For those of you (all two) who have been keepin up with my website, I now have a youtube channel, look for it, it's youtube.com/user/wake325th. Check it out, it's purty cool if I may say so.
For those of you who are new to the blog, and have watched a few of my youtube videos, feel free to wander around the blog, there is some really great material in there, and a lot of it is going to be covered in videos to come, but for now you can get a preview of future episodes.
Wednesday, February 24, 2010
Tuesday, February 23, 2010
Inner Conflict
One of the stranger things you will likely have to face at some point, is another Guard army, or whatever army it is you collect. I recently discovered a new pocket of wargamers, with the somewhat disheartening news that 2 or 3 of them, already play Guard. Which has spurred me into a, how to kick my own ass, lesson.
First off, lets talk about how I would kill me. If it's annihilation, then I have combined squads, don't bother trying to kill those straight up, pin them. With mortars, firing at compact units of Guardsmen pretty much guarantees a pinn. Then chip away the rest of my army, until you have to deal with the bigger formations. If it's objectives, place your objectives as far away from my army as possible, and in open ground. If it's firebase, then again, place it in open ground. In conventional warfare, you just can't beat Guard, they will hammer you into the ground, and then shit on the dust that were your remains. So that said, that's how I'd kick my own ass. No, I will not reveal my counterstrategies, there have to be some secrets, especially considering they will probably read this.
Second, lets see how to deal with treadheads. It should go without saying but, bring lots of heavy weapons. Second, there is an unexpected route Guard can take, and that is the priest. Now I've always been a fan of the priest, but it wasn't until recently I truly advocated vehicular destruction with him. all he needs to do is roll his 2d6 and get 5 or higher, and your vehicle is at the very least unable to fire. There is yet another, and even cooler way to take out tanks than those mentioned above. My personal favorite style of tank warfare, is, well, tankwarfare. That's right, tank V tank. I will almost always have the upper hand here, with my tank ace in my Vanquisher, good luck there with your Russes. Now if you want to have a vanquisher just for this, I recommend just the bare minimum here, camonetting, and that's it. No stubber, no sponsons, no heavy armor, just the tank ace and camonetting, this is pure tankhunting. Now how to deal with the tanks. First thing you want to do is target the single tanks, more than likely they aren't using squadrons, if so, probably just one. Then deal with the tougher nuts to crack, that way they can't target as many units, minimizing casualties, which is what my support vehicle (in this case my vanquisher) is trying to do the whole time. Now that you have one unit of a few tanks, close combat is best, denying them those coversaves, if you can run a squad with meltabombs out there, or use stormtroopers also sporting handy meltabombs, then you've got them where you want them.
Lastly, how to deal with mechanized, this is a piece of cake to deal with, first off, bring lots of autocannons (check), bring lots of grenade launchers, missile launchers, and meltabombs (check, check, check) and well, let them come to you (CHECK). I personally hate mechanized forces, it's a waste of points, especially for Guard. But there is another trick for wiping the floor with mech, and that is the killzone. Once you have destroyed/immobilised the transport, they will bring them out of the back, and the rest of your army, who can't Peirce tank armor, are just itching to mow them down. Now they are stuck, if you have barage weapons, now is the time to use them, once pinned, attempt to maneuver a small force to either finish them off, or force them to move into the field of fire provided by the rest of your force.
First off, lets talk about how I would kill me. If it's annihilation, then I have combined squads, don't bother trying to kill those straight up, pin them. With mortars, firing at compact units of Guardsmen pretty much guarantees a pinn. Then chip away the rest of my army, until you have to deal with the bigger formations. If it's objectives, place your objectives as far away from my army as possible, and in open ground. If it's firebase, then again, place it in open ground. In conventional warfare, you just can't beat Guard, they will hammer you into the ground, and then shit on the dust that were your remains. So that said, that's how I'd kick my own ass. No, I will not reveal my counterstrategies, there have to be some secrets, especially considering they will probably read this.
Second, lets see how to deal with treadheads. It should go without saying but, bring lots of heavy weapons. Second, there is an unexpected route Guard can take, and that is the priest. Now I've always been a fan of the priest, but it wasn't until recently I truly advocated vehicular destruction with him. all he needs to do is roll his 2d6 and get 5 or higher, and your vehicle is at the very least unable to fire. There is yet another, and even cooler way to take out tanks than those mentioned above. My personal favorite style of tank warfare, is, well, tankwarfare. That's right, tank V tank. I will almost always have the upper hand here, with my tank ace in my Vanquisher, good luck there with your Russes. Now if you want to have a vanquisher just for this, I recommend just the bare minimum here, camonetting, and that's it. No stubber, no sponsons, no heavy armor, just the tank ace and camonetting, this is pure tankhunting. Now how to deal with the tanks. First thing you want to do is target the single tanks, more than likely they aren't using squadrons, if so, probably just one. Then deal with the tougher nuts to crack, that way they can't target as many units, minimizing casualties, which is what my support vehicle (in this case my vanquisher) is trying to do the whole time. Now that you have one unit of a few tanks, close combat is best, denying them those coversaves, if you can run a squad with meltabombs out there, or use stormtroopers also sporting handy meltabombs, then you've got them where you want them.
Lastly, how to deal with mechanized, this is a piece of cake to deal with, first off, bring lots of autocannons (check), bring lots of grenade launchers, missile launchers, and meltabombs (check, check, check) and well, let them come to you (CHECK). I personally hate mechanized forces, it's a waste of points, especially for Guard. But there is another trick for wiping the floor with mech, and that is the killzone. Once you have destroyed/immobilised the transport, they will bring them out of the back, and the rest of your army, who can't Peirce tank armor, are just itching to mow them down. Now they are stuck, if you have barage weapons, now is the time to use them, once pinned, attempt to maneuver a small force to either finish them off, or force them to move into the field of fire provided by the rest of your force.
Saturday, February 20, 2010
Spread the Word
Hey all two maybe three readers, I would appreciate it if we could spread the word a little, I will have a youtube channel up soon, covering all the usual stuff, and when I reach 20 subscribers I will post a daily blog entry, so SPREAD THE WORD. Please and thankyou.
Sunday, February 14, 2010
Standard Bearer
To many the Regimental or Platoon standard seem useless. In some respects their right, big woop one extra wound in combat, who cares? I do. Against Guard, or Tyrannid it is a life saver. The regimental standard also allows re-rolling failed leadership (or is it morale, I can't remember) tests. Why not take these? especially in an army everyone calls cowards. For me, the standards provide so many things, from looking great, to helping me keep track of who's who, to providing actual bonuses on the field, simply fantastic.
Wednesday, February 10, 2010
I am the LAW (light anti-tank weapon)
I'm about to eat my own words. I have, as of about 6 hours ago, fallen in love with the missile launcher. I have always disliked it, and failed to see the practicality of it. Until today. During a lecture at one of my classes, I had the image of Imperial Guardsmen trudging through a jungle, and for some reason in my mind I pictured one of the Guardsmen having a LAW on his back. Then it hit me. Just having the rocketlauncher doesn't mean you have to fire it. With that in mind, I modeled my men accordingly. Now I can keep my previous strategy, but if the need arises, I have some anti-tank power too.
Now with my new found realization, comes some questions. First, when to use the LAW. Simply put, on defense. You see, part of my strategy is to forgo the whole static gunline, in favor of a torrent of Guardsmen pouring into the meatgrinder, or straight up outmaneuvering you. With the MMM! order (it's magically Delicious) Guardsmen are the fastest foot mobile army around, we don't need transports, and people don't expect that. So adding a heavy weapon greatly hinders this, because you can't fire it and move. Well, for some reason I pictured having a heavy weapon meant standing still, and I bet that's what my opponent will think too. Second, when is it good. Basically, against transports, and Space Marines, if you hit a Space Marine, he is dead, no rolling. That's one of the main reasons I brought the LAW on board, as a lasgun has a 13% chance of killing a Marine, I figured 15 points is enough to have a 50% chance.
Now finally, are LAWs right for your army? If you fight Space Marines a lot, yeah. Otherwise, not so much, but hey, when is a Light Anti-tank Weapon a bad thing?
Now with my new found realization, comes some questions. First, when to use the LAW. Simply put, on defense. You see, part of my strategy is to forgo the whole static gunline, in favor of a torrent of Guardsmen pouring into the meatgrinder, or straight up outmaneuvering you. With the MMM! order (it's magically Delicious) Guardsmen are the fastest foot mobile army around, we don't need transports, and people don't expect that. So adding a heavy weapon greatly hinders this, because you can't fire it and move. Well, for some reason I pictured having a heavy weapon meant standing still, and I bet that's what my opponent will think too. Second, when is it good. Basically, against transports, and Space Marines, if you hit a Space Marine, he is dead, no rolling. That's one of the main reasons I brought the LAW on board, as a lasgun has a 13% chance of killing a Marine, I figured 15 points is enough to have a 50% chance.
Now finally, are LAWs right for your army? If you fight Space Marines a lot, yeah. Otherwise, not so much, but hey, when is a Light Anti-tank Weapon a bad thing?
Labels:
eating my own words,
heavy weapons,
IG,
LAW,
warhammer 40k,
wh40k
Sunday, February 7, 2010
The Punishment Due
As a fan of unused units, I find myself loving an unusual unit in particular, a Penal Legion Squad with a Ministorum Priest. You see, each benefits from one another's rules, where the priest can outflank and get scouts, the Penal Legion can re-roll fail to hits in close combat. Best of all, the Leggionares are actually good in assault. I prefer the knife fighter's rule, but physcopaths is also very good. Gunslingers is the only one that I don't appreciate, lasguns simply aren't good anyway you put it, so making them assault two does little for me. Legionarres are already stubborn, and all have leadership 8. The priest not only adds his Rigtcheous Fury to the unit, but also an Eviscerator which hacks apart battletanks, as well as swathes of infantry. Overall, I think you will find this a deadly combination and in some ways a very fitting one, who better to lead those who go astray of the Emperor's light, than the bringer of his light?
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