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		<title><![CDATA[Latest posts for the thread "IG 1500 outflanking Russ Squadron"]]></title>
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				<title>IG 1500 outflanking Russ Squadron</title>
				<description><![CDATA[ Building on my theme of trying to create an effective <span class="glossaryitem" onmouseover='gp(69);'>IG</span> force that doesn't rely on turn 1 shock and awe, here are my latest ideas, in a single list.<br /> <br /> <u><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span></u><br /> 3x Plasma, Creed, Astropath, Chimera<br /> <br /> <u>Veterans</u><br /> 3x Plasma, Chimera<br /> <br /> <u>Veterans</u><br /> 3x Plasma, Chimera<br /> <br /> <u>Veterans</u><br /> 3x Melta, Chimera<br /> <br /> 3 Ratlings<br /> <br /> Manticore<br /> <br /> <u>Leman Russ Squadron</u><br /> Executioner, Plasma Sponsons, <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> Eradicator, <span class="glossaryitem" onmouseover='gp(51);'>HB</span> Sponsons, <span class="glossaryitem" onmouseover='gp(51);'>HB</span><br /> Leman Russ Battle Tank<br /> <br /> Aegis, Quad Gun<br /> <br /> The plan is to use Creed's Tactical Genius to outflank the Russ squadron, but not before creating some great shooting opportunities for them.  I think the best idea would be to deploy very wide and force the enemy to either spread thin to hit each target, or stack their forces to take out a single area (deploy - quad gun with ratlings at left, Creed in the middle, Manticore at right).  Either way, it should provide the tanks a good angle to attack from.  If the enemy is thin, the tanks can focus down manageable portions.  If the enemy is focused in one area, the tanks should be able to take 2 rounds of shooting into a dense cluster before the enemy can reach them.<br /> <br /> My last 2 loses were to Necrons and Chaos Space Marines, and in both cases, I was facing a wall of units, right up in my face on turn 1.  I don't think the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> can recover from a hit like that.  If they go first, maybe, but melta beats <span class="glossaryitem" onmouseover='gp(69);'>IG</span> mech, and assault beats <span class="glossaryitem" onmouseover='gp(69);'>IG</span> infantry.  They will easily dismantle my army like opening a can.  It's not a good situation for the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> to be in.<br /> <br /> So, in this attempt, I'm deploying 4 chimeras, which means, 8 individual targets (the vehicle AND the embarked unit), plus a manticore, plus the ratlings running the quad gun (could get really cheesy and put it on a roof .. <span class="glossaryitem" onmouseover='gp(84);'>lol</span>).  This force will run, take cover, and try to survive.  What remains of the original <span class="glossaryitem" onmouseover='gp(69);'>IG</span> deployment should be enough to support the tanks.  The tanks should arrive on time, and in good position (emperor help me if they don't come in ... that's just terrible luck with the astropath).  Then they can put the hurt on.<br /> <br /> My concern is that I'll end up fighting an entire army with 3 unsupported tanks, so it will be crucial in turn 1 to get my chimeras in position to jam incoming attacks on the Russ squadron.  I have to keep the enemy moving, because the more they move, the less they shoot, and the more I shoot at them.  <i><b>That is the point of this list,</b></i> to keep them running, and outlast them.<br /> <br /> I'm also lacking air support.  Very seriously lacking.  I'm still considering swapping in a Vendetta.<br /> <br /> Any thoughts on the list or the strategy?  Let me know, thanks!]]></description>
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				<pubDate><![CDATA[Mon, 21 Oct 2013 22:47:37]]> GMT</pubDate>
				<author><![CDATA[ CaptObvious]]></author>
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				<title>Re:IG 1500 outflanking Russ Squadron</title>
				<description><![CDATA[ Its a nice thought but for this point level I feel creed is wasted.  He truly excels at giving orders at a great distance and since all your troops are in chimeras they cant receive orders.<br /> <br /> I love russes a lot but whats going on here is pretty much a no no.  3 russes in 1 squadron all firing at 1 target?  It will truly suck if all your blast weapons scatter and your tank squadron was unable to kill a unit.<br /> <br /> I also do not like russes unsupported.  It is to risky especially if you put them close to the enemy.  They get assaulted or some flying monstrous creature gets to them and they dont have support, then thats a huge chunk of your force thats going to go down like it was nothing.<br /> <br /> From my experience playing mech guard, you DO NOT spread your force out. It allows your opponent to focus on weak points and pick off units 1 at a time before they just send in all their forces and wipe you out.<br /> <br /> Just some tips!]]></description>
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				<pubDate><![CDATA[Tue, 22 Oct 2013 01:24:39]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:IG 1500 outflanking Russ Squadron</title>
				<description><![CDATA[ @tankboy145 - do you have any suggestions for how to counter a fast, first turn, melta and assault heavy list with the <span class="glossaryitem" onmouseover='gp(69);'>IG</span>?  thanks in advance!]]></description>
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				<pubDate><![CDATA[Tue, 22 Oct 2013 21:01:29]]> GMT</pubDate>
				<author><![CDATA[ CaptObvious]]></author>
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				<title>Re:IG 1500 outflanking Russ Squadron</title>
				<description><![CDATA[ Your best bet at such low points is to either use a cheap blob to eat it or just use your chimeras to block anything from getting to the russes.]]></description>
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				<pubDate><![CDATA[Wed, 23 Oct 2013 01:48:55]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:IG 1500 outflanking Russ Squadron</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9a5145a9dff4c1ac741028d7d6a53555.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/558986/6175493.page"><b>tankboy145 wrote:</b></a><br/>Your best bet at such low points is to either use a cheap blob to eat it or just use your chimeras to block anything from getting to the russes.</div></blockquote>Yesss!  Thanks for your response, I really appreciate it.<br /> <br /> I think you are absolutely right.  I've actually tried these, and they work great ... until people go 50/50 with a "first turn" assault list.<br /> <br /> I've run a 40-60 man blob with commissar and meltas, backed by artillery.  I've run a chimera parking lot with veterans, backed by tanks and artillery.  These builds work amazingly well (I've won more games this way), until the enemy force concentration is too much, too early.<br /> <br /> I guess that's just how <span class="glossaryitem" onmouseover='gp(3);'>40k</span> works, and I should consider allies, or a new army if I want a more interesting game.  There is a lot less subtly than I thought in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, when the games are this competitive.  The <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is a "more is more" force, and I don't find a lot of room for creative solutions - you gotta just blast the snot out of your enemy as quickly as possible, and if the dice don't grant you that opportunity, you're done.  Advancing under fire, flanking, clever use of cover, all the exciting tactical moves, they seem a little lacking in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, but seem more a part of the marines, or eldar armies.  The less I plan and think, the more I win.<br /> <br /> I think I'll have to get some allies.]]></description>
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				<pubDate><![CDATA[Thu, 24 Oct 2013 01:26:50]]> GMT</pubDate>
				<author><![CDATA[ CaptObvious]]></author>
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				<title>Re:IG 1500 outflanking Russ Squadron</title>
				<description><![CDATA[ Well If you want to tie a unit up use a blob with a commissar.  But I would suggest small 10 man squads so that if they are charged they will die, this allows then your whole army to blast whatever it is to pieces as it will be in the open.<br /> <br /> Also If you want tactical flexibility maybe try 2-3 vendettas with vets inside.  Allows you to capture late objectives and to also drop more guys off where your weak on the battle field.<br /> <br /> Use more specialized russes as well to improve tactical flexibility.  <br /> <br /> One thing you have to remember is with the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> everything is expendable.  Just dont send units against targets they cant handle, like if an assault or enemy melta unit is getting close to a russ dont keep pushing it forward.  One thing to keep in mind if you play mech is keep your russes to the front and fire away at your opponent.  AV14 is really hard to kill from a distance.  Lance is about your opponents best weapon from a distance.  As your moving up or sitting back if your opponent starts to get close then have your vets spring forward and try to add a bunch of ap1-2 melta or plasma fire.<br /> <br /> Dont upgrade stuff too much as you want to take multiples.  <br /> <br /> Just some advice! I had the same feeling when playing my <span class="glossaryitem" onmouseover='gp(69);'>IG</span> not long ago.]]></description>
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				<pubDate><![CDATA[Thu, 24 Oct 2013 02:20:45]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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