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2016/10/27 11:24:14
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
In this episode I continue to dig down into this idea of the Competitive Infantry List, focusing on the fine details of the IG troop choices.
Warhammer 40k Tactics: Commissars, Priests and Psykers.
In this video I explain the advantages/disadvantages of each kind of leader and how they should be used in a competitive army.
This message was edited 2 times. Last update was at 2016/11/02 20:18:39
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/10/27 14:28:25
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
I would say the video was a good listen. Another thing you may want to discuss is deployment/movement. With so many bodies do you try to space out the 2" also when moving forward do you still try to remain spaced out?
When you run your platoons saying for example it's 2 minimum you've got your ccs, and 2 pcs's which only gives you 3 commissars. With your list or how you run your platoon you got your infantry blob and your conscript blob. Would you add another ccs to gain the option for the 4th commissar or would you just use a priest since you only get one commissar per pcs/ccs you have?
Another question I have is I've used the infantry spam before but the biggest flaw I've run into is that I'm never able to reach my opponents deployment zone for line breaker or to get objectives in his deployment zone. How do you handle that?
Common armies I've had trouble with for horde guard is massed 10man ork squads in truckks, tau with riptide wing and stormsurges, the space marine transport formation that gives free transports, and then elder bikes. What solutions do you have to deal with these?
2016/10/27 18:25:25
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
tankboy145 wrote: I would say the video was a good listen. Another thing you may want to discuss is deployment/movement. With so many bodies do you try to space out the 2" also when moving forward do you still try to remain spaced out?
When you run your platoons saying for example it's 2 minimum you've got your ccs, and 2 pcs's which only gives you 3 commissars. With your list or how you run your platoon you got your infantry blob and your conscript blob. Would you add another ccs to gain the option for the 4th commissar or would you just use a priest since you only get one commissar per pcs/ccs you have?
Another question I have is I've used the infantry spam before but the biggest flaw I've run into is that I'm never able to reach my opponents deployment zone for line breaker or to get objectives in his deployment zone. How do you handle that?
Common armies I've had trouble with for horde guard is massed 10man ork squads in truckks, tau with riptide wing and stormsurges, the space marine transport formation that gives free transports, and then elder bikes. What solutions do you have to deal with these?
Firstly, Thank for listening The next video I was planning to do is on Foot Guard mobility!
When I deploy I like to spread out and over the whole deployment zone and then when I move I can advance the whole front line, this means that I have such a large foot print that I dont need to be fast, I am literally everywhere! Also Move!Move!Move! is really goodfor sprinting small squads onto objectives. In terms of spacing out, If my opponent has lots of blasts then I will my best to spread out as much as possible. If they dont then I am not too bothered about clustering up. Normally taking casulties natural allows me to easily keep my men apart asthe board get less crowded the more men I lose
In answer to your Commissar question, I normally run 2 CCS and 2 Platoons which allows me to have 4 commissars. Or I use a Lord Commisar which is the slightly cheaper option. Or if I use priests, but these are the worse option as there crap Ld means they dont help with orders so I dont like using them.
To get line breaker I use two methods working together. Firstly I use outflank and secondly I use MSU. I normally take 3 scout sents and outflank them individually, then I bring them on out of line off sight in different places. Ratlings can also be used but they are very squishy so I prefer sents. At the same time I have small flanking squads running up the side of the table, I normally go for a Infantry squad and a PCS on both flanks and just move and run them (use MOVE MOVE MOVE or the Emperors Will). This means I have 7 Units going for line breaker which is often quite hard for my opponent to deal with.
10 Man Ork Trukks: Wall of conscripts up front covering your whole front line. Focus all your firepower on destroying as many trukks as possible with your Heavy Weapons (AC and GL spam is perfect for this with Bring It Down) . This will buy you an extra turn of shooting as all the orks are now walking. they will hit your conscripts and either kill themselves out of combat (which means you shoot them to death) or they are stuck there. You then counter attack with your blobs and bayonet them to death. Also, make sure you have about 6-7 small units running around capping objectives.
Tau Riptides Stormsuges: Sorry but this is just one list that we are just not gonna beat without amazing luck. The best advice I can give you is to try and lose by as little as possible if it is a tournment and try and avoid getting tabled. Just go for objectives, stick to cover and for the love of The Emperor remove his marker lights.
Space Marine Gladius: Pretty much the same as the Orks, get rid of his transports and he is gonna really struggle. Make sure you are killing about 4 transports a turn. If you have 3 shooty blobs and a couple of CCS with LC then you should be able to do. Once dismounted drown him in FRFSRF.
Eldar bikes: Again tough like tau, but they are beatable. The problem is they have almost army wide 36" range thanks to scatter lasers. However, remember that SL are only AP 6 so you get your flank armour save which should allow you to reduce losses by about 33%. My advice would be to use a line or 2 of conscripts as a mobile 5+ cover save and advance accross the whole line, you should be able to get within 24" range (lasgun time) and if you can you do be able to Kill him with mass fire. However, like Tau, Eldar are just really really good so sometimes aiming for a draw or a narrow loss is more important in a tournment (atleast that way you still get some points depeding on if it is ETC format!)
Hope this helps are feel free tocheck out the othe tactics vids I have put up, they may help to answeryour questions further
This message was edited 1 time. Last update was at 2016/10/27 20:17:36
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/10/27 20:28:26
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
What way are you getting outflank on some of your infantry squads?
Also how do you equip your ccs's?
You mention keeping your pcs's cheap, what about running them with x4 flamers or with a heavy weapons team sitting back.
Thanks as well on the feedback on how to deal with those armies. The marines, tau, and elder are ones that I really only see in tournaments. The orks I see from time to time. My most common opponent is necrons and tyranids with a new possiblility of genestealer cult.
Some of the bigger issues I run into at times is I feel ap1-2 is a big help. Tyranid monstrous creatures are very deadly to deal with especially the tyrannofex. With a 2+ armor and toughness 6 on top of it my buddy runs it with the torrent flamer. He usually runs a pair of them. He then usually runs 2 flyrants that will do circles around my army.
Necrons are then usually the next difficulty as a 4+/4++ is hard to kill so having plenty of ap4+. Lasgun spam just never seems to be enough to deal with them.
Also I'm very surprised you even put a commissar with conscripts. I would have figured a priest would have been better. My thinking is why not give the orders to the guardsmen who have better bs and let the conscripts and priests rush forward to assault. They're already rushing forward why not let them keep the advance up and let the regular guardsmen deal with shooting.
Have you ever thought about using scions as cheap deepstriking units to grab back field objectives?
2016/10/27 22:14:58
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
tankboy145 wrote: What way are you getting outflank on some of your infantry squads?
Also how do you equip your ccs's?
You mention keeping your pcs's cheap, what about running them with x4 flamers or with a heavy weapons team sitting back.
Thanks as well on the feedback on how to deal with those armies. The marines, tau, and elder are ones that I really only see in tournaments. The orks I see from time to time. My most common opponent is necrons and tyranids with a new possiblility of genestealer cult.
Some of the bigger issues I run into at times is I feel ap1-2 is a big help. Tyranid monstrous creatures are very deadly to deal with especially the tyrannofex. With a 2+ armor and toughness 6 on top of it my buddy runs it with the torrent flamer. He usually runs a pair of them. He then usually runs 2 flyrants that will do circles around my army.
Necrons are then usually the next difficulty as a 4+/4++ is hard to kill so having plenty of ap4+. Lasgun spam just never seems to be enough to deal with them.
Also I'm very surprised you even put a commissar with conscripts. I would have figured a priest would have been better. My thinking is why not give the orders to the guardsmen who have better bs and let the conscripts and priests rush forward to assault. They're already rushing forward why not let them keep the advance up and let the regular guardsmen deal with shooting.
Have you ever thought about using scions as cheap deepstriking units to grab back field objectives?
Scout Sentinels can outflank, the normal infantry squads are not Outflanking, just running up the side of the table from turn 1.
CCS: Regimental Standard, Lascannon Team, Sniper or normal Lasgun. If I have the points MoO.
If you give them flamers it almost doubles the cost of the squad, and they will nearly always die without making it to the foe. What you have to remember is most of your fellow players will know to target the Officers first so by keeping them cheap you are also keeping them low profile which actaully helps them survive. If I was to give them any upgrade, it would to give them an Autocannon and stick them on an objective. But I dont like doing that because you are basically paying 40pts for one autocannon.
No problem, I am happy to give feedback
When facing nids do not forget that Bring it Down effects all weapons in the ordered squad, not just the heavy weapons. If you take a 40 man blob with 4 LC and 4 Melta and put a Commisar in the blob and have a primaris buff them, you will have 8x guns hitting on 4s and wounding on 2s with rerolls on both and then also have 48 lasgun shots rerolling hits and wounds as well. You should easily be able to kill any big monsters he sends at you. Against the flyrants just remember that apart from flying they are not that tough. I like to shoot my small Squads at them 1 at a time and try to force grounding checks. if you manage to ground him using 3-4 small units it means a big blob can then unload onto the big bug and kill it.
When facing crons you just need as much shots as possible and try to cram in as many AP4 shots as possible. It may actually be worth considering taking heavy bolters as that extra shot will help pile on the wounds.
If you are looking at going pure infantry on a regular basis I highly recommend the Emperors Shield Infantry Company. You get so many orders, they basically never fail orders and you lasguns have psudo prefered enemy. You can also issue 6 Senior Officer Orders a turn which makes a huge difference. I took to the last tourny I went to and did really well
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/10/27 23:47:32
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
My quick two cents as I'm currently riding in a car on limited mobile data (and haven't had a chance to listen yet)
Personally I give my platoons one battlefield role to keep them cheap. If they're moving they'll get a special weapons but no heavy weapons and vice versa.
To deal with riptides I really like to run sniper rifles in my platoon command squads as it offers an easy and cheap way to throw down wounds on bigetting things. The other place I've taken to running snipers is in autocannon squads. Most things I'm going to shoot an autocannon at can also be damaged by sniper fire and they're cheap enough to be worth it.
I'll add some more of my thoughts to this later
No- it's your turn to die.
2016/10/28 04:40:10
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
I don't think I could ever run a "pure infantry" list as I fell in love with the guard army because of the leman russ model so it's pretty much mandatory I include some in my army lol. So that's my main draw back when I play competitive lol.
My russes are usually the units that do a lot of heavy lifting when it comes to fighting crons. Otherwise my massed lasguns do so little damage.
Remember that for flying monstrous creatures if you wound them they only take 1 grounding test at the end of the shooting phase. The method you are talking about is last edition.
Sometimes the ground monstrous creatures aren't as bad to deal with but those flyer creatures are a pain.
Cron vehicles can be a pain at times because all are av13 until penned and since most are skimmers they got jink to shake off some damage.
I would agree with ya on the pcs. I used to run them as Suicide flame units to jump on and clear objectives. But I do see your point to keep them cheap and issuing orders. I usually stuck a vox with mine so their orders at least went off.
I have been running the cadian detachment as that's what my army is themed from. It's just like I said I usually like to have some russes in my army lol. I usually take a ccs as high command. The core is the tank company and then I fill it in with infantry and conscripts for the rest of the points.
2016/10/28 10:00:15
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
My quick two cents as I'm currently riding in a car on limited mobile data (and haven't had a chance to listen yet)
Personally I give my platoons one battlefield role to keep them cheap. If they're moving they'll get a special weapons but no heavy weapons and vice versa.
To deal with riptides I really like to run sniper rifles in my platoon command squads as it offers an easy and cheap way to throw down wounds on bigetting things. The other place I've taken to running snipers is in autocannon squads. Most things I'm going to shoot an autocannon at can also be damaged by sniper fire and they're cheap enough to be worth it.
I'll add some more of my thoughts to this later
No Worries, I hope you do enjoy listening when you get the chance
Keeping platoons cheap is the golden rule. I generally go for about 15-20 points of wargear per squad.
Using snipers is a good idea but just think about this: A riptide is T6 and a GL is Strength 6 so a GL is just as likely to wound a riptide as a sniper. But the GL is much better against a much wider range of targets, it wounds MEQ on 2s, instant deaths GEQ and can threaten vehicles (which a basic sniper cannot do). Over all, I find spending the extra 3 points on the GL is worth it.
Having said that, Snipers are so very very cheap so I still consider them viable
I don't think I could ever run a "pure infantry" list as I fell in love with the guard army because of the leman russ model so it's pretty much mandatory I include some in my army lol. So that's my main draw back when I play competitive lol.
My russes are usually the units that do a lot of heavy lifting when it comes to fighting crons. Otherwise my massed lasguns do so little damage.
Remember that for flying monstrous creatures if you wound them they only take 1 grounding test at the end of the shooting phase. The method you are talking about is last edition.
Sometimes the ground monstrous creatures aren't as bad to deal with but those flyer creatures are a pain.
Cron vehicles can be a pain at times because all are av13 until penned and since most are skimmers they got jink to shake off some damage.
I would agree with ya on the pcs. I used to run them as Suicide flame units to jump on and clear objectives. But I do see your point to keep them cheap and issuing orders. I usually stuck a vox with mine so their orders at least went off.
I have been running the cadian detachment as that's what my army is themed from. It's just like I said I usually like to have some russes in my army lol. I usually take a ccs as high command. The core is the tank company and then I fill it in with infantry and conscripts for the rest of the points.
Yeah, I also fell in love with the IG thanks to the Russ, but they are just too bad in competitive play. Whenever I am playing a friendly I will always bring 2-3 Russes just because I like them.
Against Crons Russes are good, generally I would just stick to the good old fashioned LRBT, Str8 means -1 to reanimation and basically makes those crons only have a 5+ save.
You are correct about the FMC rules, my bad. The only ones I seem to come across are Hive Tyrants and generally I just use massed dice to bring them down and they don't really get to try for the grounding test! If I am lucky I can get Prescience, perfect timing and Bring it down on a blob, that normally kills the big bug.
Use a Lascannon blob with Prescience and Fire on My Target to kill cron skimmers.
Suicide flamer PCS is a bit of a hold over from 5th edition when we had 5 firepoint chimeras that were only 55pts. Putting a vox in them is fine, keeps them cheap and is also kinda fluffy
The Cadian Detachement is good overall, the tank formation is tough but they still die to the D. I Prefer the ESIC just because I love infantry
This message was edited 1 time. Last update was at 2016/10/28 10:15:33
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/10/28 12:41:31
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
Some great advice there. What tactic would you use against a Skyhammer-Raptor Wing combo, when taking into account that I have a lot of artillery, camping near the edge of the table?
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2016/10/28 15:12:10
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
Xathrodox86 wrote: Some great advice there. What tactic would you use against a Skyhammer-Raptor Wing combo, when taking into account that I have a lot of artillery, camping near the edge of the table?
Thanks for watching!
I really need you to post you list before I can give any specific advice, but in general you will need to bubble wrap your arty as much as possible with cheap infantry.
If you like artillery have you looked in to the Emperors Wrath Artillery Company formation? It is very nasty and allows you to issue orders to the Arty units in the formations, also any unit from the formation that shoots at an enemy with 18” of one of your Vox casters is twinlinked! This means that against his land speeders you will have twinlinked ignores cover basilisks, so they will die very easily. The formation includes a unit of hydras (which again you can give orders to the hydras) so the storm Talons of the stormwing shouldn’t be an issue.
I don’t know what units you have but using the EWAC I recommend the bellow 1850 list to go against skyhammer storm wing:
+++ Emperors Wrath Artillery Company +++
CCS: Volkovs Cane, Lascannon. Chimera with Mulitlaser and Heavy Bolter.
Basilisk Squadron: 2x Basilisks
Hydra Squadron: 2x Hydras
Manticore Squadron: 1x Manticore
Techpriest Enginseer Techpriest Enginseer
+++ Astra Militarum Combined Arms Detachment +++
HQ
CCS: Lascannon, Vox, Commissar: Power axe Commissar: Power axe Commissar: Power axe
Troops Platoon 1 PCS: Vox Squad 1: Vox, Autocannon and GL Squad 2: Autocannon and GL Squad 3: Autocannon and GL
Platoon 1 PCS: Vox Squad 1: Vox, Autocannon and GL Squad 2: Autocannon and GL Squad 3: Autocannon and GL
Platoon 1 PCS: Vox Squad 1: Vox, Autocannon and GL Squad 2: Autocannon and GL Squad 3: Autocannon and GL
Heavy Support: Wyvern Squadron: 2x Wyverns.
This message was edited 1 time. Last update was at 2016/10/28 15:12:59
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/10/29 11:20:38
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
I really like the larger amount of infantry for sure. One thing I certainly do believe in as guard is that I should outnumber my opponent!
I will have to come up with a list and post it on here and see what I can come up with. But the keeping it cheap is certainly what I'm gunna have to try with my platoons.
2016/11/02 05:17:19
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
Watched the video on the advisors and it was certainly some more good information!
Only issues though is that the ignores cover psychic power effects the psyker and his unit. So for that to work you will either need to throw a priest in the blob to keep them from falling back or bite the bullet and rick putting him in with a commissar which I will never do and don't believe is a solid strategy.
I do believe the commissar is one of the better options between the 3. Mainly for that ld bonus for orders. But I do think a priest might always be a better option for conscripts just because in shooting conscripts will need need 5's to hit. Where as conscripts will be moving forward to grab objectives. It's almost inevitable they will get close enough to assault or be assaulted. Where as in assault they will almost always need 4's to hit.
2016/11/02 09:51:16
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
tankboy145 wrote: Watched the video on the advisors and it was certainly some more good information!
Only issues though is that the ignores cover psychic power effects the psyker and his unit. So for that to work you will either need to throw a priest in the blob to keep them from falling back or bite the bullet and rick putting him in with a commissar which I will never do and don't believe is a solid strategy.
I do believe the commissar is one of the better options between the 3. Mainly for that ld bonus for orders. But I do think a priest might always be a better option for conscripts just because in shooting conscripts will need need 5's to hit. Where as conscripts will be moving forward to grab objectives. It's almost inevitable they will get close enough to assault or be assaulted. Where as in assault they will almost always need 4's to hit.
Thanks for watching
The ignored cover should be coming from the order Fire on my Target so no need to keep your psyker in the main squad, he can just sit back and cast prescience instead.
I understand the point you have raised regarding priests and conscripts. However the priest's powers are not reliable at all and also most of the time conscripts get into combat they die horribly! I find that it is best to have them reliably shooting every turn, every game then have them maybe good at combat is some games.
This message was edited 1 time. Last update was at 2016/11/02 19:47:42
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/11/02 15:12:13
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
I have been playing Guard for some time. I found that the core of my list is always a large foot platoon and conscripts. These along with wyverns are my most reliable units. I use flyers as guard air support is pretty good. My list will usually start with a CCS, 40 man platoon with lascannons, 30-50 conscripts. Commissar, priest, inquisitor, primaris psyker. PCS with 4 flamer in vendetta.
The main issue I run into with competitive guard, you are more successful when you have more infantry. But tournaments are timed. In ITC you get 2 hrs 45 min to play. You move so many models, and roll so many dice, not just on your turn, but your opponents turn too. They give the 15 minutes left call and you are on turn 3. Heaven forbid the other guy is a horde army too.
2500 pts
2016/11/02 19:15:46
Subject: Re:Imperial Guard Tactics: The Competitive Infantry Platoon
tankboy145 wrote: I would also say that's one of my biggest issues. With so many bodies deployment can be insane and long.
Another question I had is with horde style armies how do you fight against knights?
I think your safest bet is to put melta bombs or something on your sergeants. That way, if your opponent wants to shoot at you, great, Bring it Down! and Prescience your lascannon blob and strip HPs from cover, or stay out of LoS, but if they want to assault your blobs with their big robot feet, they'll think twice about those 3-5 melta attacks. The only problem is I don't remember exactly how stomp works, is it at I1, I >1, or after all other attacks have been resolved? IMO, the extra 15-25 points in a blob that could easily do heavy damage to 300+ pt Knights is a pretty cheap investment that either packs a punch of provides some much needed deterrence.
Bonachinonin wrote:I have been playing Guard for some time. I found that the core of my list is always a large foot platoon and conscripts. These along with wyverns are my most reliable units. I use flyers as guard air support is pretty good. My list will usually start with a CCS, 40 man platoon with lascannons, 30-50 conscripts. Commissar, priest, inquisitor, primaris psyker. PCS with 4 flamer in vendetta.
The main issue I run into with competitive guard, you are more successful when you have more infantry. But tournaments are timed. In ITC you get 2 hrs 45 min to play. You move so many models, and roll so many dice, not just on your turn, but your opponents turn too. They give the 15 minutes left call and you are on turn 3. Heaven forbid the other guy is a horde army too.
Its the same time limits in ETC (which is what I play). I regularly go tournys with my 200+ Guardsmen army and I have never had any time issues. 2 bits of advice I can give: firstly make sure you are planning your games 2-3 turns ahead. I mention this in one of my other videos, but essentially I know what the plan is for each of my units during deployment, that way I dont spend any time making descions in my turn as I have already planned out what I want to do. Second bit of advice is practice practice practice. Just by playing pure foot guard for the last few years I have sped up my gameplay massively. I can deply 200-250 guys in less than 8 minutes. I tend to keep myself to 15mins per one of my turns. I am just practiced at moving men very quickly. if you dont believe me, please see the below image from my last tournament
tankboy145 wrote:I would also say that's one of my biggest issues. With so many bodies deployment can be insane and long.
Another question I had is with horde style armies how do you fight against knights?
Using pure guard: Take 2 blobs of 40 guys with Lascannons and Melta, 2 CCS with lascannons and astropaths and 3 Primaris Pyskers. Put Prescience and Bring it down on both blobs. turn 1 and 2 snipe at long range with the lascannons and if they try to get close to you melta gun them to death. Note: make sure you have a commie or a priest in each blob.
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/11/03 10:43:26
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
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2016/11/03 11:18:52
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
Xathrodox86 wrote: Thanks for the tips FatBoyNoSlim, it really helped a lot!
No Problem I am happy to help Did you beat the raptor wing and skyhammer?
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/11/03 11:39:35
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
15K White Scars Brotherhood of the Twin Wolves (30K)
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1K Titans of Legio Astorum
3K Knights of House Cadmus (30K)
12K Cadian/Catachan/Tallarn/ST Battlegroup "Misericorde" (40K)
1K Inquisitorial Task Force "Hoffer" (40K)
2K Silver Wardens (UM Successors) 4th Company "The Avenged" (40K)
10K Empire of Man Nuln Expeditionary Force (WFB)
5K Vampire Counts (WFB)
2016/11/03 19:13:08
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
Xathrodox86 wrote: Thanks for the tips FatBoyNoSlim, it really helped a lot!
No Problem I am happy to help Did you beat the raptor wing and skyhammer?
That battle is still before me, but I'm hoping for the best.
Good luck! The Emperor Protects
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
2016/11/04 02:57:23
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
I still believe GL's are absolute trash, but I agree with most of what you said in the first video. Haven't had a chance to listen to the 2nd yet. I absolutely agree that commissars are better most of the time now that they autopass leadership no matter what and more importantly allow GTG and LD 9. I mainly use a priest for conscripts because I find it helps with their speed bump ability and frees up commissars for my platoon squads. Otherwise the commissars are more consistent and just look cooler in general.
Do you ususally stick with 100% infantry all the time or do you ever mix other vehicles in like wyverns or manticores? I saw you had some formation with artillery in it that you posted for the one guy but I'm curious to see what your average list entails.
Also, you only have power weapons on the commissars. Are you not usually challenged and have to send them to the back anyways? It's very rare to find something that the commissar can fight that isn't either going to challenge him first or just swing before him and kill him anyways. Or is your idea to feed a regular sarge into the challenge to buy your commissar time to bust heads?
'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
2016/11/04 04:33:28
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
MrMoustaffa wrote: I still believe GL's are absolute trash, but I agree with most of what you said in the first video. Haven't had a chance to listen to the 2nd yet. I absolutely agree that commissars are better most of the time now that they autopass leadership no matter what and more importantly allow GTG and LD 9. I mainly use a priest for conscripts because I find it helps with their speed bump ability and frees up commissars for my platoon squads. Otherwise the commissars are more consistent and just look cooler in general.
Do you ususally stick with 100% infantry all the time or do you ever mix other vehicles in like wyverns or manticores? I saw you had some formation with artillery in it that you posted for the one guy but I'm curious to see what your average list entails.
Also, you only have power weapons on the commissars. Are you not usually challenged and have to send them to the back anyways? It's very rare to find something that the commissar can fight that isn't either going to challenge him first or just swing before him and kill him anyways. Or is your idea to feed a regular sarge into the challenge to buy your commissar time to bust heads?
Well when your opponent issues a challenge, you choose who fights. So he can have any of the sergeants in the squads/blobs accept first to allow the commissar to swing. In conscript blobs it might be a bad idea but blobs it's actually not that bad.
Also I usually tend to at least run heavy weapons in my infantry squads and I always try to have a lascannon blob to take shots at knights. I do try to stick melta bombs in a blob of available because it always seems to make the difference when fighting certain walkers/monstrous creatures.
2016/11/04 07:43:24
Subject: Imperial Guard Tactics: The Competitive Infantry Platoon
MrMoustaffa wrote: I still believe GL's are absolute trash, but I agree with most of what you said in the first video. Haven't had a chance to listen to the 2nd yet. I absolutely agree that commissars are better most of the time now that they autopass leadership no matter what and more importantly allow GTG and LD 9. I mainly use a priest for conscripts because I find it helps with their speed bump ability and frees up commissars for my platoon squads. Otherwise the commissars are more consistent and just look cooler in general.
Do you ususally stick with 100% infantry all the time or do you ever mix other vehicles in like wyverns or manticores? I saw you had some formation with artillery in it that you posted for the one guy but I'm curious to see what your average list entails.
Also, you only have power weapons on the commissars. Are you not usually challenged and have to send them to the back anyways? It's very rare to find something that the commissar can fight that isn't either going to challenge him first or just swing before him and kill him anyways. Or is your idea to feed a regular sarge into the challenge to buy your commissar time to bust heads?
Thanks for watching!
I love my GL's, I seem to have really good results from them and they are so cheap. I rarely spend more then 5 points on a special weapon for infantry squads so that leaves me with flamer, sniper of GL. Sniper is bad on bs 3 guys so I dont even consider it. Flamer is good, but in this day and age of shooting I very rarely get to use them in my blobs. GL are not the best weapon, but they are shooting every turn and when you are shooting 12-16 Krak Grenades a turn it does sting
Commissars for life! Priest have their places but like you said, commissars are cooloer and in general better.
When playing competitively I always run 100% infantry. But I do have loads of other models so when playing a friendly I sometimes like to use the other units in my collection. An example competative list for me is:
Spoiler:
1750 Points Tournament List
Cadian Battle Group Detachment
Battle Group Command:
Company Command Squad (98): Officer (Warlord) and 4 Veterans (60), Lascannon (20), 1x Sniper Rifles (2), 1x Regimental Standard (15). Officer has a Bolter(1).
Emperor's Shield Infantry Company:
Company Command Squad (98): Officer and 4 Veterans (60), Lascannon (20), 1x Sniper Rifles (2). 1x Regimental Standard (15). Officer has a Bolter(1).
Platoon 1-
Platoon Command Squad (31): Officer has a Bolter(1) and 4 Guardsmen.
Infantry Squad (66): Sgt with a bolter (1) and 9 Guardsmen (50), Autocannon (10), Grenade Launcher (5).
Infantry Squad (65): Sgt and 9 Guardsmen (50), Autocannon (10), Grenade Launcher (5).
Infantry Squad (65): Sgt and 9 Guardsmen (50), Autocannon (10), Grenade Launcher (5).
Infantry Squad (65): Sgt and 9 Guardsmen (50), Autocannon (10), Grenade Launcher (5).
Infantry Squad (65): Sgt and 9 Guardsmen (50), Autocannon (10), Grenade Launcher (5).
Scout Sentinel (35) with Multi-laser (0).
Platoon 2-
Platoon Command Squad (31): Officer has a Bolter(1) and 4 Guardsmen.
Infantry Squad (70): Sgt and 9 Guardsmen (50), Missile Launcher (15), Grenade Launcher (5).
Infantry Squad (70): Sgt and 9 Guardsmen (50), Missile Launcher (15), Grenade Launcher (5).
Infantry Squad (70): Sgt and 9 Guardsmen (50), Missile Launcher (15), Grenade Launcher (5).
Infantry Squad (70): Sgt and 9 Guardsmen (50), Missile Launcher (15), Grenade Launcher (5).
Infantry Squad (70): Sgt and 9 Guardsmen (50), Missile Launcher (15), Grenade Launcher (5).
Scout Sentinel(35) with Multi-laser (0).
Platoon 3-
Platoon Command Squad (31): Officer has a Bolter(1) and 4 Guardsmen.
Infantry Squad (80): Sgt and 9 Guardsmen (50), Lascannon (20), Meltagun (10).
Infantry Squad (80): Sgt and 9 Guardsmen (50), Lascannon (20), Meltagun (10).
Infantry Squad (80): Sgt and 9 Guardsmen (50), Lascannon (20), Meltagun (10).
Infantry Squad (80): Sgt and 9 Guardsmen (50), Lascannon (20), Meltagun (10).
Infantry Squad (80): Sgt and 9 Guardsmen (50), Lascannon (20), Meltagun (10).
Conscripts (120): 40 Conscripts with lasguns.
Scout Sentinel (35) with Multi-laser (0).
No Force Org
Commissar (40): Commissar (25) with Power Axe (15) and Bolter (0).
Commissar (40): Commissar (25) with Power Axe (15) and Bolter (0).
Commissar (40): Commissar (25) with Power Axe (15) and Bolter (0).
Commissar (40): Commissar (25) with Power Axe (15) and Bolter (0).
In challenges you get to pick who accepts, so I will generally feed a sarge a turn to whoever is challenging me and the commissar will start chopping up the rest of the enemies
Automatically Appended Next Post:
peirceg wrote: A good way to give scout to blobs for cheap is an inquisitor with the book relic !
Thanks for the tip! I will try that out sometime
This message was edited 1 time. Last update was at 2016/11/05 09:57:34
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."