Re: [NetEpic ML] RE: [Net Epic ML] imperial guard questions

From: William L. Raper <drklrd_at_...>
Date: Sat, 3 Jun 2000 20:28:51 -0400

peter,

thanks great advice

one morequestion arrises though
I am not sure about the spead of the tunnelers per the rules.
the mole is listed as 15cm if on charge orders is that for the vechile that carries it?
I have assumed that the actual mole or termite also travels at that speed, but it seems slow ( for example 4 turns to cover 60cm and the battle could be over before the infantry disembarks)

  -----Original Message-----
  From: Peter Ramos <pramos2_at_...>
  To: netepic_at_egroups.com <netepic_at_egroups.com>
  Date: Saturday, June 03, 2000 2:55 PM
  Subject: [NetEpic ML] RE: [Net Epic ML] imperial guard questions


  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


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Received on Sun Jun 04 2000 - 00:28:51 UTC

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