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
Home - Seans_at_...
--
Received on Wed Jun 04 1997 - 21:30:48 UTC