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Post by SenatorGregory on Jan 22, 2005 22:09:39 GMT -5
hey everyone. I just thought here we fellow officers could share our gaurd tactics. ya know strength weaknesses etc. We staunch defenders gotta stick together.
I think the gaurds greatest and most obvious strength is numbers. And id wager to guess theres a few people out there who've felt the sting of 45 "flashlights of doom" wailing down on they're terminators on rapid fire is enough to make em think twice about takin that flank. What do you all think is the best way to utilize lasguns?
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Post by Joshua Knudson on Jan 23, 2005 23:42:50 GMT -5
Greg, you are right, one of our advantages is strenght in numbers. But I think our greatest advantage is our ability to field heavy weaopns and armor in such cast amounts.
Since we do not excel at CC, we usually sit back and shoot, wait for them to come to us. We use our heavies and pie plates to whilttle down our enemy enough so that if they do get close enough for CC, we might survive (however unlikely). The numbers of lasguns are almost the last resort. When they are finally in effective range (rapid fire), we can only hope our "flashlights" get through their armor.
I think our greatest weakness could be one of three things. 1. our 5+ save. Being so used to the marine save it is just dishearneting to lose a man. 2. Inferior leadership, but that can be combated by high ranking officers and commisars. 3. The lasgun. Weak in strength and always allows the one being shot and armor save.
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Post by SenatorGregory on Jan 24, 2005 23:38:31 GMT -5
Yeah josh, armour is definately a huge part of the gaurd. A single leman russ can attract fire from just about every heavy weapon on the field safely for a couple of turns and still dish out alot of punishment. And i also think your description of the gaurd strategy hits the nail on the head. But thats really only in ideal situations. Which brings me to the next gaurd advantage: Platoon deployment. Platoon deployment is definatley one of the bigger and more often overlooked fact of the Gaurd. In the ever popular clense missions this tactic used correctly is invaluable. Also, it makes the army a whole lot more flexible so that in the event your gaurd actually have to move around a bit, They can. And it is in this situation where the lasgun really shines. Of course compared to bolters, the strength 3 ap nil of a lasgun is laughable. But still, I believe numbers and lasguns are the back bone of an imperial gaurd army and if you just go all tanks or support units. Your going to be in trouble.besides, the waves of lasguns are the ones you take out before your heavy weapons, which you can put in just about every squad ;D.My main theory for gaurd is that gaurd should never be outnumbered by any thing. Unless its one of those tank companies. Then i guess your ok. ;D
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Post by Joshua Knudson on Jan 25, 2005 21:03:08 GMT -5
But here in lies the dilema. Guard can sit and deal out tons of death from their heavy weapons in the squad, that is if they do not move. Now, if you are playing a cleanse mission, your heavy weapons are almost taken out of the equation. One turn will have to be devoted to moving, and the next to shooting. Now the three turns not used by Heavy weapon shooting, you are forced to use your laughable "Flashlight of Doom".
Tactics and stregnth really depend on how you play your guard. Your amy, half can move forward and the other half can shoot, a nice form of take and hold. Now look at the Mechanized list that I play, I am almost forced to sit still and deal out death. Going forward to gain ground can be hazardous to the few troops I have. Too bad there are no other guard players on the board that can hash this out with us.
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Post by SenatorGregory on Jan 26, 2005 20:11:53 GMT -5
Yeah i know, wish more people would check out this forum.
yeah i see what you mean about the heavy weapons mobility but i dont know so much about the shoot one turn, move the next approach. I just use the heavy weapons that are neccesary at the time and move the units that arent firing. But dude, you entire force is mechanised, what do you mean your forced to sit still. youve got mobility comin outa your ears! ;D
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Post by Joshua Knudson on Jan 26, 2005 22:47:41 GMT -5
I am forced to sit still if I want to shoot the heavy weapons. And yes, I do have mobilty up the wah zu. But in order for more than 50% of my points to be effective I have to run them seprate shooting the crap out of the enemy, while leaving the squads still to deal with any infantry left. Idealy it should work, but most of the time it doesn't.
Besides, what is the point of rushing and enemy, getting one turn of inefective shooting (the way I roll), and getting swept off the field the next turn by CC? I am just saying diffent doctrines play different ways, with their own respective tactics.
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Post by SenatorGregory on Jan 27, 2005 0:04:59 GMT -5
all right i guess its just gonna have to be different folks for different strokes on this one. Lets just agree to disagree shall we? on to our next topic...
do you have anything youd like to mention Mr.knudson?
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Post by Joshua Knudson on Jan 27, 2005 0:29:19 GMT -5
How to use Guard Armor effectivly?
I just started to use a Leman Russ and a Basilisk. Lets put the word out to guard players at the shop and say "Yo, all the cool people are doin it." and "Check out the forum Yo."
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Post by SenatorGregory on Jan 27, 2005 0:49:26 GMT -5
righty oh Joshua, word to the gaurdsmen, our forums kool
so along the lines of armour is the basilisk worth the points? i know i love my leman russ, i think the demolisher is more proficient for takin out terminaters and the like but i wouldnt field one with out a standard russ. Im seriously considering taking a hell hound for those pesky nid players (cough JAMES cough) and i was looking at the basilisk, pretty cheep for that kinda ordanance, doesnt take much punishment though. And really i think thats prolly the russses greatest strength, 14 fra. It soaks up everything u can throw at it.
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Post by sonofsparky on Jan 31, 2005 0:05:57 GMT -5
One thing you guys can do to solve the heavy fire movement problem is you can try a leapfrog and the Senators' tactic also seems pretty good. Really, I think that the same tactic should work for just about any army. Demolishers are one of the burliest tanks in the game. If you have a Demolisher then that should take all the focus away from the Basilisk. Peace guys
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Post by Joshua Knudson on Feb 1, 2005 1:32:36 GMT -5
YEAH!!!!! ;D Someone else replied besides Greg and me!!!!!
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Post by SenatorGregory on Feb 1, 2005 19:58:18 GMT -5
rockin! it wasnt even a bad idea either!
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Post by sonofsparky on Feb 2, 2005 0:48:51 GMT -5
well I'm gald you guys think so highly of me. But I digress it was only an idea and would probably be rather difficult to put into practice. You guys rock too.
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Post by Joshua Knudson on Feb 8, 2005 21:20:46 GMT -5
Lets get this tactics discussion started again. Something I saw on the 40konline boards is a discussion on conscripts. I think they a cool idea, cause I don't think many people really volunteer for military serivce, at least willingly. This could be my excuse to buy the new cadian plastics.
Now what is the real role of the Conscript, meat shield or cheap heavy weapon options? They seem like a viable option for large games, maybe 2000 points, as to beef up your numerical superiority. Any thoughts?
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Post by Warrior Ryka on Feb 8, 2005 21:29:20 GMT -5
I don't think it would be a good choice if you wanted a cheap heavy weapon squad. Don't they have BS 2? Also I think heavy weapons cost more in a conscript platoon than in an infantry platoon. Yet conscripts would be perfect as shields...
...and a squad to tie down an incoming squad of enemy close combat troops so your guys would have more time to use lasguns before they are mowed down.
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