View Full Version : Basilisk+Heavyweapons Teams+Techpriest + Chimera ICVs+Vindicare= love
100thlurker
12-09-2006, 1:08 PM
(Dark Crusade)
So, I play Imperial guard for a while when I start to get stuck on one strategy, you know, read the title.
Becuase of this I don't even have half the vehicles I should have because I am filling up my cap with Bassies and Chimeras. Teams empty out and entrench around Bassies. Bassies pound enemy positions as a Vindicare teaches some heroes in the attack raduis a lesson in humility.
Thing is, I know this isn't healthy for my Inf and Veh caps.
Can anybody suggest a way for me to get over this strategy?
kongurous
12-09-2006, 6:17 PM
Sounds like a good strategy... why would you want to change it?
100thlurker
12-09-2006, 6:20 PM
No leman russ OR baneblade=No anti-vehicle...
Too many heavy weapons=not enough gaurdsmen
All this in one place=not cappin points
This strategy gives my Imp gaurd problems when my enemy decides to charge me.
kongurous
12-09-2006, 6:26 PM
Your Basilisks are anti-everything. Your heavy weapons can kill everything that gets near you. If you need to defend your base, this is a very nice strategy, I think.
If you want guardsmen, flood the world with them. Build only like 1 or 2 heavy weapons teams and let your guardsmen be your anvil and build Russes to be your hammer.
100thlurker
12-09-2006, 6:29 PM
Hmmm... Good point, and with Imperial Gaurd being defensive minded, it does work pretty well.
But the mass of gaurd and russes really spoil it for my enemies, being overall more versatile and manuverable.
Thing is, even Imp gaurd need to capture points, and you really shouldn't have to be defending your base.
(Except for Necrons, they could turtle all day long.)
EvilEggCracker
12-09-2006, 10:45 PM
I have this same problem with my Imperial guard. When I leave the safety of my bases and said turrets my Guardsmen are torn to shreds. They just can't stand any firepower thrown at them.
"Sir!? Sir, what do we do!? Whadda we do!?"
100thlurker
12-09-2006, 10:50 PM
Ah, sadly, execution comes into play at that point.
*Cries*
Dezzick
12-10-2006, 2:03 AM
And, happily, that's what all the morale upgrades are for. For some reason, though, I've only used execution about once, and that was just to see what the animation looked like. And, that's why I tank rush instead of infantry rush.
<3 things with no morale
kongurous
12-10-2006, 2:05 AM
Those morale upgrades do not help much :P
EvilEggCracker
12-10-2006, 12:56 PM
Aye, all those morale upgrades seem to add just a few seconds onto the inevitable panic of the Guardsmen.
100thlurker
12-10-2006, 1:02 PM
Ja, and being armed with an angry flashlight and paper armored not withstanding.
Space Marine (no helmet): What are you going to do? Poke at me?
*Guardsman shoots his eyes*
Space Marine: OHMYGODMYEYES!
kongurous
12-10-2006, 1:07 PM
This is why Commissars are important. All units near the Commissar who does an execution automatically get their morale back and get a double-shooting bonus. Too bad you can only have 3 commissars.
100thlurker
12-10-2006, 1:59 PM
Yeah, execution is a fine point of the Imperial Guard. Theres been a joke that;
"Well men, heres a strategy, I know it sounds wierd, but let's have the commisars shoot the enemy!"
Ragnarox
12-10-2006, 8:14 PM
with Imperial Gaurd being defensive minded
I'm having trouble agreeing with that one. Sure the IG is good at defense, but from what I can tell from years of 40K is that they are best on the offensive using all kinds of nastiness. I mean what were tanks invented to be? Highly mobile fire-support/assault systems! And what do the IG have a lot of? Tanks!
Now as for that one tactical thingamabopper I have one question; what happens when somebody starts bombarding you from afar? Or what happens when somebody out flanks you? The tactical position just doesn't seem flexible enough. Throw in a Sentinel squadron or something (whose multi-lasers do pack a punch) and maybe a Kraskin (Storm Trooper) squad armed with plasma guns, those combined should have sufficient firepower to act as a spearhead. Then just push deeper and deeper with that firebase thing of yours and use the Sentinels to ensure the enemy isn't going to flank you or something.
Then again, I've only played the DoW: Winter Assault demo so I have no idea of what the difference between WA and DC is or even between the demo and the full game.
EvilEggCracker
12-11-2006, 3:05 PM
Well, the basilisks have the longest range of any artillery in the game (I think) so no chance of being blasted from afar. And you're men don't really mind getting flanked. They fight just as well :D
100thlurker
12-11-2006, 3:22 PM
Ja, enemy artillery just pales when basilisks can fire through a third of the map with spot on accuracy! (and with spotting, just don't go there....) And, if neccessary, a heavy bolter will start firing from your Bassie (at spitting distance though...)
Thing is I need Russes and a Baneblade for my GM squads to live, but its sucked up by my mobile firebase and the Hellhounds that I call in.
(I'm bad with sentinel micro, I know their just for picking at the flanks of the battle, but when 5 pop is spent on those stupid russes and Bassies are pretty much neccesary, not much you can put into them...)
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