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Made in us
Been Around the Block





Hey guys! I've touched on this topic before but it never hurts to get an update and see what new ideas people may have learned. Plus I've been painting models this time! So far I've painted up:

  • Command Squad
  • 3 Sentinels with Heavy Flamers
  • 2 Infantry Squads (Plasma Gun / Heavy Bolter)
  • 2 Hellhounds
  • 3 Demolishers
  • 'load of plasma guns (8+ and counting )

  • Pics can be found on my blog here: Shameless Plug

    Other than this, I'm still not sure what the army list should look like and if people have compelling ideas I have no qualms shelving what I painted and turning things around (I can always include them in fun games like Apocalapyse).

    So far I have the following ideas on my mind:

  • Line of sight is limited, how can the IG cope?
  • Imperial Guard have no staying power -How can I compensate for this?
  • Cities of Death seems to be all about Assault -What's an IG commander to do?
  • What should I include in a 1500 pt list? How about 1850?

  • Your thoughts

    EDIT: Links Fixed

    This message was edited 2 times. Last update was at 2008/01/24 17:29:53


     
       
    Made in us
    Unbalanced Fanatic





    Minneapolis, MN

    I've had some success playing with IG in Cityfight, but it is definitely an uphill battle.

    It seems like you are going the armor heavy route, which is good, it is how I like to play guard in a Cityfight and provides one of the best antidotes to Guard's lack of hard hitting Close Combat Types. One problem with your list is that it is really low on infantry, and infantry win games in Cityfight. In my list I have two nearly identical platoons armed as follows

    1st Platoon
    J.O w/Plasma pistol, ccw
    3 Plasma Guns

    3 Infantry Squads w/ Flamers, Heavy Bolters

    2nd platoon
    J.O w/ Power Fist, las pistol
    3 Melta Guns

    3 Infantry Squads w/ Flamers, Heavy Bolters

    IG need to be moving forward in a Cityfight, the games tend to be short and if you don't move forward to grab the good positions in the beginning then you aren't going to get them at all. Having this solid amount of infantry with flamers means you can stay on the move and move into rapid fire range.

    This is where the Demolishers and the Hellhounds are crucial. Hellhounds are great at roasting light infantry in buildings, but the Demolishers are your ticket for dealing with the heavier types. I like to use siege shells (Duh) and move my infantry close to a contested building. If he has a squad of marines or termies that move into the building I'll hit them with both Demolishers using siege shells and hopefully bring the building down on top of the entangled survivors. Then my infantry runs in and torches and rapid fires the survivors to death. If done right, the IG can usually hold a couple of central buildings and eke out a win.

    Lascannon Sentinals are good for a bit of spot Anti-tank, while the command sections deal with Wraithlords, Dreadnaughts, Carnifexes and Whatever else your line squads can't handle.

    Another tactic that can work is to use 3 Griffons, these provide cheap, short ranged artillery support, they can pound away at enemy positions and scare the crap out of light infantry crossing the open. Combined with massive amounts of Guard infantry you can sometimes bowl him over with sheer numbers.

    Rough Riders are also a decent counter attack unit, but are no good at taking buildings because they can't take frag grenades.

    Hope that helped

    The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
       
    Made in us
    Been Around the Block





    Samwise158 wrote:Hope that helped

    That most definitely helped

    I like your strategy and I think I'm going to steal it (if you don't mind?)! They say imitation is the sincerest form of flattery right?

    How about Doctrines? What are your opinions on Cameoline and Light Infantry? Do you use both? If you use Light Infantry do you take advantage of their ability to infiltrate? It sounds like you prefer to wait and let your enemy take a building first before coming down on top of it i.e. Take and Hold vs. (Infiltrate) Hold then Take. I've been so preoccupied with the latter to even realize that the former was possible!

    I think I'm gonna roll with at least 3 Hellhounds, 3 Demolishers, 3 Sentinels w/ Heavy Flamers and infantry in the formation you described. If I have any points left i'll cram in more flamer-wielding infantry! Speaking of which, how effective have your flamers been against MEQ's How many templates do you try to lay at once to put a dent in offending units? Would you rate these over plasma guns?

    Thanks again!
       
    Made in us
    Dakka Veteran





    The strange thing is, my IG have killed more guys with flamers than with plasma guns. They tend to overheat and kill themselves whenever using plasma weapons.
       
     
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