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How do you deal with drop troop IG?
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Old 26 Nov 2005, 14:15   #1 (permalink)
Shas'Saal
 
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Default How do you deal with drop troop IG?

Having owned and played, and having the possibility to dal with a droop troop IG army.

Usually has over 100 models(my personal one has 178 models) and no vehicals(the one currently being played has just sentinals), and stuff just drops in, sometimes the whole army does, giving no targets to shoot till later.

So folks, how would you deal with it? Keep in mind the army, as a whole, is expendable. I mean, I was always will to drop a squad or 4 close, and if they scattered on top of a unit and died, I just didnt care.....
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Old 26 Nov 2005, 14:41   #2 (permalink)
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Default Re: How do you deal with drop troop IG?

well since there are no vehicles there tends to be a large lack of template weapons...outside of a flamer or rocket...so if you know your going to play a guard army that drops in...go with weapons that give you the most amount of shots possible as well as template weapons.

for the first round the guard will be unable to shoot heavies or more...so sitting ducks...litterally...and if they land close enough have crisis suites and fire warriors blast the crap out of them than have a suite charge in and tie the unit up...by now there really shouldnt be much left of the unit...after getting a pounding...and remember crisis suites can move rapid fire and still assualt...according to new rules...so think of that as well when making weapon selections...space your troops out to maximise the open spaces so that if and when tropps drop in they have less chance of landing close to you...also if you can get the hammer head but switch the weapon out from the rail gun to the multiple fire cannon ( forgot the name...sorry its been awhile since i played about 2 years ) ... thats about all that I can really think of...ohh also if you can try and take the guard out squad by squad...since in most games you will ( with basic tropper ) be able to shoot about anywhere on the board...concentrate a few squads to just blasting one...and just wipe it out...than next turn do the same...id say start with the heavy weapon units and if none of those take out the units that have the most threatening heavy weapons or hth characters....hope thats been of some help...thats what id do if i knew i was playing drop troop ig...
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Old 26 Nov 2005, 14:46   #3 (permalink)
Shas'El
 
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Default Re: How do you deal with drop troop IG?

i''m building a 1000pt harakoni warhawk drop troop army as we speak.

ways to deal with it? there is really only one. deployment. two techniques. both are "ass to the wall techniques" where your vehicles hug the back or sides of the board, with their rear armour nice and safe.

technique one is to spread out all your forces throughout your deployment zone. all squads are unmounted. have LOTS of targets. hope he scatters badly and you have a decent chance of him losing squads by splatting into your squads.

other technique is to bunch up. he is landing into a limited area, so there is a large chance he will splatter into something.

and hope his army arrives in dribs and drabs, though with 8 sentinels, all with improved comms, that a faint hope....
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Old 26 Nov 2005, 15:58   #4 (permalink)
Shas'O
 
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Default Re: How do you deal with drop troop IG?

Crisis suits armed with missil pods and burst cannons, shas'vres with flamers aswell. Railheads with burst cannons but one with SMS for taking things out like heavy weapons. Some Stealths and lots of Firewarriors. Spread everything out the maximum 2" between bases in deployment to create as much of a kill zone as possible. Infiltrating kroot to do the same around the middle of the board would be usefull aswell. Just basicly when he drops in target priority as usual. Railheads submunition stuff, missil pods down sentinals and bursts and pulse weapons mop up the left overs. I personally do not fear drop troop armies much, it just leaves a lot of enemies sitting out in the open to get shot in my experience. Tanks of course hug the board at the rear of the deployment zone for at least turn 1 until they can get moving.
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Old 26 Nov 2005, 20:03   #5 (permalink)
Shas'El
 
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Default Re: How do you deal with drop troop IG?

Just a few ideas:

At least two rail-heads with burst hang back and keep their rear safe.

Place minimized squads of 7 kroot all over the board and try and spread them out (that is, making sure that each squad is taking up as much space as it can by spreading out the models).

Gun drones will work well to. 96 points of frisbee death. IG have relatively low morale so pining them shouldn't be to hard.

multiple STFU squads to hit them wherever they land.

No vehicles=no broadsides

that ought to work well enough.
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Old 26 Nov 2005, 20:23   #6 (permalink)
Kroot Shaper
 
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Default Re: How do you deal with drop troop IG?

KROOT is the answer if your good a squad of 20 will wipe trough 1000 points of guard infantry by itself
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Old 26 Nov 2005, 20:36   #7 (permalink)
Shas'El
 
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Default Re: How do you deal with drop troop IG?

1. Set up your Fire Warriors near the edge in a FoF-like manuever. This will offer protection for your Fire Warriors and Pathfinders. Infiltrate the Kroot behind cover, near a weak area that he might come in from. This way you can attack from the rear, or he'd have to deep-strike away from your Tau just to kill off your Kroot.

2. Use 3 Railheads. Since he won't be shooting Missile Launchers or Lascannons and only the occasional Melta Gun as deep-strike counts as moving, your HH will be safe. Once its your turn, lay pie plates onto the Guardsmen and Heavy Weapon squads, killing off half a platoon. Use plenty of Stealthsuits, as their 5+ armor is so easy to pierce, putting a squad near the Kroot and one with the Fire Warriors. Also use Markerlights (whether it be FW Shas'uis, Tetras, or Pathfinders) to insure your Railgun submunitions hit. Since they'll be up close, rapid-fire them. If you play your cards right, you could have decimated them by turn 3.

3. When he comes in, destroy any Ogryns, Rough Riders, Command Squads (if they have Power Weapons, Melta Guns, Plasmaguns, and/or Power Fists in them), and allied assaulters (Grey Knights, Kroot Mercenaries, ETC.). This will leave all of his shooting stuff. Then outmanuever his extremely static army with some mechanized things.

4. Attempt to trap him inbetween your normally deployed models and your infiltrating models. This will give him no escape, and should bring about his doom.

Use this army list.

HQ
Shas'el w/ Burst Cannon, Missile Pod, Multi-Tracker (79)

Elites
6 Stealthsuits (180)
6 Stealthsuits (180)
1 Crisis Battlesuit w/ Fireknife (65)

Troops
12 Fire Warriors w/ Shas'ui Markerlight, Devilfish w/ Decoys (225)
12 Fire Warriors w/ Devilfish w/ Decoys (205)
12 Fire Warriors w/ Shas'ui Markerlight (Hide these behind the other squads' Devilfishes. They will stay static once your Devilfishes begin to outmanuever.) (140)
20 Kroot (140)

Heavy Support
1 Railhead w/ Bursts, Decoys, Multi-Tracker (no target lock as you will use bursts against stuff that you use submunitions against) (165)
1 Railhead w/ Bursts, Decoys, Multi-Tracker (165)
1 Railhead w/ Bursts, Decoys, Multi-Tracker (165)

Alter it depending on your point value, maybe dropping the static Fire Warriors for less points.
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Old 26 Nov 2005, 20:41   #8 (permalink)
Shas'Ui
 
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Default Re: How do you deal with drop troop IG?

Quote:
Originally Posted by the_vilest_worm

No vehicles=no broadsides
Except Broadsides can carry SMS... having 3 Broadsides with SMS means possibly 12 dead IG,
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Old 26 Nov 2005, 21:13   #9 (permalink)
Shas'El
 
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Default Re: How do you deal with drop troop IG?

But 3 Railheads equals 22 dead guardsmen.
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Old 26 Nov 2005, 21:44   #10 (permalink)
Shas'El
 
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Default Re: How do you deal with drop troop IG?

Quote:
Originally Posted by KCKitsune
Quote:
Originally Posted by the_vilest_worm

No vehicles=no broadsides
Except Broadsides can carry SMS... having 3 Broadsides with SMS means possibly 12 dead IG,
X3 broadsides with no upgrades (target lock, multi tracker, plasma) is 210 points. With 24" range (no LOS) and a 6" move, they can be a major threat to any squad of guardsmen up to 30" away. Pretty good.

But hold on! a hammerhead w/ burst and no upgrades except the multi-tracker (you probably won't even need decoy launchers this time, due to the lack of anti armor weapons such as lascannons and battle cannons) will cost only 160 points. The hammerhead is able to move 12" per turn, kill entire platoons from across the board and tank shock any survivors (if thats your play style).

So yeah, have fun with you broadsides. I'll keep the tank though.
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