Title: Guard Tactica
Description: what to do with all those tanks and men
gandalf - June 17, 2004 08:58 PM (GMT)
Some of these I have copied from my original tactica others i have added, hope you all find these useful!
Command Section
Keep them well back out of harms way to use their superior leadership to hold the army together, give it a commisar, because if the officer pegs it u can use his ld 10 to hold the army together. Standards and trademark items also help hold the army together.
Hvy weapon Squads
U can have up to five with the command section and more for heavy support, they are pretty good, if possible give them sharpshooter, for better accuracy, for lascannons and missile launchers, ensure they are kept well back and they will reward you with a destroyed tank heavy bolters and Mortars are for anti infantry (frag missiles as well) and are also better held back, although remember the new 4thed says squads in front can't hide units behind beware enemy firing! , if u have mortars use them similar to whirlwinds, behind terrain to pin assault units.
Commisars the +ld and the added combat prowess of the commisar will ensure your command platoon can deal with a squad of marines as such, and he can help the guard stay a little longer after the officer has popped his clogs (most of the time by the commisars own hands)
Priests are nice for hth units but, guard arent hand to hand specialists the best use would either be with warrior weapon squads or stormtrooper grenade launcher/meltagun squads
Psykers are random can be good can be worthless just depends
Infantry Platoons
IMHO get at least one platoon with 35 or more men, dont tool up the officers because their there only for their leadership, unless of course you are using the TAR in which case giving them powerfists can always be nice if the enemy get too close [as the new codex now classes lieutenants as officers] and they can be out of btb and deal nice wounds to creatures.
Give as many squads as possible hvy weapons and sit back and shoot if u need to advance then get some grenade launchers long range assault weapons witha good AP value or blast template shot althoguh dont expect to kill many with the blast template or plasma weapons that are for knocking marine units, if they don't explode.
Armoured Fist Squads
Same use as stormtroopers only the ability to carry hvy weapons to useful areas, cheaper but a slightly worse save and no Hellguns.
Conscripts
Grots in human form, they should really only get flamers due to their shoddy BS and used to stall dreads etc up for a counter assault, this unit will do better shooting then assaulting when within 12"
Stormtroopers
I find these troopers to be very nice, BS 4 better save and a better gun, my tactic with them is too stick the squad in a chimera then hold them back until the last few turns and then attack any objective/grab table quaters etc. As for special weapons , a meltagun is useful vs tanks as this squad can get in fast, plasma gun is always nice [especially as u can survive easier if it overheats!]flamer in a bunker assault is nice as well
Techpriests
Nice but as their servitors count as wargear you can't have many and wargear, the only powered armoured guard unit, could be useful in a fist squad or mounted Stormtroopers
Ratlings
Snipers pretty nice unit for taking out Wraithlords and C'tan in particular
Ogryns Fairly adequate assault unit, but as they are gaurd assault dont expect miracles vs Khorne or Nids
hellhound a nice flamer tank not the morale buster of old but with greater range and surviveability it still performs well vs nids and orks especially as it can move and fire ALL it's weapons up to 6
Sentinals
These are useful in 2 things
fire support, help destroy things that the squads lasguns cant
hth support hold up hard squads as they are fearless and cant be hurt by most things
All varients have there uses:
Lascannon, u really neeed 3, as otherwise they wont hit most of time to do enough damage, they are the most expesive sentinals, and they are really only for excelling a tank or 3+ save army
Multilaser: my personal favourite, lots of high strength shots , wounds most infantry on 2s and is useful vs all creatures, but except for orks they allow armour saves, and the need to roll 4 or more to get through the lightest armour [which is actually theirs!] but 9 shots per unit is quite good,
Hvy flamer: useful only really in dense terrain
Autocannon: Higher strength shot then the multilaser but less then the lascannon so it can get throguhsome vehicles armour, also easier to wound creatures and higher AP but vs marines the only real difference to the multilaser is the number of shots and range, and 36" range and 9 shots tends to win for me
Rough riders0
Pretty fast useful to support a assault based guard army with doctrines (though normally they have Deep strike which riders can't)
Leman Russ
Nice tank, same front armour as the Land Raider and a cannon that can annihlate any marine squad on the board, i dont tend to go for sponsons though the TVR are making me think that it could be a good idea heavy bolters
Leman Russ Demolisher
For those who use the helblaster in fantasy well this is the 40K version short range most powerful gun, kills nearly anything, use it in the middle oftt he army move to where assault units are moving forwards, split the enemy up to target with ur superior firepower
Basilik
Like a REALLY big version of the mortar, the longest range in the game [apart from the hk missile] just hide back and fire that cannon, it is quite easily able to kill anything from terminators onwards, just be careful if the enemy gets within 36" u cant rely on indirect fire and must be able to see the enemy and the weak armour of the tank makes it easy to blow if it get shots
Heavy weapon platoons
Alright lets face it 11 Lascannons per a hvy support choice is sweet the sheer firepower this could generate asounds me, but the problem is wheere this firepower comes from Guardsmen, which to be fair isn't as survivable as a tank.
Doctrines
Coming soon
Wargear
coming soon
Allies
coming soon
Thoughts?
Sigmisund - June 19, 2004 01:08 PM (GMT)
how about a thread written by me, progressing as i build up my tank company, then into a full armoured company. including battle reports, tactica and comments from others?
gandalf - June 20, 2004 11:56 AM (GMT)
Sure why not, though PM it to me first and I'll see about pinning it, this is a tactica though so i suggest for battle reports they aren't too long or they go in the battle report section.
Pflarrian - June 22, 2004 04:22 AM (GMT)
Permit me to offer some comments?
I've been running an Armored Company for some time now, and I have a few thoughts on the matter. I'll stick with the Leman Russ variants for now or it'll get REALLY long. :mellow:
First off, Leman Russ tanks are great, but even under the new vehicle rules I'm not sure if the sponsons are worth the bother until the main battle cannon gets destroyed. <_<
You see, while you can fire S5 or less weapons with a larger S7+ weapon, you CANNOT do that if the big gun being used is ordinance, which the battle cannon is. But once the main cannon is gone, you can fire the hull mounted gun (a lascannon, usually) and any sponsons at the same time. Hmm... Kind of a tough decision, in all honesty, but I don't bother putting sponsons on most of my LR variants either.
Other thoughts:
LR Demolisher: This is the quintessential 'armor killer' tank against heavily armored infantry. The big demolisher cannon will AP terminator armor (although they'll still get their 5+ invulnerable), which is always good. There are two good ways to use them. Now that you can move and fire ordinance, they're even better than before at their intended role, which is close troop support. Now they can keep up with the foot soldiers, and the demolisher cannon has the same range as a lasgun! A second option, however, is a stationary firing base for whittling down those pesky 2+ Armor Saves. Give it a lascannon and sponson Plasma cannons and use those while stationary until the enemy gets within range of the demolisher cannon. Think about it - so long as you fire straight ahead, that's one lascannon shot and two plasma cannon shots (template weapons at that!). Every one of them is AP 2 or better, and S7 or better! Excellent for destroying those pesky Carnifex as well (though the 'carnie will still take several shots without braking a sweat). :D
Vanquisher: This is my favorite toy, but I don't give it sponsons. Keep it hull down/hidden (especially under the new rules) and if the table is long enough, take full advantage of the longer range to slag enemy vehicles at a distance! BUT - remember that the Vanquisher shells use the crew's BS! This is best as a Company Command HQ tank for an armored company (BS 4)...
Conquorer, Exterminator, Executioner: The new rules turn these tanks into monsters! The main gun is a HEAVY weapon, not ordinance, so you can take advantage of the support guns rule and kit it out with a bunch of heavy bolters (yes, that means on the hull as well), giving just ONE tank an incredible amount of firepower! The Exterminator can potentially have 2 twin-linked autocannon shots, 9 heavy bolter shots, and 3 heavy stubber shots in ONE round of shooting, while ON THE MOVE!!! The Executioner and Conquorer aren't quite as good, but they have blast weapons and could potentially hit more opponents. The Conquorer can theorhetically take Augur shells (Armored Company only) which can allow the slightly-less-powerful-than-normal Conquorer cannon to eventually break through even a Land Raider's armor (though it still works best against infantry and light vehicles), and the Executioner's Plasma Destroyer cannon, with it's AP 2 shots, works well as long-range armor-breakers for heavier infantry. These are the only tanks I will almost ALWAYS put the sponsons on, especially now that they can move and shoot all their weapons! :lol:
Thunderer Basically a Demolisher with only ONE weapon. In all honesty, while it looks cool and is an excellent infantry support vehicle, I would stick with the Demolisher. The point cost difference isn't great enough to favor this variant, and the Demolisher has more options (and under the new Imperial Armor hardbound, the Thunderer has weaker side and rear armor than a Demolisher). Still, it looks cool...
Destroyer Tank Hunter Drool... Wants one, yes we does... Um... Sorry. I don't really have much experience with this one yet. I haven't had the time to convert one for my own use yet, but the concept seems sound. Still, I think the Vanquisher might be a better use of points, just because of it's versatility. The Destroyer can't fire HE shells for taking out infantry, the Vanquisher can.
Atlas ARV: Excellent fluff. Basically a Sentinel with a heavy bolter and MUCH better armor, but at a greater cost and a larger footprint on the table. Looks great, but not very useful unless you play a LONG game over a very large table.
...
I can't help thinking I'm forgetting a LR variant... Hmm... Nope, that's it. Should anyone have any feedback (including 'it's too long a post, please shorten it'), let me know. Should enough people ask, I can, at a later time, include my notes on the Chimera variants.
- Pflarrian ^_^
Second post delted - The list is a total waste in this article this is tactics not name the tanks also double posting is spam - Gandalf
Pflarrian - June 23, 2004 03:59 AM (GMT)
My apologies if I upset anyone. I meant this as a sort of 'basic armor choices' tactica. If you want, I can delete the posting.
But I don't remember double-posting it. If I did, it was an accident and not intentional. :mellow:
Sigmisund - June 23, 2004 05:47 AM (GMT)
Kroq-Gar - October 14, 2004 01:46 PM (GMT)
Where can i find rules for the other types of Leman Russ?
Pflarrian - October 14, 2004 04:25 PM (GMT)
| QUOTE (Kroq-Gar @ Oct 14 2004, 08:46 AM) |
| Where can i find rules for the other types of Leman Russ? |
Couple of different sources. The easiest one to obtain would be Imperial Armor (the softcover book), which most gaming shops have a chance of having a copy of. The Vanquisher, Exterminator, Executioner, Conqueror, Thunderer, and Destroyer Tank Hunter are all in this book. The Atlas ARV is in Imperial Armor Update. Worse comes to worse, both can be ordered from Forge World.
Optionally, get a copy of the Imperial Armor hardbound. It's expensive, but well worth it. The only imperial vehicles NOT in the hardbound are the normal Sentinel Scout Vehicle, and the Hellhound Flame Tank. Again, this would have to be ordered from Forge World.
Kaotica - March 3, 2005 01:02 AM (GMT)
has anyone tried using a baneblade or any other super-heavy battle tanks?
Tombguard321 - March 3, 2005 02:08 AM (GMT)
I have went up against one I was in a state of shock when it was deployed and I instantly thought 'How I'm I going to destroy that?'
Couple of turns later my Tanks were blown apart and my main tank hunters were destroyed but the tank is quite hard to destroy having, I think three structure points and 14 armour all round.
I was playing as the Tau original and thanked myself for not bringing my Nids as it would be alot harder but at least my Tyrant had a better chance destroying it. thanks for rending claws and being a monstrous creature.