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Thread: Tactica Imperial Guard

  1. #8901
    Lord Solar MarCookius Lord Cook's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Reece View Post
    I really like the Gsgt Harker model... Are there any glaring issues that I'm missing?
    It's worth looking at Harker with three meltaguns and a Chimera. It let's you outflank a very destructive anti-tank unit into your opponent's rear lines, which is particularly useful against long range, durable tanks such as Leman Russ, Exorcists, Hammerheads, Predator Annihilators, etc.

    It's not cheap, but it doesn't use up FA slots on Valkyries / Vendettas that won't achieve much on arrival anyway, and unlike Al'Rahem you're not forced to outflank, which can be a real disadvantage sometimes.

    But if you're going to have him on foot, three grenade launchers is definitely the way. Possibly with a normal heavy bolter, should the need for nine accurate Ap4 shots grab you.

    Quote Originally Posted by SanguinaryDan View Post
    ...a good way to look at Harker is this, a Heavy Bolter costs 10 points and Forward Sentries costs 30 more. So Harker is actually only 15 points [extra]...
    Unfortunately, Forward Sentries is nowhere near worth the points in the first place.
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  2. #8902

    Re: Tactica Imperial Guard

    In a catachan-themed list based on veterans, with no transports or (other) tanks, I was wondering what would be the best for a mixed anti-tank/anti-infantry role?

    -2 x 3 Scout Sentinels, 1 heavy flamer/hunter-killer, 2 lascannon
    -2 Bane Wolf, multi melta
    -2 Hell Hound, multi melta
    -2 Devil Dog, heavy flamer

    All options are around 300 pts, the Devil Dogs a little cheaper. Only two tanks on the table will probably not survive long enough though, so I'm thinking the Sentinels are the best in this case. But still, which of the above fast tanks would do best?

  3. #8903
    Chapter Master SanguinaryDan's Avatar
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    Re: Tactica Imperial Guard

    I'd say the twin Devil Dogs. Being the cheaper option and having the ability to deal with anything from a Land Raider to a horde up to 36" away makes it the best choice.
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  4. #8904
    Lord Solar MarCookius Lord Cook's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by SnakeWind View Post
    -2 Bane Wolf, multi melta
    -2 Hell Hound, multi melta
    -2 Devil Dog, heavy flamer
    The very strength of the Bane Wolf is in it's ability to move 12" and fire at infantry at very close range. The multi-melta really does nothing to help that. The multi-melta itself, when fired at vehicles, is a single Bs3 shot on a vehicle that costs 145 points and doesn't even have smoke launchers.

    In short, I'd pick a role. Either give the Bane Wolf a heavy flamer, or take the Devil Dog instead. Because the option you have is very expensive and not very useful. I could say the same about the multi-melta Hellhound too.
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  5. #8905

    Re: Tactica Imperial Guard

    Quote Originally Posted by Lord Cook View Post
    The very strength of the Bane Wolf is in it's ability to move 12" and fire at infantry at very close range. The multi-melta really does nothing to help that. The multi-melta itself, when fired at vehicles, is a single Bs3 shot on a vehicle that costs 145 points and doesn't even have smoke launchers.

    In short, I'd pick a role. Either give the Bane Wolf a heavy flamer, or take the Devil Dog instead. Because the option you have is very expensive and not very useful. I could say the same about the multi-melta Hellhound too.
    But the problem is that the Bane Wolf may not always have a viable target for its main gun. It is only good against infantry; it doesn't even have the slight anti tank power of a hellhound. No matter how carefully it is used or positioned, there will be times when there are no desirable targets within its range or firepower.

    The BW is an expensive investment at 130 pts and 1 FA slot. Because it takes up such an important slot, 15pts is a small price to pay for someone that chose to take it. This way, the BW can engage all targets, and there won't be a situation where the BW might find itself useless. Yes, the melta shot will not be reliable, but it doesn't mean it can't be effective. Meltas, even a single shot at BS3, is something that cannot be ignored, because unlike most other AT weapons, a melta has a much greater potential to wreck vehicles.
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  6. #8906
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    Re: Tactica Imperial Guard

    Versus a C:SM army list which contains approximatively: 1xDP(with lash), 2(1)xDefilers, 1(2)x2(3)Oblits, 2 x dreads (CC oriented), 1x10 Zerkers in Rhino, 3x5 CSM melta/PF in Rhino; what should be the first targets/target prioritize in your opinion ? The IG is foot or semi-mech (6 Chimera's,2xHydra's, 1xManticore).
    Thank you in advance.
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  7. #8907

    Re: Tactica Imperial Guard

    Berserker Rhino must die, if oblits are not deep striking and you have lasers by all means remove them. I presume you have the melta kit to dispose of those dreads when they get close. LoS is going to complicate matters of course. Manticore is good against berserkers and defilers (direct fire is generally fine, make sure you have LoS if you want to hit things).

  8. #8908
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    Re: Tactica Imperial Guard

    Hey guys, sorry if this is old news- but its worth knowing that FW have released LONG erratas for the Death Korps of Krieg, and also the Armoured Battlegroup+ IA One tanks etc- bringing these lists (and vehicles) up to date with the latest IG book, and 5th edition as a whole... (link below!)

    Regards,
    V.

    http://www.forgeworld.co.uk/News/Downloads.html

  9. #8909
    Chapter Master Getz's Avatar
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    Re: Tactica Imperial Guard

    On Hellhound variants.

    I've been using as couple of Banewolves with Multimeltas for a while and I rather like them. It's probably worth mentioning that I often play against CSMs and SMs with many Terminators where the MM is about the only really effective gun a Banewolf will have, and it's reasonably synergistic with the tox cannon against basic marines because both weapons wound on a 2 and ignore saves. Also, versatility is a virtue in it's own right - a banewolf so equipped is first an foremost an anti MEQ infantry option, but can do double duty as a tank hunter. Finally, because the tox cannon is a defensive weapon, you always get to fire the Multimelta if you so desire, which makes stumping up an extra 15 points for it a bit less painful.

    That said, if you intend to specialize in horde slaying, then a HF is the best option for a Banewolf.

    As to Hellhounds themselves, personally I don't think there's much point trading up from the basic heavy bolter. Using a Heavy flamer encourages you to get closer than you have to with an Inferno Cannon and you can't move fast an use the Multimelta alongside the main gun like you can with a Banewolf.

    As for Devil Dogs - once again, I don't rate the Heavy flamer because it makes you get close with a tank that should really be engaging at medium range (and doesn't have the rear armour to stand up to S4 melee attacks). Taking the Multimelta and making it a dedicated tank hunter is good but personally I don't bother, I just keep the Heavy Bolter and treat my Devil Dogs like pint sized Leman Russes...
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  10. #8910
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    I sometimes run a pair of Devil Dogs with my hybrid Guard (not squadroned; separate), and find they work best with Multimeltas for dedicated anti-tank work.
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  11. #8911
    Chapter Master freddieyu's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Getz View Post
    On Hellhound variants.

    I've been using as couple of Banewolves with Multimeltas for a while and I rather like them. It's probably worth mentioning that I often play against CSMs and SMs with many Terminators where the MM is about the only really effective gun a Banewolf will have, and it's reasonably synergistic with the tox cannon against basic marines because both weapons wound on a 2 and ignore saves. Also, versatility is a virtue in it's own right - a banewolf so equipped is first an foremost an anti MEQ infantry option, but can do double duty as a tank hunter. Finally, because the tox cannon is a defensive weapon, you always get to fire the Multimelta if you so desire, which makes stumping up an extra 15 points for it a bit less painful.

    That said, if you intend to specialize in horde slaying, then a HF is the best option for a Banewolf.

    As to Hellhounds themselves, personally I don't think there's much point trading up from the basic heavy bolter. Using a Heavy flamer encourages you to get closer than you have to with an Inferno Cannon and you can't move fast an use the Multimelta alongside the main gun like you can with a Banewolf.

    As for Devil Dogs - once again, I don't rate the Heavy flamer because it makes you get close with a tank that should really be engaging at medium range (and doesn't have the rear armour to stand up to S4 melee attacks). Taking the Multimelta and making it a dedicated tank hunter is good but personally I don't bother, I just keep the Heavy Bolter and treat my Devil Dogs like pint sized Leman Russes...
    I go against the trend here since I like using the HF with my devil dog. This is because I always tend to move it at cruising speed, thus I get to fire only 1 weapon. if it's melta cannon goes "poof', then it becomes expendable and I use it to run interference, where the HF becomes very useful.
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  12. #8912
    Veteran Sergeant Scibadi's Avatar
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    Re: Tactica Imperial Guard

    Guys, what do you think are fluffy unit choices for Valhallans (yet are still tactically decent)?
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

  13. #8913
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Scibadi View Post
    Guys, what do you think are fluffy unit choices for Valhallans (yet are still tactically decent)?
    Infantry Platoons with attached Commissars, definitely. I'd suggest a Commissar Lord as one of the HQs, too. Any flamethrowing tank. Any of the heavier armor (Leman Russes).

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  14. #8914
    Commander Reece's Avatar
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    Re: Tactica Imperial Guard

    I haven't read it yet and I don't know much about the Vostroyans, but here's the Lexicanum link.

    http://wh40k.lexicanum.com/wiki/Vostroyan_Firstborn

    Edit: It sounds like Vets with Plasma guns. They rarely (not never) use Rough Riders.

    -Reece
    Last edited by Reece; 01-07-2011 at 00:22.
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  15. #8915
    Veteran Sergeant Scibadi's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by ColShaw View Post
    Infantry Platoons with attached Commissars, definitely. I'd suggest a Commissar Lord as one of the HQs, too. Any flamethrowing tank. Any of the heavier armor (Leman Russes).

    A Forgeworld Crassus, if you can afford it!
    I'm thinking of doing a footslogging list, I know it's the least competitive build but I like the idea of it lol.

    I'm a bit worried though on anti-armour 14 because lascannons are a bit rubbish, any thoughts?
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

  16. #8916
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Scibadi View Post
    I'm thinking of doing a footslogging list, I know it's the least competitive build but I like the idea of it lol.

    I'm a bit worried though on anti-armour 14 because lascannons are a bit rubbish, any thoughts?
    Well, I love me my footsloggers.

    A fluff choice would be Commander Chenkov. If you use him, maybe use one Conscript Platoon with SITNW (but I wouldn't use more than 30 Conscripts for it). But that's not an ultra-competitive thing; I'd use them as a disposable screen for your front line, then recycle them after they get (inevitably) clobbered and use them to hold a backline objective.

    Armor 14 is a weak point of footslogging IG, there's no way around it. You'll want a MINIMUM of 6 Lascannons, which can help you at least suppress AV14 tanks until you can get close to them. What I use for that is PCSs with Meltas running behind Infantry Squads.

    For my own foot Guard, I use sub-units which operate more or less independently: a PCS with a couple of Meltas and Flamers (2 of each is my own choice; keeps the squad cheap, and it can hurt most anything), a 3-squad Combined Squad with Commissar, a "loose" Infantry Squad, and if possible some Rough Riders. The lone squad goes in front, to soak up fire and enemy assaults and, basically, die horribly. The PCS goes behind it, claiming cover from the guys in front, so that when the front squad gets eaten, the PCS can jump forward and punish the guys who ate your troops. The Combined Squad in back advances to mop up units damaged by the PCS, and to make a massed assault on objectives in the mid-late game. Rough Riders help with this in that you can shift the screening squads out of their way (do NOT put them in front during the advace!), use Move Move Move to get them that little extra burst of speed, and charge and kill something nasty.

    Now, horse-mounted Rough Riders might not be quite perfect for Valhallans, but you could always convert some Taunton riders (a la Star Wars: Empire Strikes Back) or some such mounts. RRs can be really handy to footsloggers.

    Oh, and a Master of Ordnance is just plain fun, especially if playing against "parking lot" IG; just drop the S9 pieplate in the middle of the enemy vehicle park. You'll probably hit SOMETHING! You could also use Al'Rahem with Outflanking Melta-squads.
    Quote Originally Posted by Atrahasis View Post
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  17. #8917
    Veteran Sergeant Scibadi's Avatar
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    Re: Tactica Imperial Guard

    Thanks for the advice, it's been helpful


    Should lascannons go in heavy weapon squads or infantry squads? If they go in my infantry squads they'll take the place of precious autocannons but heavy weapon squads seem way overpriced. 2 units of lascannons cost about 210pts which seems insane!


    Also, should 30 man blob squads take heavy weapons or just specials so they can move and fire? I have 15pts left from my 1000pt list so I could give them 3 mortars.
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

  18. #8918

    Re: Tactica Imperial Guard

    Put those lasers in your big blobs.

  19. #8919
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    If you've got the points to spare, Mortars are fluffy-Valhallan, dirt cheap, and often useful. And if you end up moving the squads, it's not like you spent lots of points on the upgrades anyway!
    Quote Originally Posted by Atrahasis View Post
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  20. #8920
    Lord Solar MarCookius Lord Cook's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Redscare View Post
    But the problem is that the Bane Wolf may not always have a viable target for its main gun. It is only good against infantry; it doesn't even have the slight anti tank power of a hellhound. No matter how carefully it is used or positioned, there will be times when there are no desirable targets within its range or firepower.
    Aye, perhaps. But for the pure anti-infantry variant, that means it is time to move. Or do something useful like intercept an assault, block a chokepoint or cover the movement of a valuable unit.

    For the hybrid variant, even having a tank in front of it is not a very 'desirable target' for a single Bs3 melta shot that costs 145 points. That's rather my point. Of course, experiences seem to vary.
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