RE: [Net Epic ML] imperial guard questions

From: Peter Ramos <pramos2_at_...>
Date: Sat, 3 Jun 2000 13:53:13 -0500

Hi!
  Grettings

  1. has anyone ever considered stats or rules to distingish types of
imperial guard infantry. like catchan jungle fighters, ice warriors of
valhala, and standard imp. guard troopers.

  It has been raised but not done. If you got ideas, now's the time to get
them in.

  2. tactical question: How do most people address the support cards they
pick to go with a mole company. the leadership rules with support
detachments needing to draw chain of command from the company hq units left
me wndering about how I would choose support cards for this card.

  Although the rules do not prohibit the use of non-tuneller supports for
tuneller companies the command distance rule basically obligates you to just
tuneller support cards. Ways around the issue are assigning commissars to
those units out of command of assigning to it units that don't need to be
close like roughriders and such.

  3. several weeks ago i asked for general advice about the orcs and the
response I got was TERRIFIC. lots of information that was really ususally.
Any tactical advise anyone wants to give on using imperial guard armys would
be greatly appreciated.

  As with any army its a question of capitalizing your armies strength while
minimizing its weaknesses. The IG strengths are:

  1. Firepower- you have lots of it so use it liberally. Use companies like
the heavy weapons one. It is cheap and very effective. It has the same
attack power as devastators, but without the CAF. This should form part of
your infantry firebase. All you assaults and defensive positions should have
these as baseline. They can engage all types of targets effectively. Next in
line are your super heavy tanks, namely the baneblade. Unless you are
expecting to tangle with titans you can forego the shadowsword and
stormblade. These are specialty tanks best used when you can afford to bring
titans. The baneblade is a good all around super heavy tank with good CAF
and great firepower. Use these as an anchor for your firebases of heavy
weapons. For ad hoc fire bases with one or two detachments of heavy weapons
and one baneblade. It is generally a good idea to put these firebases in
mutual range of each other so they can protect each other. Plus any enemy
caught in the crossfire gets nailed bad. Artillery is your best friend. You
get a lot of it and it is powerful. One artillery company is enough. As you
will see below they are a boon as much as a liability. They more you buy
they more you need to protect. Don't separate your artillery its range is so
vast you can lump it together.

  2. Number- Attrition is a way of life for the IG. Very rarely will you be
outnumbered. You get a lot and cheap. Never underestimate the power of one
or two tactical companies with 30-60 stands. The bonuses in extra close
combat alone can destroy all but the most powerful of foes. NEVER attack
piecemeal. All out attack or nothing. Your troops aren't good enough to make
surgical strikes. Attack en masse and swarm the enemy. It takes a while for
him to kill them all. Roughriders are another excellent choice. Thirty
stands running around is a lot to keep the enemy busy. Also you can
physically occupy the whole front with your numbers. GO for as many
objectives as possible, numbers are on your side.

  Your disadvantages are:

  1. CAF- you are not a close combat army. Although you have some units that
have good close combat ability overall they are not that great. More
importantly those units that give you firepower are very weak and
vulnerable. Most IG player use their rough riders and bikes as suicide
units. DON'T!! Keep one or two detachment as reserve behind your fire bases
to counter charge any opponents who get to close. Remember any turn your
fire bases do not fire is one turn you lose! Your artillery while powerful
is a tasty treat for the opponent to munch on in close combat. There are
cheap and effective ways to protect them. Use tarantulas. They are cheap and
fire twice! you can snap fire without penalty and destroy attackers before
they close in. One favorite of mine is Ogryns. They are only 100 points and
have a CAF of 6! Also their short range firepower is very respectable. I
have seen them take out enemies and protect artillery very effectively. This
is why you must pack your artillery close, so all these defenses may work
for all the artillery company. In addition a reserve detachment or bikes and
rough riders can help a lot too.

  Always assault positions that have been first hit by your artillery them
swarm them over. Don't waste your time with attacks with one detachment, you
will lose. Swarm is the by word here.

  2. Maneuver- unfortunately your slow. You infantry mainly walks and your
artillery and super heavies are pretty slow too. Re-deployment is a
nightmare. Use tunellers to get where you are going fast or chimera
detachments to bring in those desperately needed re-enforcements. You can
form pretty decent fire bases with heavy weapons mounted on variant chimeras
like chimmerros and such. More importantly pay a lot of attention to
deployment. A good set up goes a long way for the IG!

  Peter
Received on Sat Jun 03 2000 - 18:53:13 UTC

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