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#1 (permalink) |
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After a discussion with Slind on his DH basic strategy post, I'm making my own Thread for IG in DH strategy. So to get things started I'll explain how this works.
A Daemon Hunters Inquisitor has, at his disposal, virtually any and every Imperial citizen. In order to represent this in game, Games Workshop has allowed a DH commander to take Imperial Guard in a DH army. While the IG list is limited, it still allows quite a bit of versatitlty. I would NOT recommend an IG supplement for a beginning player as it requires strtategy that the new player has not yet developed. However, for you experienced commanders looking to expand your force, this is a good jumping off point. Now lets get to the basics. Virtuall all games of WH40K come down to points. Any DH player worth his salt will tell you that the DH list is one of the hardest to work with because of how expensive the units are. A "pure" DH foce is one of the most expensive (and smallest) armies you will ever play. While many DH players lament this fact (and I'm guilty) DH forces are still viable if you know what you are doing. Now, I don't claim to be a DH expert, and every player has his own strategy, but here I'm going to outline some basic ideas you can build upon that make the DH with IG one of the most versatile armies in 5th edition. The basic Dh with IG supplement army should have its core composed of Inquisitorial Stormtroopers (ISTs) and an Inquisitor Lord. Many DH players don't use inquisitor Lords because of the cost of wargear and go for a Grey Knights Brother Captain (GKBC) instead. I, however, prefer an Inquisitor Lord as he (in the long run) becomes cheaper as your GKBC is only really useful if he has a retune (I'm planning on another post for Inquisitor development so stay alert). This core force is relatively cheap allowing you to free up points for the next choice, your IG. In the DH codex, you have two troop options for IG, IGArmored Fist (IGAF) and IGInfantry Platoon (IGIP). While the Armored Fist squad would seem useful as it solves one of the DH problems, trasport, that Chimera is a nice target for your opponents AT. If you're playing an opponent with low AT and you have the points, go ahead, take the IGAF, but I would recommend the IGIP in most 9if not all)situations. So, you've got your IGIP, your Inq Lrd, and your IST's, what next? Heavy Support. For the simple cost of two IGIPs you can buy the versatile and deadly Leman Russ Battle Tank. This is the much needed Ordnance/AT support for you army. With an [8-3 Ord. 1, Blast] main weapon, not to mention an AT Lascannon option on the Hull, this is a point sink well worth the cost. So thats the basic idea, now I'll break it down: HQ: DH Inq. Lord+3 man retinue~85-150pts T1: 8-10 Man IST squad w/wo Rhino w/wo vet w/woTeleport Homer~80-100/150/160/170pts T2: (see Above) T3: IGIP Platoon; Command squad (Junior officer)+2 squads of 10 IG w/wo Lascannon~160/210pts T4: (see Above) HS: Leman Russ Battle Tank w. Hull Heavy Bolter/Lascannon~145/155pts. Totals: (Max Value on this List): 1065pts (Min Value on this list): 710pts At this point many of you are probably wondering a few things. First (and foremost) is why I havn't included other choices on this list; I will get to that in a moment. Second, is 710pts right? Yes thats right (bet you didn't know DH could be that cheap). While I wouldn't recommed going that cheap agaist a Heavy weapon/AT-heavy army. Still, an army that cheap can hold its own in certain situations. Plus, there's the psycological bonus of having 71 models on the table at 710 pts. (funny, that boils down to about 10 pts a model!). This list is very flexible with a lot more options and a good amount of AT. Plus your primary numbers are in your troops which are VERY important in 5th edition (see pg 90 of the 5th edition rulebook). So WHY didn't I include other choices? Well I'm getting to that. If you noticed, your ISTs have the option of teleport homers. Now, you can only take that w. a veteran who has access to the armory. "But why do we want teleport homers, Dawnthief?". TELEPORT ATTACK GREY KNIGHTS (TAGK). Many of you might laugh at this notion, "Teleporting? In 5th edition? With your GKs!!??". Well...yeah. But they arn't the lynchpin in your strategy like in other armies. Like assassins, TAGKs are designed to change the flow of battle in your favor. Now, if your up against a Daemon army, I would hope you would take those Grey Knights as your 5th and 6th troop options. But against everything else, they would just footslog and get rained on by fire the whole time. Instead keep your most valuable foot soldiers in waiting. Then teleport them in to assist your ISTs when they get charged, try to sieze an objective, are taking out a bigger unit, etc. Your ISTs are designed (with a Rhino) to zoom forward try and take your opponents held objective. Use the TAGKs to help them out. They can offer the ISTs screening (with the new rules) and a 4+ cover save against the ugly ordnance/heavy fire your opponent might try and drop on them. Plus, with Shrouding the TAGKs are a lot harder to hit. Now, while your ISTs and TAGKs are siezing you opponents objectives and you Leman Russ is blasting away at your opponents Armour and Heavies, what are the Guard doing? Well, if not camping the &*#! out of objectives, they should be using those nice Lascannons that you splurged on to help your LeR obliterate enemy Armor. The advantage of your Command Squads is that they can hold safe objectives (as they count as infantry) while your Platoon's Infantry Squads move on the intermediate objectives and/or stop enemies with vollys of flashlight fire (alone, the lasgun is near useless, but en masse it is powerful). So, including the 300-570 pts (I'm not taking psycannon, though you can) for the 2 squads of TAGK's, you can field an impressive army for under 1500pts. (after some tweaking, of course). With a little adjusting you can get a DH force with the capacity to hold its own against stronger forces while still dishing out what it takes. This idea takes the best of both army lists; the overwhelming numbers of IG with the surgical strike abilities of the GK's. As such, this thread is still evolving and I will expand and offer alternatives as I am questioned. This is just a preliminary strategy for you, the player, to build on with your own experience. This list also evolves well into an Apocalypse Force, but thats later. I love critiques and comments, so do your worst. -DAWNTHIEF- ------------------------------------------------------------------------------------------------ "Speak softly, and carry a big stick,"-Theodore roosevelt |
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#2 (permalink) |
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Shas'Saal
![]() Join Date: Oct 2008
Posts: 104
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So your general tactic is:
1. Use IST’s in Rhinos to spearhead the attack. 2. Call Fast attack GKs when the IST attack is getting close to cc. 3. Use IGs to hold an objective while ISTs/FGKs move on. 4. Leman Russ provide heavy support. I have a couple of questions regarding your post. Sorry if some of them are a bit dumb, but inducting IGs is new to me, so bear with me. Why the Inquisitor Lord, instead of the normal inquisitor? As far as I can se he does not have a function on the battlefield other than being an HQ. So why not go for the cheaper Inquisitor. Can the Leman stay alive? When I look at your list the Leman Russ looks like a HUGE firemagnet. If you back up both your ISTs with GKs, the cost of this army gos up to 1100-1500 points depending on the core configuration. At 1500 points your enemy can bring a lot of AT. How do you coordinate the attack? I read your post as: ISTs drive up to the enemy, shoot the living daylight out of him, and when he gets so close that he can assault, they call in the GKs to chop him to bits and pieces. What do you do if your GKs arrive early, say when they are driving towards a target? And what do you do if they are not available yet when you need their backup? Do you have some general adwise on how to keep your IG-platton alive? I know this might be an IG-forum question, but if you rely on your IG-Platoon to hold objectives, how do you keep them alive? If my opponents Defiler starts raining Battle-cannon death upon them, they look like dead meat to me, but I may be wrong. Btw – good to se another approach to the DH-list than the usual GK-lists |
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#3 (permalink) |
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Shas'Saal
![]() Join Date: Nov 2007
Location: Greenwood, IN
Posts: 218
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I am curios as to what you have given your 85 point Inquisitor. Taking the Inquisitor Lord and 3 Warriors would only leave you 10 points to equip your Inquisitor. While I understand that you are trying to make a low-points list, but you really can't make an effective Inquisitor with only 85 points.
My current basic Inquisitor Lord is 145 points for a psycannon, 3 warriors with Grenade Launchers and a Sage (I run him with a Null rod and Psychic hood for fluff reasons, but without the fluff, they have no importance) for a mobile Metal Storm Inquisitor. If you want a static Metal Storm Inquisitor, it is 15 points to upgrade the GLs to Heavy Bolters. The average for an Inquisitor Lord is about 145 to 200 points to create an effective Inquisitor Lord. You may want to be a little more clear on how you have equipped the units in your army, since equipment determines the effectiveness of a unit (especially when it comes to Imperial Guard). Also, you have ignored one of the greatest things about Inquisitorial Storm Troopers is the fact that they can take 2 special weapons. Also, I would not rule out Armored Fist Squads. While some opponents like to target the Chimera, I have generally found that most people don't think that they are a valid threat. More often than not, my opponents assume that they hold more Storm Troopers, not thinking that they have Heavy weapons inside. Taken with Multi-lasers, they are good at bringing down most transports and help rip through infantry. Slind: The questions you have brought up about the Leman Russ and the Guard Platoon staying alive are the same for any army (though Guard are made for dying). With front armor 14 (granted side is less) it has the same worries as a Land Raider until the enemy gets near it. Really all that is needed is smoke launchers to get forward, then sit still the next round to fire the battle cannon and the lascannon and with the right target prioritization, it can make a difference. The deep striking Grey Knights are a bit more of a difficult question. The tactic that dawnthief suggested was much more acceptable before the change to deepstriking in 5th edition, as no one wants to loose that many points. However, the tactic still remains valid. By the begining of the second turn, you should have a decent idea of where those Knights need to go (or at least who they need to kill). The Grey Knights are good to DS since they are a massive fire magnet if they are foot slogging the whole way (the shrouding helps, but with the change to Blast weapons it doesn't make much difference, at least until they errata it). Overall, it is a good aide to adding Imperial Guard into a list, but I would definetly suggest flushing it out a bit more, and definetly include tactical insight on all options granted by inducting Guard, not just the ones you suggest taking. If there is a reason you wouldn't take anything, include those as well.
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#4 (permalink) | ||
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Shas'La
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Posts: 351
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I'd probably increase the # of IG squads. The sheer volume of shots and men will overwhelm most enemies. Plus, autocannons, missile launchers and heavy bolters will also provide value needed no mater who you face.
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#5 (permalink) |
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Thanks guys! These are all great ideas. The reason I gave the Inq. 85 pts is if you are simply going to buy him as a compulsory HQ (basically give him some basic stuff and the cheapest weapons). In truth my Inquisitor is actually around 160pts against a non-daemon army (more if they have daemons). The 85 pts is like if you gave him 3 farmiliars, some basic kit, and thats it. But like I said, I'll make a thread on Inquisitor Development, just give me some time (and it'll be good, as my inquisitor is a maniac who can kill tanks, take battle cannon hits, and keep moving).
As for more Guard, that great! Go with it! The list I made is a jump off for you to go and do your own things. In some cases, I wouldn't sink the points for the TAGKs and invest in a bit more armor (or even more guard), but I included them so they wouldn't get excluded (if you get what I mean). Ok, I can see the IGAF reasoning, but I don't use them as I don't have the tanks yet (I've been boosting my Necrons recently). Also, if an opponent isn't armor heavy, definatly think about Heavy Bolter/Autocannon teams. Or get the "best of both worlds" and use some Missile launcher teams. In the end this is a jump off list; it lays down a good base for you to work with for your own tactics. Each player is different and will pursue his own thing. I, personally, am considering some Sentinals as FA opton in my DH army. What ever you choose to do, make sure its your own. I'm just laying out a basic set of tactics that I feel every DH player trying to integrat IG should know to give them a leag up on their opponent. This thread is for you to post your own ideas, and bounce them off me. You want to take more guard? Great! You're following your own tactics which is the point of this thread. Too often (yes, I'm up on the pulpit a bit here) I've seen players asking how they should play their own army. Instead of simply giving them all the answers, I'm pointing them in the right direction. So guys, try these ideas, add your own stuff, and tell me the results. Thanks for the critiques and ideas, and what ever you do, KEEP THEM COMING 8)! -Dawnthief- ------------------------------------------------------------------------------------------------ "Speak softly and carry a big stick," - Theodore Roosevelt |
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#6 (permalink) |
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Shas'Saal
![]() Join Date: Nov 2007
Posts: 174
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Generally I find that Autocannons are actually better than missile launchers. They tend to do about the same amount of damage, in general. Also you might want to consider the validity of sentinel squadrons.
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#7 (permalink) |
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To answer O Vioanoi's earlier question:
I agree that the ISTs ability is good. I was just laying out the basics. If you find that you need those weapons, incorporate them, but just remember those points have to come frome somewhere and with the necessitiy of at least 465 pts to field your Guard and Leman Russ (after your min. army), I was trying to keep the points down as much as possible. But try out the special weapons if you can work them in and tell me the results. The same goes for equip. I was trying to keep points down as much as possible, but if you want equip., tell me what you added and how it affected the battle. For Novas: I like the Sentinals (and they are legal, see bottom pg 31 in DH Codex) as they can potentially flank, and with autocannon and/or Lascannon they can deal with enemy armor (light and heavy)at close range. If you like the autocannon in your squads, go with it! I said missle launcher to potentially kill two birds with one stone (I would still take lascannon before missle launcher to deal with armor specifically), but if you like Autocannon, go with it! Just let me know how you did so I can make adjustments based on broad game experience. Keep the posts coming. 8) - Dawnthief - ------------------------------------------------------------------------------------------------ "Speak softly, and carry a big stick," - Theodore Roosevelt |
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#8 (permalink) |
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As a note, for a good idea on Inquisitor building, check out O Vioanoi's thread. He beat me to the Inquisitor article. Again, good job, Tau Commander.
- Dawnthief - ------------------------------------------------------------------------------------------------ "Speak softly and carry a big stick," - Theodore Roosevelt |
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