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it was ok i'd change some things

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Made in us
Rough Rider with Boomstick




Places

Alrighty gentleman ( and ladies ) today im going to be throwing in some Tactics on how to employ Imperial Guard Stormtroopers to the Best of thier Ability .

First lets look at the history of stormtroopers - First employed during the First world war as a more effective manner of taking Entrenched posistions from the enemie both sides used stormtroopers but Germanies happen to be a bit more famous , Latter years in The Second World war your stormtroopers because your Mechinized infantry elements and your Fallschimjager ( or paratroopers ) to conduct lighting strikes on the enemy , but those elements were always deployed with a particular goal in mind .

So a key point of this - If you don't build you stormtroopers to conduct a specific task then they WILL fail , the elite troops are ment to have a Specific mission to accomplish

Effective Strategies -

5 man Melta suicide Squad - the absolute most common , people use it for busting armor and as such it does it's job extremely well , which is why most people prefer this build -

Objective Strumtruppen - Basically a 10 Man stormtrooper squad with twin flamers in a Chimera ( its a dedicated Transport ) packing a Turret and Hull Flamer that outflank to secure an hostiles home objective that will most likly be gaurded by a fairly unsupported unit ( such as a line squad of devestators , scouts , cultist , a CSS ect. ) --- Generally this WILL clear an objective given the amount of flamer hits you are throwing onto an objeective , only issue i have with this , is their may be more rear enemy elements then what youcan deal with


Head Hunters - ( Two Variations ) Varient A- 10 Man stormtrooper Squad , x2 Plasma Guns , Deep Striking with Airborne Assualt - this varient tends to be more geared toward killing Light Armor ( such as that pesky artillary) eliminating MEQ and TEQ command elements in a rear posistion , elementating Hard hitting infantry ( Long Fangs , Devestators ect. ) Another excellant idea for this varient is using them to clear an ADL with a Quad gun and use the weapon to fire into the enemies own troops

Varent B- ( GEQ ) 10 Man stormtrooper Squad , x2 Grenade Launchers , Deep Strike with Airborne assualt - this is far more effective at killing infantry holding onto a rear objective , most ideal for killing - ( Guard CCS , Heavy Weapon squads , Gaunts on a random objective ) Personally i think B is a completle waste of peotential from stormtroopers



Delivery System - From experiance i have found their only to be 2 effective delevery systems of stormtroopers

airborne Assualt ( deep Strike )
Outflanking -

Both of those allow your units to get very tasty side armor or rear armor on the enemy and allows you to ignore most directional cover

DONT EVER INFILTRATE - Stormtroopers are FAR to valuable to infiltate and have them survive a round of shooting if you don't get the first turn , discount this entirely .



Cost - The major turn off for most people on stormtroopers but ill explain a smidge on this

AP 3 guns - ( yes still Strength 3 )

Delevery system - Deepstrike reroll , outflank ect.

Carapace armor - Not supurb but still better then Flak

Generally i think its an ok cost to spend on trying to get an effective killer , Over all with stormtroopers - Have a Mission , Build them for the Mission

and have them accomplish that mission and i gurentee they will preform well ........


Player Submited -

10 Stormtroopers -x2 Melta guns

5 Man squad 2plasma guns SGT. w/ Plasma Pistol - use against TEQ and MC

This message was edited 1 time. Last update was at 2012/12/09 04:13:36


Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Quite a nice overview. You did miss out the 10x with melta squad. It isn't specialised for any one thing, but it is really good at most things. Melta is only a bit worse than plasma at killing marines, but you gain AT power, some points and no chance of killing yourself.

Also, I don't like GLs, although that is just because I don't like them much at all.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Rough Rider with Boomstick




Places

Didn't consider the 10 with a Melta , I'll throw that in later

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




I'll make Variant B GL/FLamer instead, the price is the same, and you got a flamer at the 'loss' of the BS4 and some flexibility, shorter range for +1 Str and better AP, and template with charge overwatch kills
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Not a big fan of the grenade launchers either. Not saying tat g/l don't have there place, but most of the time they don't. My three main runs. All use the re-roll scatter ability.

1. 5 man squad. 2 plasma guns and sgt with plasma pistol. Use against terminators or monstrous creatures.

2. 5 man, 2 Melta gun. Killing armor.

3. 10 man, 2 flamers. This takes the opponents troops off of objectives.

Just my opinions though. I do agree with never using the infiltrate option.

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where ever you go, there you are 
   
Made in us
Douglas Bader






 martin74 wrote:
Not saying tat g/l don't have there place


I'll say it. There is no situation where you ever give grenade launchers to any unit.

1. 5 man squad. 2 plasma guns and sgt with plasma pistol. Use against terminators or monstrous creatures.


Decent, but needs dual pistols on the sergeant. If you're going to spend points on plasma pistols, you might as well buy both.

3. 10 man, 2 flamers. This takes the opponents troops off of objectives.


Too vulnerable to deep strike scatter (or mishap, since the footprint is so large), IMO, and flamers are only effective against horde units that depend on cover saves. And since you usually drop in early in the game you might take a unit off an objective, but then another unit moves onto it next turn.

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 gb
Junior Officer with Laspistol




Manchester, UK

 Peregrine wrote:
 martin74 wrote:
Not saying tat g/l don't have there place


I'll say it. There is no situation where you ever give grenade launchers to any unit.


A pcs with 4 gl can be ok. Of course, by ok I don't mean good.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Junior Officer with Laspistol





 Trickstick wrote:
 Peregrine wrote:
 martin74 wrote:
Not saying tat g/l don't have there place


I'll say it. There is no situation where you ever give grenade launchers to any unit.


A pcs with 4 gl can be ok. Of course, by ok I don't mean good.


A PCS with 4 flamers can be better - especially as OP is claiming the GLs to be anti-GEQ which flamers are flat out better for.

This message was edited 1 time. Last update was at 2012/12/09 12:37:56



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

FAQs 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Griddlelol wrote:
A PCS with 4 flamers can be better - especially as OP is claiming the GLs to be anti-GEQ which flamers are flat out better for.


I agree, I was just saying the GLs are not completely useless, just mostly useless. They can make a nice escort for a primaris, for instance. Primaris in a pcs with gls is a fair amount of str6 fire.

This message was edited 1 time. Last update was at 2012/12/09 13:10:51


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




I run a PCS with flamers, and another with GLs. A few added blast marker against a mobby army( 'Nids, like I face) always prove its usefulness, and can always make a few wounds off a MC with the kraks.

Not to mention having the officer a bit at the back helps survival and he can give out orders for a turn or two more than let's say the flamer PCS.

This message was edited 1 time. Last update was at 2012/12/09 15:56:13


 
   
Made in us
Rough Rider with Boomstick




Places

Grenade launchers and flamers excel in lower point games (500 realm) because I 500 points I can take a CCS , 2 Leman Russ 's and 2 Vet squads with grenade launchers ( or flamers ) because they are cheap ! But I think the place for grenade launchers is only fitting while fitting other guard assets or sometimes a shooty has based Gaunt list , Flamers do their job amazingly well while assaulting an entrenched posistions , or actin as a final defense before the enemy charges can take place , just most of them time you have aggressive Guard players who are storming an objective and getting assaulted by units more so then your facing GEQ 's -as for grenade launchers on Stormtroopers - I personally think its a waste of delivery system due to better options being available , however I have seen I used to great affect

This message was edited 1 time. Last update was at 2012/12/09 16:10:16


Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in gb
Drop Trooper with Demo Charge



Norfolk (the UK one)

Some interesting points here. I've long been a fan of the 5 man melta suicide squad on the occasions that I write Stormies into my list but having yet to play them in 6th I feel I have little more to offer on the subject.
I love the idea of dropping into your opponents ADL and stealing his AA gun tho, simply inspired lol. My reservations however remain the same as in 5th, they are still a comparatively expensive unit that has little more survivability than any other line squad meaning holding objectives is still a dodgy proposition at best. This leads me back to the tried and tested melta loadout every time.
That said, some convincing points raised here that may well lead me to experiment further with what is generally a fun but underused FOC option.
   
Made in us
Rough Rider with Boomstick




Places

I am glad to have been able to provide such assistance - what's even more fun is stealing his quad gun and then using it on his own flyers - the advantage to this is you have rear armour on all of his tanks ect. If you have any questions or comments just throw them out here and I'm sure someone will answer them

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
 
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