Re: [NetEpic ML] Just For discussion: IG Vs tyranid
Hi Albert!
I like your tactics. The last game I played, was a 3000 IG vs. Chaos
battle.
My Imperial Guard army:
1200 pts. 2 Tactical Companies
550 pts. 1 Rocket Company
600 pts. 1 Artillery Company
250 pts. 1 Deathstrike Battery (House Rule, used as Special Card)
100 pts. 1 Inquisitor
200 pts. 2 Astropaths
100 pts. 1 Ratling Sniper Platoon
0 pts. 4 Commissars
My Battle Plan:
1) The Tacticals would form a human barrier between the enemy and the
Guns. The Inquisitor would maintain morale.
2) The Tactical platoons would spot for the guns. The Astropaths would
eliminate the scatter.
3) The Deathstrikes would take out the heavies, or large formations of
troops.
4) The Guns would do 90% of the killing.
5) The Ratlings (and Commissars if necessary,) would threaten to grab
unguarded objectives.
6) Commissars would be kept in reserve, untill needed.
Results:
I won the battle. He grabed most of the objectives, but I ran him out
of troops. I never won initiative once, but it didn't matter. My
opponent made the BIG mistake of rushing everything up as quickly as
possible.
This made his forces easy to isolate as targets:
1) Kill the artillery and siege engines.
2) Kill the Fast units.
3) Kill the next units to get close, and so on.
4) Fire at the Greater Daemons as a last choice.
I was not lucky with the Deathstrikes. I targeted two Warp missiles on
his Plague Tower. Both hit, but failed to stop it. The third missile
was Barrage, but pretty much completely missed a Beastman Warband.
I lost about 2 Platoons of Tacticals from each Company, 2 Snipers, and a
Commissar. The Commissar and Rhino pinned a Troll unit, buying time for
the Tacticals to shoot. He died very heroicly. No doubt, the surviving
Tactical Company will revere his name.
One question came up. A detachment can only spot one target each turn.
How many Spotting Detachments can the Astropath help during the turn?
Another question. When do you award points for Deathstrikes? It seems
rather silly to only get points when killing the empty launchers.
Perhaps some points should be awarded to the enemy when the missiles are
launched.
Warprat ;)
Albert Farr� Benet wrote:
>
> Think about those allies twice...
> A Reaver/Warlord Battle Group may do a lot of damage to those critters.
> Some gunships with a full veteran/Terminator load to strike deep in the
> enemy lines to get that last objective or to destroy those annoying critters
> you wouldn't be able to reach with other means.
>
> Anyway, I would field Inquisitors to prevent morale checks and (if you have
> the models) at least two thousand points of cannon fodder ( lots of Tactical
> units and Beastmen, and some ogryns), that is, BIG NUMBERS. This way they'll
> have to break through your 'meat' line to get to your heavies and your
> artillery.
> Remember, if you have enough points, don't take Assault companies, for every
> two assault companies, you loose 100 points in company HQ that would mean 5
> more stands. Use them as support platoons to your Tacts.
> And of course, if you win the initiative roll don't hesitate, let them move
> first and fight them CC. Most of their critters can take out easily your
> tactical stands, but you can sacrifice tactical stands to make bikes,
> beastmen and rough riders roll another dice in CC.
> The BIG unit against critters: D E A T H S T R I K E Missile launchers
> Three MultiBarrage heads for 250 points. Buy one for every 5k of enemy
> troops. Not more.
> What you should NOT field against critters:
> SHtanks, Warhounds, Tank Battle groups, High Cost Infantry, Leviathans or
> Praetorians and dwarf allies (unless playing 10k+ points).
>
> Why? because SHtanks are VERY expensive and easily killed in CC against good
> CC troops( believe me, I fought a lot vs Chaos recently). Same for
> Warhounds. The problem with Tank battle groups is that have a poor number of
> stands / cost ratio plus they have a limited field of fire. You only want
> them to clear the way in advance fire, firing from behind your surviving CC
> troops. With critters you need a 360� firing arc because battle tends to
> mess a lot and you may find your enemies even behind you.
>
> On a 10k battle I would buy my army this way:
> -2.5k Cannon Fodder (Tactical Squads with Assault Platoons support cards,
> Beastmen, Ogryns ) Aprox. 100 - 120 stands
> -2k Fast CC Fighters (Bikes and Rough Riders) Aprox. 100 stands
> -2k CC support (Land Speeders, a Vindicator Company, Heavy companies
> Aprox. 40 stands / units
> -3.5k Artillery and Titans.
> Aprox. 25 - 35 units plus 3 titans
> If you don't use Titans field 2.5k of artillery and add 0.5k to Fast CC
> Fighters and to CC support. You may also find that without Titans you'll
> need ShadowSwords or StormBlades to fight BioTitans. Use at your own risk.
>
> The main tactic should be:
> - Let them come to you: Use your cannon fodder to screen your firing troops.
> Leave one Titan as weapon Platform on FF and use your other Titans on
> Advance until you make contact with the enemy. Then you'll have two options:
> FF against all CC critters, FF against near tough units(including surviving
> BioTitans) or Charge to get an objective before some fast units (bikes, L.
> speeders...) secures it. Your Fast CC troops should be used when you have
> the Initiative. If you are unlucky, leave them just behind your screening
> troops, so they won't be outnumbered.
> - Barrage them in first fire: All weapons that are not barrage and shoot in
> FF, should be aiming to those ******* biotitans and, believe me, you better
> bring them down by the end of first turn, not to say, before they can even
> shoot, if you want to have any chance. With a battle group you can take them
> out easily. All barrage for the critters. A good weapon choice for a warlord
> group would be a combination of the following:Barrage missile
> launcher(lovely), Plasma Destructor (at least one titan should be in FF at
> your deployment line), Vulcan MegaBolters, and generally speaking any weapon
> with lots of attack dice.
> - Select carefully your CC: Your possibilities in CC are limited but they
> exist. This step will decide who wins the battle so be very careful. Try to
> avoid CC unless you have chances to win. Remember what Cannon fodder means,
> but don't waste it for the sake of it, let them engage your cannon fodder
> and then use your Fast CC troops and ogryns to break as most of their units
> as you can. This works the same as Chaos, When they reach the break point
> they won't flee, but you score the VP.
> - Wipe out surviving CC enemies: Concentrate ALL your advance fire on
> surviving CC units. If you don't, you may find some critters playing with
> the smoking ruins of your artillery placement next turn. You can also use
> the first advance shots to give the grace shot to the last biotitan. Your
> best weapons here will be Titans with Vulcan Megabolters, Heavy platoons and
> you can also take some vindicators to wipe out tough enemies.
>
> If they get to your support and artillery you have lost. Sorry. Don't let it
> happen again.
> As you see this army is based upon a big infantry mob. Marine allies with
> medics would be fantastic.
>
> On conclusion, the key to victory is speed and precision. Don't waste shots
> or troops, expendable troops may be necessary next turn, so be sure you
> sacrifice them to avoid playing a next turn.
Received on Mon Jul 17 2000 - 11:19:12 UTC
This archive was generated by hypermail 2.3.0
: Tue Oct 22 2019 - 10:59:04 UTC