Re: [Epic] Guard tactics

From: Sean Smith <seans_at_...>
Date: Thu, 05 Jun 1997 10:30:48 +1300

On Wed 04 Jun, David Dresser wrote:
> A. Allen McCarley wrote:

>
> Re-reading the rules for HQ units (p.10 rules)
> "All detachments have a HQ (headquarters) unit, which must be the most
> 'senior' unit in the detachment, as shown in the Chain of Command
> section of the detachment army list. If a HQ unit is eliminated then
> the next unit in the chain of command for the detachment takes over.
> The chain of command is shown in each detachment list. You must choose
> the most senior possible unit to take over, but you can choose which to
> use if several units are of equal rank. The unit that takes over must
> be either noted with a suitable marker, or recorded on a piece of
> paper."
>
> I think it's reasonable to argue that only one unit among the three
> possible command stands is the actual HQ, and that splitting your forces
> in the way you suggest would leave two of them out of command from the
> start.
>
> Assuming this is not the case, I think the little "detachments" would
> rapidly leave command anyhow, due to AT and DR fire.
>
> And finally, a split such as this would put some "detachments" in the
> odd position of having to deal with BMs collected by other segments of
> the larger whole. Suppress 3 for the price of 1 is a pretty good deal
> for your enemy.
I agree with all that David has to say. Below is my advice IG units &
tactics.

Imperial guard squads - Point for point 107% of the fire power
                        of marines on over watch
                      - Point for point 71% of marines assualt value
                      - armour 3 vs marines armour 5
                      - lower morale
                                 
               Advice - Never have any of them in your army
                                  
 
Ratling Squads - Point for point 94% of the fire power of marines on
                 overwatch
               - Point for point 63% of marines assualt value
               - armour 3 vs marines armour 5
               - lower morale
               - have infiltrate
        Advice - Use only where necessary particularly important to
                 secure ground before the enemy does or delay the enemys
                 advance.
                        
                                   
Ogryn Squads - Point for point 200% of marines assault value
             - Point for point 75% of marines firepower, if the marines
               are on over watch
             - 50% of marines range
             - same armour value
      Advice - Take as many of squads of them as you can, as supports.
               With infantry detachments make all your IG squads heavy
               weapon squads and take nine ogryn squads as supports.

           
Rough Rider squads - Point for point 75% of the fire power
                     of marines on over watch
                   - 100% of marines assualt value when charging
                   - armour value 4 (when charging) vs marines 5
                   - lower morale
            Advice - take 2 detachments max, as a mobile reverse to protect
                     your artillery or bolster up section of the
                     battlefield where you are under pressure.
                     
Hellhound Flame Tanks - Point for point 42% of marines assault value
                      - Point for point 188% of marines firepower
                        on over watch
                      - Point for point 125% of marines assault value,
                        if the Hellhounds are providing close support.
                      - 50% of marines range
                      - same armour value
                      - lower morale
               Advice - take them as a armour detachment, and bring these
                        detachments close up behind infantry detachments
                        to provide fire support and close support for
                        infantry assualts
                        
Heavy Weapon Squads - Point for point 107% of ordinary marines firepower of
                      on over watch. 142% Devastor marines firepower
                    - Point for point 36% of marines assault value
                    - armour 3 vs marines armour 5
                    - lower morale
                    - 150% ordinary marines range
             Advice - Always only take heavy weapons squads as the main
                      force in IG Infantry detachments and 9 Ogryns
                      squads as support
                      
                      
Heavy Artillery - Point for point 50% of ordinary marines frepower on
                  overwatch (assuming an average of two units under the barrage
                  template)
                - Fires indirect
                - Range 300% of ordinary marines
         Advice - artillery the main strength IG armies, you should take
                  at least 2 detachments. A nasty trick is to use your
                  artillery preparatory bombardment to strip enemy
                  war engine shields away, leaving them exposed
                  to firepower by your troops. Apart from think artillery as
                  mobile fire support for any part of your force that
                  under pressure. Your main worry with artillery is
                  bikes and jetbikes attacking the artillery, as aircraft
                  can be dealt with by hydras and you normally should
                  have enough artillery crush an enemy artillery.
                  
Other Artillery - I don't take Griffons because their range is to short and
                  I don't take siege artillery because of their minimum range.
                  
hydra - best AA around, should normally allow you to keep enemy air power
        at bay. A shame about its range.
Advice- Take enough to piss your enemy off, but not so many that you unbalance
        your army.
        
                 
 
Leman Russ - Point for point 27% of the firepower of landraiders, 94% of
             marine devastors firepower
           - Assault value 16% of marines point for point
           - Armour 6 vs 5 for marines
    Advice - Not very good in it prime role of providing direct fire support
             ,it is better to use IG heavy weapon squads were possible.
        
        
Chrimea - Assault value 36% of marines point for point.
        - Point for point firepower 54% of marines on overwatch
        
        
Demolisher - Assualt value 22% of marines point for point
           - Firepower 136% of marines on overwatch point for point
           - Close support 91% of marines point for point
           - Armour 6 vs 5 for marines
    Advice - They play the same role as hellhounds, basically swapping higher
             armour value for slower speed (Demoliser move 15cm vs hellhounds
             20cm) lower assault value and lower firepower. I would take
             hellhounds in preference to demolishers, always.
       
         
Armies Overall strengths and weakness

Strengths - Ogryns assualt ability
          - hellhounds close support
          - Hydra anti aircraft ability
          - Artillery
          
Weakness - lack of long range direct fire capability
           (i.e the Leman Russ vs the Landraider)
         - Weakness of fast attack forces (i.e point for point marine
           bikes and jetbikes far superior to Rough Riders)
         - Slow speed of infnatry transports (the marines have drop pods
           and thunderhawks, the eldar have vampires, the orks can hitch
           a left and it doesn't reduce their battlewagons movement etc)
           
Tactical Advice

Defence -

Set up clear lanes of fire and mow the enemy down with fire from IG heavy
weapon squads. Use artillery to: one, to slow the enemy down so your IG
heavy weapons can get more shoots of at the enemy; two, provide fire
support for sectors of your battleline under threat; three, strip shields
off enemy war engines; four, pound enemy artillery into the dust, if the
enemy is silly enough to take artillery when opposing a IG army. Also
Ratling can positioned slow the enemy advance, in this role your not really
worried if they hold the ground they occupie or survive, just that they slow the enemy down.

Once the enemy is softened up enough spend in the Ogryns supported by
hellhounds. Once a positioned is secured then bring the heavy weapons to
hold it and providing covering for the Ogyrns as they attack the next
objectivity.

Attack -

Best to do a slow rubbling attack if possible, with artillery softening up
opposition before attacks by Ogryns and Hellhounds. Ratling useful for
taking important pieces of ground and holding it (with the support of
artillery) until support arrives.


Main Threats

- Thunderhawks, droppods, vampires

  The best way to counter them is have lots of Hydras
  
- marine bikes, jet bikes

  make sure they can't get to your artillery without being fired on by IG
  heavy weapon
  first. If possible have Ogyns in front of the artillery, blocking the
  enemies ways, this doesn't work with jetbikes of course.
 
-- 
 Sean Smith 
 
 
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Received on Wed Jun 04 1997 - 21:30:48 UTC

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