dice and then the other player says if they won or not.


This is sadly more true than most of us Guard players would like to admit.

In terms of actual tactics, this will boil down to whether you're using foot Guard or mech Guard. I can only really give advice for the latter. As simple and as stupid as this sounds, I have to say it: always make sure your front AV is facing the enemy. Deny side shots whenever possible, ESPECIALLY with Chimeras. This can mean not moving up much (or at all) with your transports in the first few turns. It's better to soften up the enemy from afar than just charging in.

A lot of hybrid players also like to bubble wrap their tanks with infantry to protect your shiny toys from assaults. This works really well and ensures your heavy hitters get a turn or 2 more of additional shooting, but I wouldn't call using this trick an utter necessity. If you're confident in your ability to keep your distance, then by all means.

A lot of the more aggressive Guard players also like to tank shock enemy infantry to bunch them up nicely for flame templates. I find using this trick to be EXTREMELY risky but it can pay dividends if that's the sort of player that you are. Also this has to be mentioned: refrain from disembarking your veterans unless you are absolutely sure they can't get shot at on your opponent's next turn. Their Chimera is their lifeline and you would do well to remember that.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

You can get some tactics into your guard list if you put the right stuff in. Gunlines are not so much, but if you put stormtroopers in, for example, you'll have to actually think a little bit about where you want them to deepstrike. Likewise, if you have some amount of close combat power, deciding what the biggest threat to react to can sometimes be a little tactical.

But guard is mostly shooting, and shooting is pretty easy. You just sort of point at the thing that makes most sense to die and then you roll dice.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

A wall of 9 Leman Russes, cheap and front AV 14.

Throw in some executioners and watch even cheap horde armies cry in despair.

Paused
◙▬▬▬▬▬▬▬▬▬▬▬▬▬
           ◂◂  ►  ▐ ▌  ◼  ▸▸
          ʳʷ   ᵖˡᵃʸ  ᵖᵃᵘˢᵉ  ˢᵗᵒᵖ   ᶠᶠ 
   
Made in us
Leaping Dog Warrior






Really it's target priority. Know what to shoot, when to shoot it, and with what weapon.

For example, pop transports with autocannons or Heavy weapons, then use either artillary or the trusty leman russ battle tank to cast " AP 3 Large blast" on the infantry which were riding in side.

If you get target priority down, half the battle is already won.

MRRF 300pts
Adeptus Custodes: 2250pts 
   
Made in us
Heroic Senior Officer





Western Kentucky

General tips I've found that came in handy.

1. Everything should be expendable. If you've spent so many points on something that you hesitate to sacrifice it for victory, you spent too much on it. Keep em cheap, keep em killy. When your opponent kills a unit you have, your reaction should be a shrug of indifference, not a "holy crap that was my only anti terminator unit!".

2. If it's an upgrade and it's not a gun, it's probably not worth taking (regimental standards are the exception.)

3. Always, always, ALWAYS, have multiple ways to deal with a threat. A single unit covering anti tank is doomed to whiff horribly. 5 though? Not so much. Because the first unit will die horribly, the second will whiff horribly, and the 3rd has a 50/50 chance of succeeding.

4. Redundancy, Redundancy, Redundancy (see number 3.)

5. Guardsmen are all crosseyed, mentally slowed, and can barely remember which end of the lasgun to point at the enemy. Plan for the worst, and hope for the best, because Emperor help the little guys, they will time and again find new ways to surprise you with their failures. Don't believe me? Read Ailaros's battle reports. He's pretty much seen every ridiculously bad roll you can imagine. Always have a backup plan.

6. If it's worth bringing one of, it's worth bringing 3 of. Since our stuff is cheap and (usually) dies easily, any unit that is good is worth bringing multiples of, if only to guarantee results. (See Number 4)

Hope those help. Those are tips that I've found were always relevant, no matter what list I wrote.

This message was edited 2 times. Last update was at 2012/11/12 07:38:11


'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  
   
Made in us
Leaping Dog Warrior






Oh yeah, redundancy is key. I find that at least three of anything I bring will die horribly, but whatever still survives can roll around and stomp face as the end of the game gets closer simply because the enemy doesn't have any firepower left.

Still having a vetran squad, demolisher and a LRBT on the table turn 4 is great when your opponent only has a marine squad and a half left

This message was edited 1 time. Last update was at 2012/11/12 06:51:52


MRRF 300pts
Adeptus Custodes: 2250pts 
   
Made in us
Douglas Bader






 MrMoustaffa wrote:
4. Redundancy, Redundancy, Redundancy (see number 3.)


If your opponents aren't whining and crying about spam then you aren't bringing enough redundancy.

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. 
   
Made in us
Battleship Captain





NYC

Turn 1: Sit still, shoot, don't assault, end turn.

Turn 2+: Roll for reserves, sit still, shoot, don't assault, end turn.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in nl
Lone Wolf Sentinel Pilot





Serving with the 197th

Also don't forget Marbo.
Guaranteed to blow something up in the turn that he arrives.
Results can vary from himself, to friendly tanks, to a single termagaunt, to enemy commanders and tanks.

The trick is, like said before, that you know where to deploy him and where to throw your democharge.

Besides that, he is also fun to use.

Overall Record W-L-D = 22-24-15
Bataviran 197th/222nd Catachan "Iron Wolves", arrogant, dedicated and ruthless!
Captain Detlev Vordon, regimental commander.
Colonel Vladimir Russki, regimental commander 222nd Catachan. 
   
Made in gb
Regular Dakkanaut




Leeds, England

To start building your list, a company command squad, a platoon command squad, 2 infantry squads, and a veteran squad. Proxy a chimera or two for your first few games before committing. You don't want to be buying four chimera and realise you love foot horde.

Mech is simple, lots of veterans with lots of guns in chimera. Scoot about like you own the place and if anyone says otherwise, fry 'em.

Hammer and Anvil is a hybrid style which combines mech and gun-line. You have the big guns sat in your deployment providing cover fire for mechanised elements.

Air-cav is the same as mech but with vendetta and valks.

Gun-line is to stock up on firepower, sit back and let the good times roll. Until they reach you of course. The game requires a lot of target priority decisions.

Those are the main structures of Guard you'll see kicking around but there are others. I saw a pretty nifty army theme on Russia in stalingrad. Lots of artillery and lots of infantry with nothing but there boots and flashlights.

Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.

Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.

I hate last stands, there's never time to practise them - Major Rawne - Tanith First  
   
Made in gb
Regular Dakkanaut



Nottingham

Sws with flamers out of sight as countercharge units, conscripts and chenkov, most guard tactics revolve around maximising firepower output while waiting for people to assult and countering it well as far as i can see.
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




Moustaffa said it, redundancy: give oh-so many target to your opponenet, that evne if he does kill that vet unit or that CCS plasmagun, you still got 2+ of every kind.
   
Made in us
Battleship Captain





NYC

Do buy:
Plasmaguns
Meltaguns
Lascannons
Autocannons
Medusas
Vendettas
Sabres
Vultures
Chimeras

Don't buy:
Ratlings
Ogryn
Psyker Battle Squads
Marbo
Grenade Launchers
Heavy Bolters
Most of the Leman Russ Variants (LRBT, Executioner, and Demolisher are really the only feasible ones.)
Medipacks
Carapace Armor
Special/Heavy Weapon Squads
Sentinels
Commissars


Everything else is a toss up, and depends on your list.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Heroic Senior Officer





Western Kentucky

I've noticed a problem with your list captain. You put Marbo in the dont buy section. Care to explain?

Because I'm to the point where he's pretty much mandatory in any list i make above 1k pts. He's just really handy in pretty much any matchup.

'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  
   
Made in us
Ork Boy Hangin' off a Trukk




Los Angeles

 TheCaptain wrote:
Do buy:
Plasmaguns
Meltaguns
Lascannons
Autocannons
Vendettas
Chimeras
Marbo
Most of the Leman Russ Variants (LRBT, Executioner, and Demolisher are really the only feasible ones.)
Commissars
Regimental Advisors
Manticores
Storm Troopers


Don't buy:
Ratlings
Ogryn
Psyker Battle Squads
Grenade Launchers
Heavy Bolters
Medipacks
Carapace Armor
Special/Heavy Weapon Squads
Sentinels
Anything Forgeworld

Everything else is a toss up, and depends on your list.


Fixed. Forgeworld stuff is not for beginners. And many players still frown on seeing it on the table, since it isn't truly balanced for 40k. The Vulture, for example, is ridiculous. Marbo is awesome, and adds so much fun to the game. Plus, he really can be a game changer. Sometimes. Other times not so much. But totally worth it in your mostly unused elite slots for only 65 points. The Manticore rules. If nothing else, it creates a huge target priority for your opponent. All of the Russ Variants, except the Vanquisher, have their place. I tend to only use the LRBT because my heavy support slots are so precious, and the basic Russ provides the most options. Commissars are still useful, and necessary if you are going to combine your squads. Often your large squads are near the table edge, you do not want them running off to oblivion.


5000
2000
 
   
Made in us
Douglas Bader






 beerbeard wrote:
Forgeworld stuff is not for beginners.


Why not? That makes about as much sense as saying orks aren't for beginners. Models are models, and FW models are certainly easier to build than finecast.

And many players still frown on seeing it on the table, since it isn't truly balanced for 40k.


Wrong.

The Vulture, for example, is ridiculous.


Yeah, I admit it's pretty ridiculous. It's almost as good as a Vendetta!

This message was edited 1 time. Last update was at 2012/11/13 17:50:20


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. 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




looking at your list, you must do the ol' predictable Melta/plasma vets in chimeras/vendettas, alpha Strike and all.

Grenade launchers are things to get at any rate, cheap crowd control

This message was edited 2 times. Last update was at 2012/11/13 17:53:51


 
   
Made in us
Leaping Dog Warrior






 MrMoustaffa wrote:
I've noticed a problem with your list captain. You put Marbo in the dont buy section. Care to explain?

Because I'm to the point where he's pretty much mandatory in any list i make above 1k pts. He's just really handy in pretty much any matchup.


Don't forget: he's Marbo.

I played a game with him the other day. He threw his detpack at a 10 chaos space marine tactical squad, missed. The marines shot pistols and charged on their turn, but between cover and Feel no pain he survived the shooting phase. Now, in the new chaos dex, the chaos sargent had to challenge. Marbo won. The marine squad failed leadership and then Marbo swept the entire tactical squad.

There were many middle fingers thrown at marbo for the rest of the game. He easily passed his "don't give a crap" save.

Edit: Why did I type feel no pain? Why?


This message was edited 2 times. Last update was at 2012/11/13 22:10:53


MRRF 300pts
Adeptus Custodes: 2250pts 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Alrihem outflanking special weapon squads with demo charges plus an astropath plus using lots of large blast tends to annoy the hell out of your opponent, as well as being effective.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Battleship Captain





NYC

MrMoustaffa wrote:I've noticed a problem with your list captain. You put Marbo in the dont buy section. Care to explain?

Because I'm to the point where he's pretty much mandatory in any list i make above 1k pts. He's just really handy in pretty much any matchup.


I find him the most unpredictable 65 points you can spend, and essentially a free KP. Melta/plasmastormies are more reliable, and get more done, IMHO.

beerbeard wrote:
 TheCaptain wrote:
Spoiler:
Do buy:
Plasmaguns
Meltaguns
Lascannons
Autocannons
Vendettas
Chimeras
Marbo
Most of the Leman Russ Variants (LRBT, Executioner, and Demolisher are really the only feasible ones.)
Commissars
Regimental Advisors
Manticores
Storm Troopers


Don't buy:
Ratlings
Ogryn
Psyker Battle Squads
Grenade Launchers
Heavy Bolters
Medipacks
Carapace Armor
Special/Heavy Weapon Squads
Sentinels
Anything Forgeworld

Everything else is a toss up, and depends on your list.


Fixed. Forgeworld stuff is not for beginners. And many players still frown on seeing it on the table, since it isn't truly balanced for 40k. The Vulture, for example, is ridiculous. Marbo is awesome, and adds so much fun to the game. Plus, he really can be a game changer. Sometimes. Other times not so much. But totally worth it in your mostly unused elite slots for only 65 points. The Manticore rules. If nothing else, it creates a huge target priority for your opponent. All of the Russ Variants, except the Vanquisher, have their place. I tend to only use the LRBT because my heavy support slots are so precious, and the basic Russ provides the most options. Commissars are still useful, and necessary if you are going to combine your squads. Often your large squads are near the table edge, you do not want them running off to oblivion.



Well stop right there; firstly, editing someone's list because you think they are wrong is rude, assuming, and is putting words in their mouth. Wrong words, at that. FW stuff is for everyone. The players that frown upon it don't know what they're talking about (like you seem to). It is balanced for 40k, GW approved, and totally fair. The vulture, for example, is anything but ridiculous. It is on par, if not slightly lesser than the Vendetta.

Marbo isn't that awesome. He's a toy unit that does something silly, and doesn't really get anything done. All the Russ Variants have their place, including the Vanquisher. They're just not worth it. Commissars aren't useful, nor necessary if you're going to combine squads. Get a Standard.

And the Regimental Advisors are list-specific. I hardly would think them in the "Must buy" area of the codex.

Inquisitor Jex wrote:looking at your list, you must do the ol' predictable Melta/plasma vets in chimeras/vendettas, alpha Strike and all.

Grenade launchers are things to get at any rate, cheap crowd control


No. I run gunline and Aircav. I own one chimera, and it houses my CCS. And you say "ol' predictable" as if Leafblower is a bad thing. It crushes most lists; only prediction available is that the opponent is in for a rough fight.

And grenade launchers are awful. Waste of a Special Weapon slot.

This message was edited 3 times. Last update was at 2012/11/13 18:55:00


Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Douglas Bader






 TheCaptain wrote:
Marbo isn't that awesome. He's a toy unit that does something silly, and doesn't really get anything done.


You must just have bad dice. Marbo is very good at getting things done, he arrives with no scatter, and then he gives you a BS 5 demo charge. Unless your dice hate you Marbo is going to kill something important, and that something probably cost a lot more points. I know I'll gladly give up 65 points and a kill point (in one of six missions) to kill or cripple those long fangs/terminators/etc.

Commissars aren't useful, nor necessary if you're going to combine squads. Get a Standard.


Not true. Standards aren't bad, but they don't give you Stubborn, the thing that makes blob squads work. A platoon with a CCS + standard nearby might not run away easily from shooting, but once they get assaulted the unit is gone. Re-rolls don't help when you're at LD 0 because of casualties, you need that commissar to keep your squad at LD 9.

And grenade launchers are awful. Waste of a Special Weapon slot.


This. Never, under any circumstances, take grenade launchers. Even if you don't have points for a good weapon a flamer will suck less.

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. 
   
Made in us
Leaping Dog Warrior






I disagree about the vanquisher. The only viable target I see for that tank is stuff with AV 14, and I think there are only three vehicles in the entire game that have that armor. It's literally too many points to do only one thing, and even then, only half the time it works, and that's before you factor in cover.

Plus, if it does work: Congratulations! Now the really expensive tank gets to sit around and do diddly for the rest of the game.

If anything, I've found that Marbo is more reliable than a bunch of stormtroopers.

Exhibit A)
You just place him on the board near an enemy unit. No deepstriking mishaps, no landing outside of melta range. He's just appears.

Exhibit B)
His template his AP 2 and is thrown at Ballistic skill 5. I've had my fair share of bad whiffs with the detpack, but it gives options. Do I throw marbo at his backfeild unit and blast them off the objective? Or do I need to put some hurt on terminators? He's versatile in the good sense. The versatility that comes with a low AP and a Large blast template.

Exhibit C)
He's not ignoble after he uses his detpack. See that nice AP 2 pistol at BS 5? See those melta bombs? See those 5 attacks on the charge that wound on a 2+? Ignore him and I'll be sticking melta bombs on your armor in the backfield willy-nilly. Or maybe I'll just stick him in ruins for that stealth save and threaten to get linebreaker. By this point, I don't care, because if you're shooting at Marbo (who's probably already done enough damage with the detpack), it means you're not shooting at something more valuable, like a troops choice.

I agree that stormtroopers are awesome, but they can't bring all that to the table in 65 points.

This message was edited 1 time. Last update was at 2012/11/13 19:18:59


MRRF 300pts
Adeptus Custodes: 2250pts 
   
Made in gb
Regular Dakkanaut




Leeds, England

I think everyone overlooks the fact that stormtroopers can shoot on equal terms with marines and also get delivery options. A unit of stormtroopers with some plasma guns can be a fairly tough nut to crack in an army where the infantry is mainly cannon fodder. I've had some looks of amazment from marine players when they watch a tactical squad get decimated because i've infiltrated into cover and held them up. They send a unit to deal with them only to find out that the troopers can hold their own even without special weapons. Average price of a storm trooper - 16/17pts, Average price of a space marine - 16/18pts.

10 storm troopers
10 shots
6.66 hits
2.22 wounds
No armour save 2.22 kills against marines

10 marines
10 shots
6.66 hits
4.44 wounds
2.22 failed armour saves against troopers

Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.

Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.

I hate last stands, there's never time to practise them - Major Rawne - Tanith First  
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

 kestril wrote:
 MrMoustaffa wrote:
I've noticed a problem with your list captain. You put Marbo in the dont buy section. Care to explain?

Because I'm to the point where he's pretty much mandatory in any list i make above 1k pts. He's just really handy in pretty much any matchup.


Don't forget: he's Marbo.

I played a game with him the other day. He threw his detpack at a 10 chaos space marine tactical squad, missed. The marines shot pistols and charged on their turn, but between cover and Feel no pain he survived the shooting phase. Now, in the new chaos dex, the chaos sargent had to challenge. Marbo won. The marine squad failed leadership and then Marbo swept the entire tactical squad.

There were many middle fingers thrown at marbo for the rest of the game. He easily passed his "don't give a crap" save.





EPIC!

   
Made in gb
Junior Officer with Laspistol





 Deceiver wrote:
I think everyone overlooks the fact that stormtroopers can shoot on equal terms with marines and also get delivery options. A unit of stormtroopers with some plasma guns can be a fairly tough nut to crack in an army where the infantry is mainly cannon fodder. I've had some looks of amazment from marine players when they watch a tactical squad get decimated because i've infiltrated into cover and held them up. They send a unit to deal with them only to find out that the troopers can hold their own even without special weapons. Average price of a storm trooper - 16/17pts, Average price of a space marine - 16/18pts.

10 storm troopers
10 shots
6.66 hits
2.22 wounds
No armour save 2.22 kills against marines

10 marines
10 shots
6.66 hits
4.44 wounds
2.22 failed armour saves against troopers


Except that the Marines have a whole 6" on the storm troopers. Also in assault things change drastically.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Battleship Captain





NYC

 Griddlelol wrote:
 Deceiver wrote:
I think everyone overlooks the fact that stormtroopers can shoot on equal terms with marines and also get delivery options. A unit of stormtroopers with some plasma guns can be a fairly tough nut to crack in an army where the infantry is mainly cannon fodder. I've had some looks of amazment from marine players when they watch a tactical squad get decimated because i've infiltrated into cover and held them up. They send a unit to deal with them only to find out that the troopers can hold their own even without special weapons. Average price of a storm trooper - 16/17pts, Average price of a space marine - 16/18pts.

10 storm troopers
10 shots
6.66 hits
2.22 wounds
No armour save 2.22 kills against marines

10 marines
10 shots
6.66 hits
4.44 wounds
2.22 failed armour saves against troopers


Except that the Marines have a whole 6" on the storm troopers. Also in assault things change drastically.


Stormies can deep strike, and double special weapons.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

TheCaptain wrote:Don't buy:
Ratlings
Ogryn
Psyker Battle Squads
Marbo
Grenade Launchers
Heavy Bolters
Most of the Leman Russ Variants (LRBT, Executioner, and Demolisher are really the only feasible ones.)
Medipacks
Carapace Armor
Special/Heavy Weapon Squads
Sentinels
Commissars

Umm... Yeah.

I can see uses for some of these if you build your list for them (especially ogryn and carapace), but otherwise...

Oh, and I agree, marbo is one of the most overrated things in the codex.

Peregrine wrote:
And many players still frown on seeing it on the table, since it isn't truly balanced for 40k.

Wrong.

Nope. He's right.

Deceiver wrote:Hammer and Anvil is a hybrid style which combines mech and gun-line. You have the big guns sat in your deployment providing cover fire for mechanised elements.

I've been doing the same kind of thing recently, but offensively, rather than defensively. In this case, instead of hammer and anvil, it's sword and dagger. You have the stuff that you deploy make up the bulk of your points, and set it up in such a way where they have a lot of power that they can use to press in on the enemy (I use foot lists, but you could easily accomplish this with a chimera charge), while the "dagger" units show up from behind and stab your opponents in the objectives. I like deepstriking stormtroopers (especially the flamer variety), but there are plenty of other ways to go about it.

MrMoustaffa wrote:If it's worth bringing one of, it's worth bringing three of.

As far as I'm concerned, this should be the official motto of the imperial guard.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Douglas Bader






 Ailaros wrote:
Peregrine wrote:
And many players still frown on seeing it on the table, since it isn't truly balanced for 40k.

Wrong.

Nope. He's right.


Well then nothing is balanced for 40k, since FW rules are just as balanced as anything else GW produces.

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. 
   
 
Forum Index » 40K General Discussion
Go to: