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Looking for input: 3k Imperial Guard

 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 13, 2012 10:45 am 
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Adding a commisar to your Supreme Commanders formation is mandatory (if you take one), I would reccomend adding the upgrade to the SC unit itself (you can have two characters on one stand but will lose multiple skills (no 2xleader in this case), but this does make your SC stand fearless!

Next up: pop a commisar in your BTS formation: there's nothing more annoying to an opponent than that last one broken miniature that just won't die!

I would personally put the commisar in a baneblade (a lot more durable, less prone to being sniped by AP fire) If he was in the Ogryns then on the plus side you'd get another nasty CC MW attack.

As for the rest of your commisars: I tend to put mine in the units I think are going to be in the thick of the action...BUT, 3 strong formations are notoriously easy to wipe out and break: keeping a commisar in your hydra's might help keep the formation alive if you are silly/unlucky enough to let your opponent pummel them.

R>

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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 13, 2012 11:27 am 
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I base a single commisar model on small coins and then place them alongside the unit that has been upgraded :-)

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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 13, 2012 4:26 pm 
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In my last EA game against Colin he took a Demolisher platoon as an upgrade to SHT Company of 3 Baneblades. It worked very well and is definitely something I'm considered for my SL, especially as i have the models. It put out a lot of close range firepower. And with careful placement of Demolishers meant that the Demolishers were taking TK hits , keeping Baneblades alive- very frustrating for me as opponent!!

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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 13, 2012 4:47 pm 
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wargame_insomniac wrote:
And with careful placement of Demolishers meant that the Demolishers were taking TK hits , keeping Baneblades alive- very frustrating for me as opponent!!

You did remember that in mixed WE and non-WE formations TK weapons can pick out WEs?


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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 13, 2012 4:51 pm 
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lindstrom wrote:
What about Rough Riders, are they to fragile for it to be worth it?

As I normally intend to use my Rough Riders in an engagement I tend to put a Commissar in with them for the inspiring.


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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 13, 2012 5:13 pm 
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Tiny-Tim wrote:
wargame_insomniac wrote:
And with careful placement of Demolishers meant that the Demolishers were taking TK hits , keeping Baneblades alive- very frustrating for me as opponent!!

You did remember that in mixed WE and non-WE formations TK weapons can pick out WEs?

No- we were following normal hits allocation.

D'oh!! Thanks for spotting that slip up.

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James


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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Wed Mar 14, 2012 5:19 pm 
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lindstrom wrote:
What about Rough Riders, are they to fragile for it to be worth it? Might just be shot dead to quick.


They are quickly gone when shot at but they have a great charge range and if they make it into CC they can demolish units easily and get back their point value. I usually play against orcs and he learned to shoot them up before they reach his battlewagons the hard way. :) I think its one of those formations thats too cheap not to take.

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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 20, 2012 5:41 pm 
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I prefer two Manti Batteries, but I can see the arguments for having at least some BP available each turn. What I find is in an environment with any reasonable Artillery or Aircraft, artillery very quickly gets worn down to the point of uselessness. I prefer to use Manticores since they get the best possible strike in, hopefully before any counterbattery fire. If they survive intact to turn three its just a bonus.

A single hit on a Basilisk Battery has will reduce the battery to 2BP, and has a 2/3 chance to reduce the battery to 1BP. Mantis get reduced by the same fire to 4BP Disrupt, with a 5/6 chance to reduce to 2BP Disrupt. Thus the Manticores will be more effective if they fail their save than the Basilisks if they make the save. They can also potentially reposition between volleys, and have a 25% longer range.

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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 20, 2012 5:58 pm 
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Likewise I prefer Manticores as Batteries- always take one and usually take two.

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James


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 Post subject: Re: Looking for input: 3k Imperial Guard
PostPosted: Tue Mar 20, 2012 9:52 pm 
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with manticores and bombards I tend to fire two of them on one turn, then a token 2BP the turn after, the only appreciable difference between 4 and 6BP is a single blast marker, which with the manticores is generally a false economy, as you're chucking out 3 disrupt templates instead of two

Basilisks are good for being able to direct fire at stuff which lands on your baseline, or sniping at damaged war engines.....

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