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Thread: Tactica Imperial Guard

  1. #1321

    Re: Tactica Imperial Guard

    Quote Originally Posted by Alehkine View Post
    Greetings IG players!

    I have a usual Necron opponent that I lose to every time, I was wondering if anyone had any advice on how to beat Necrons with IG.

    Here's my latest list that attempted to win (and lost horribly, like the others):

    CO w/ Laspistol + Close Combat Weapon, 4 Veterans w/ Snipers
    Lord Commissar w/ BP + Power Sword
    10x Ratlings
    10x Storm Troopers, 2 Plasma Guns, Vet Sarg w/ Power Sword
    10x Storm Troopers, 2 Plasma Guns, Vet Sarg w/ Power Sword
    10x Veterans, 3 Plasma Guns, Lascannon
    10x Veterans, 3 Plasma Guns, Lascannon
    10x Veterans, 3 Plasma Guns, Lascannon
    10x Veterans, 3 Plasma Guns, Lascannon
    10x Veterans, 3 Plasma Guns, Lascannon
    Leman Russ Executioner, 2 Plasma Cannons, Lascannon
    Leman Russ Demolisher, 2 Plasma Cannons, Lascannon
    Leman Russ Demolisher, 2 Plasma Cannons, Lascannon

    Any advice is welcome. Thanks!
    Get your squads in cover and you should be ok against the warriors, my only concern is the monolith which can destroy multiple units at a time, the manticore could be an option.
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  2. #1322
    Chapter Master Vaktathi's Avatar
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    Re: Tactica Imperial Guard

    slightly modified IG carapace vets list for tearing up. Again, prefaced in advance that carapace is acknowledged to be hideously overpriced and is in there for fluff.

    HQ:
    CCS, carapace, 2x Flamer, Chimera with turret multilaser, hull heavy flamer, Heavy Stubber.

    Troops:
    3x Veterans, Grenadiers, 3x Meltaguns, Chimera with turret multilaser, hull heavy flamer.

    3x Veterans, Grenadiers, 3x Grenade launcher, Autocannon, Chimera with turret multilaser, hull heavy Bolter.

    Heavy Support:
    3x LRBT, 3 HB's

    Should work out to 1750. I really hate that my local store uses this points level for events, it's very awkward to work with.

    EDIT:
    Alternatively

    HQ:
    CCS, Chimera, Carapace, 2x Flamer, Chimera with turret multilaser, hull heavy flamer, heavy stubber.

    Troops:
    3x Veterans, Grenadiers, 3x Meltaguns, Chimera with turret multilaser, hull heavy flamer.

    2x Veterans, Grenadiers, 3x Grenade launcher, Autocannon, Chimera with turret multilaser, hull heavy Bolter.

    Fast Attack:
    Hellhound

    Heavy Support:
    2x LRBT, 3 HB's
    1x Demolisher, Lascannon & Plasma Cannons
    Last edited by Vaktathi; 21-09-2009 at 06:34.
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  3. #1323

    Re: Tactica Imperial Guard

    When I try to beat Necrons, I get three very or more heavily equipped Russes (of various types), some Demo Charge toting Veterans (just in case), Rough Riders, and a Mortar+Master of Ordnance toting Command Squad. I hide the infantry behind the tanks, keep them primed to counter attack anything mobile, and tear the advancing phalanx to shreds with the roar of massed cannon fire...

    (Alternately, I had a victory when I had a human wave crashing through his lines. Admittedly, he was accidentally underpoints, and I took his Monolith in one turn. And he is not an expert Necron player.)

    Anyway, in view of the new Space Wolves Codex, is there anything that we should be looking out for? Here's what I got from my glance at White Dwarf.

    I've been trying my hand with human wave guard armies lately, and don't like the look of the Saga that gives the wielder attacks proportionate to the amount of models around it. (And the Codex designers, in a fit of stupidity, have given precisely zero penalty to not achieving the target of 10 kills, apart from the player feeling slightly sad.) The psychic power that slows down everyone within 24 could be nasty to this list, as well. (Come to think of it, much of the Space Wolves list appears to spell death for close combat guard, counter attack chief among them.)

    The Jaws of the World Wolf power looks nasty to anyone who isn't a Mech Vet or Air Cav player, because of our massed low initiative infantry. However, as the aforementioned lists are everyone bar me, this shouldn't be too bad.

    Their superior scouts look reasonably problematic (a nasty, hitty unit bounces gaily into our lines and gets killing even more than normal) , but not that much more than conventional ones. We can still counter attack with heavy flamers, Rough Riders, massed fire, or... well, pretty much anything that normally takes scouts. Our methods of downing any close combat unit aren't usually that dependent on its quality, after all; if Rough Riders strike first, they lance it to death. Plasma guns hurt all power armour in about the same way. Massed lasguns still take them down one by one. And so on...

    Long Fangs could be unfortunate (split fire-heavy bolters slaughter infantry, whilst lascannons take out the tanks), but they already had that, and our tanks/Colossi can pound them down. We also have a lot of infantry, and well armoured tanks, which can withstand a turn or two of the said heavy weapons fire from very expensive models. They lack the vast weight of fire of our men, or even normal Space Marines.
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  4. #1324

    Re: Tactica Imperial Guard

    What good does the mortar do you?

    Why do they lack the weight of fire of normal SM?

  5. #1325

    Re: Tactica Imperial Guard

    Quote Originally Posted by CKO View Post
    Get your squads in cover and you should be ok against the warriors, my only concern is the monolith which can destroy multiple units at a time, the manticore could be an option.
    I played a campaign game with a capture the flag objective against Necrons yesterday. I ran a mech list with Vendettas, Manticore, Demolisher, LRBT, Ogyrns, and plently of vets in chimeras.

    Despite getting 10 blasts with my manticore in the game I was unable to pop either of his 'Liths. I did get a phase out on turn six. My advice is go mech gunline, use lots of indirect fire to constantly put wounds on this Necron typed models. His phase out number was 13, and if I had concentated on his infantry instead of his monoliths with my indirect fire I think I could of got a phase out by turn 4 or 5. His 'Liths are impressive, but concentrate on this necrons.

  6. #1326

    Re: Tactica Imperial Guard

    The Jaws of the World Wolf power looks nasty to anyone who isn't a Mech Vet or Air Cav player, because of our massed low initiative infantry. However, as the aforementioned lists are everyone bar me, this shouldn't be too bad.
    The worst thing about Jaws is its ability to kill the Commissar that holds the squad together. Though, an Inquisitor Lord with a Psychic Hood should do the job.

    Long Fangs could be unfortunate (split fire-heavy bolters slaughter infantry, whilst lascannons take out the tanks),
    Splitting fire is hardly impressive, considering you have to resolve both shots at the same time.

    Though, Drop-Pod heavy lists could be a pain in the ass. Cheaper Marines with 2 Special weapons and 2 CC weapons are much more threatening than a subpar Tactical squad.

  7. #1327

    Re: Tactica Imperial Guard

    Quote Originally Posted by polymphus View Post
    Question: what's the best way in the current IG book to represent a (Steel Legion, hopefully using DKoK models) artillery company? I'm still a little new to this idea of vehicle squads. Is it tactically feasible to go all out with basilisks and mortars? I thought having maxed out basilisks+ lots of stripped down infantry squads with mortar and flamer could be a nice combo, but I'm rather a 5th edition noob, so I might be entirely wrong.
    Well artillery can be squadroned, so being an Artillery Company you're obviously going to want to start with 3 Artillery Squadrons. You could take the specialized single tank artillery, but I think you run the risk losing the theme of massed artillery batteries if you do. I think Griffons and Medusas are a good start, rounded out with a number of Colossus. Basilisks kinda lose out this time around, not because they're bad, but because you have a number of better options. Theme wise, take Master of The Ordinance in your Company Command Squad, signifies you calling in support from the rest of the company.

    Other than that a screen of troops and chimeras will always be useful.
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  8. #1328

    Re: Tactica Imperial Guard

    That sounds like somewhat excessive commitment to theme. Squadroned Medusae are very vulnerable indeed (killed on a 3+ on the penetrating table!).

  9. #1329

    Re: Tactica Imperial Guard

    ...Like any other squadroned artillery?

    The guy has a theme. Help him make it work.
    Come see my Knight Titan blog. I'm looking for feedback as I digitally model this beast and have it prototyped. http://www.warseer.com/forums/showthread.php?t=211973

    Elysian High Mobility Chimera
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  10. #1330

    Re: Tactica Imperial Guard

    Quote Originally Posted by Volandum View Post
    That sounds like somewhat excessive commitment to theme. Squadroned Medusae are very vulnerable indeed (killed on a 3+ on the penetrating table!).
    2+ with AP1 weapons!

  11. #1331

    Re: Tactica Imperial Guard

    When designing my artillery company I intentionally left the master of ordnance out. We're the guys that he calls up for fire support. There is a justification for bringing one in, so in the end it's just a question of whether or not you want one. The main element of the army is some artillery vehicles plus a couple mortar heavy weapon squads along with the usual mix of troops.

    Infantry squad with mortar: 55 points, vs
    Heavy weapon squad with 3 mortars: 60 points

    I give the infantry squads direct fire heavy weapons that benefit more from their better endurance.

    I also have a psyker battle squad because I wanted one. If you really wanted too you could think of them as psychic spotters.

  12. #1332

    Re: Tactica Imperial Guard

    Indeed Juggalo is right. EDIT: Oh, and a Medusa in a squadron without its main gun doesn't do much good either, so it's basically rendered useless on a 1+.

    Theme is great, but it's good to have a viable army too. Other squadroned artillery doesn't have to fire directly, so has a slightly better chance of surviving. He also said that he's a newbie, so let's not just assume that he knows what he's getting into.

    Anyway, artillery. If you're really really committed to the theme take 2 artillery squadrons. Otherwise just take 2 Manticores. Your third HS slot can be Hydras or a Manticore - both are considered artillery. You then want to hide your artillery, which means troops in Chimeras. Don't neglect the meltaguns. You then want to have some way of disposing of Monstrous Creatures - either Vendettas or plasma gun veterans/command squads. The Vendettas do better.
    Last edited by Volandum; 21-09-2009 at 19:46.

  13. #1333
    Lord Solar MarCookius Lord Cook's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Alehkine View Post
    I have a usual Necron opponent that I lose to every time, I was wondering if anyone had any advice on how to beat Necrons with IG.
    Well your list should certainly hold it's own against a Necron opponent. Very immobile however. Are you finding that you lost because you are unable to reach/hold the objectives in time, or because your army is actually getting kicked about and thrown off the board? Because if it's the former, we can easily work around it. If it's the latter, we need to take a look at what your opponent is using. Monoliths? Lots of Destroyers?

    Quote Originally Posted by polymphus View Post
    I'm still a little new to this idea of vehicle squads.
    I think squadrons of two vehicles each work very well, particularly for the cheaper units such as Griffons. However three vehicles becomes incredibly expensive and vulnerable, so I would reserve that only for cheap units like Griffons, and not anything more expensive.

    Quote Originally Posted by Vaktathi View Post
    slightly modified IG carapace vets list for tearing up
    I find that four Troops choices does me very nicely at 1,500 points, even with a lack of carapace armour. If we scale that up a little, you should be able to get by comfortably with five Veteran squads. Using the points saved from the sixth, a Hellhound-variant is a nice addition that fills any empty niches, such as in your second list.

    That said, I don't think the Hellhound itself is the best option. A Bane Wolf would be more appropriate in my view. It offers you a valuable close range weapon against heavy infantry, currently a little lacking given the lack of plasma troops. By having a heavy flamer in the hull this also acts as a powerful anti-horde vehicle, moving 12" and still firing both templates. Also benefits from being able to use the same model as the Hellhound (excepting the hull weapon).

    More to the point, as your Veterans have carapace and many emphasise a long range role, I think you could get away with four squads and having multiple Fast Attack vehicles in there as support.
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  14. #1334
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Lord Cook View Post
    Well your list should certainly hold it's own against a Necron opponent. Very immobile however. Are you finding that you lost because you are unable to reach/hold the objectives in time, or because your army is actually getting kicked about and thrown off the board? Because if it's the former, we can easily work around it. If it's the latter, we need to take a look at what your opponent is using. Monoliths? Lots of Destroyers?
    Well I edited this post. In summary he was wiping my army out with no problem regardless of mission type, but I'm 99% sure he was cheating to do it, so it's kind of a moot issue. Here was his list when we agreed to 2000 points:

    Lord (Staff of Light, Res Orb, Veil of Darkness)
    Lord (War Scythe, Destroyer Body, Res Orb, Phase Shifter)
    5 Immortals
    20 Warriors (w/ Lord)
    20 Warriors
    10 Scarabs (w/ Destroyer Lord)
    3 Wraiths
    4 Destroyers
    3 Heavy Destroyers
    Monolith
    Monolith

    I just worked out this guy's army in Army Builder, and it comes to 2418 points when we agreed to a 2000 point limit. Hrmm, I wonder if I can't win simply because he's cheating!

    I'm starting to wonder how much the ridiculous rules I ran into are actually real, or exaggerated by my opponent. I don't own a copy of the Necron codex, can anyone help me verify the things he's claiming his army can do?

    He claims:

    1) Res orb means that anything nearby can get back up, no matter what. Instant death, doesn't matter. Even if I wipe out the entire squad, doesn't matter.
    2) When the monoliths are there, anyone that fails their will-be-back can be "sent through the portal" and come back through the portal for another we'll-be-back roll. Only if they fail that are they truly dead.
    3) Monoliths push all enemy units out of the way when they deepstrike, so can only get a deep strike mishap if they land in impassible terrain or on his own units.

    among other things
    Last edited by Alehkine; 22-09-2009 at 04:38.

  15. #1335
    Chapter Master Walls's Avatar
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    Re: Tactica Imperial Guard

    Wow, first person I've ever seen so vehement about Necrons. They're a fairly mid-bottom tier army overall. I still think they're quite competitive but you'll rarely see them dominate like this.

    Forget all that extra stuff and kill the warriors as quick as possible to force phase out, that's all I can think of.

  16. #1336

    Re: Tactica Imperial Guard

    Your Necron opponent is cheating. The resurrection orb only helps against instant death and power weapons. Wiping out the whole squad still works as long as there isn't another unit of the same type within 6". With the list given that means everything but the lords and warriors are gone for good if you wipe out the squad.

    He probably isn't doing this, but scarab swarms do not get back up on a 4+. And hopefully he's remembering the 18" range on the Monolith teleporter.

    edit:cheating in several different ways, with the point limit taken into account. There are probably a few other little things too. Sad, really.
    Last edited by Raxmei; 22-09-2009 at 04:44.

  17. #1337
    Chapter Master polymphus's Avatar
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    Re: Tactica Imperial Guard

    1) Res orb means that anything nearby can get back up, no matter what. Instant death, doesn't matter. Even if I wipe out the entire squad, doesn't matter.
    2) When the monoliths are there, anyone that fails their will-be-back can be "sent through the portal" and come back through the portal for another we'll-be-back roll. Only if they fail that are they truly dead.
    3) Monoliths push all enemy units out of the way when they deepstrike, so can only get a deep strike mishap if they land in impassible terrain or on his own units.
    All true, although for #1 the warriors would still (iirc) need another warrior squad with 6" or a tomb spyder with 12".
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  18. #1338

    Re: Tactica Imperial Guard

    He's cheating about the Monolith too - when you deep strike it you start by placing it somewhere legal. Then it scatters. You have to move out of the way of the scatter, but they can't start by dropping it on your formation.

  19. #1339

    Re: Tactica Imperial Guard

    So, as I can see the light at the end of the tunnel with my Eldar army I'm already thinking about which project to do next. The plan all along was to redo my Space Wolves who haven't seen much action in the last three-four years, what with the new codex and all, but then my mind started wandering and my hands wandered over to my ever-growing pile of codices on my desk and up popped the Guard codex. How quaint indeed!

    Now, I've always wanted to do a Guard army, but I hate horde armies (making them, that is, playing against them is fun) and with the new codex I don't have to have those silly platoons! Yay! Added bonus: there's only one other Guard player that I know about in the entire city.

    So, I've put together something of a preliminary "what-if" 1,750 list, and with that comes a couple of question to you, my esteemed ladies and gentlemen of the Emperor's Hammer:

    1) Griffons? Good? As good as my insane mind keeps imagining them?

    2) Is taking nine of them a bit over the top?

    3) 16 Chimera chassis tanks in 1,750 points armies; happy good times or a hopeless project?

    4) Is it viable to completely ignore all of that order-business and run a Lord Commissar and 4 squads of Veterans?

    5) Am I good for anti-tank with two Devil Dogs, 4 mounted units of Vets with meltaguns in addition to all the S6 fire power the rest of the army brings? Or will those Chimeras be bogged down in all sorts of trouble along the way?

    Thanks in advance for your assistance.
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  20. #1340

    Re: Tactica Imperial Guard

    1) Pretty good.
    2) Yes. Take some Manticores and the like for heavy armour.
    3) Happy good times.
    4) Yes, but you probably won't need the LC's ability so go with the Primaris instead.
    5) Yes, but only if you enjoy tangling up close with mechanised lists. Otherwise pick up some Vendettas/Manticores.

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