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What to counter assault an objective?


Kilofix

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If I have an infantry unit, sitting on an objective, that is close combat assaulted, but isn't completely dead yet; what is the right response to maintain control of that objective?

 

I usually play Chaos Marines so I usually just counter assault with one of their many CC unit options but with IG, I'm not quite sure what to use? Ogryns? More regular infantry?

 

Or, is there something more appropriate to do other than counter assaulting?

 

Thanks for the input.

If your Guard are in close combat... sometimes something went wrong, especially if they are the ones being assaulted.

Playing guard, it is advisable to shoot your enemies to death, as that is our strong suit. Aside from Ogryns (and maybe penal legion) there is no dedicated CC units in the codex. If our infantry are in assault, it is usually to tie up an opponents units for a turn while we prepare the big guns to wipe them from the board the next turn.

The others can provide some useful insight on the CC side of things, but I advocate the use of the big guns first, mop up later kind of approach. 

you will have to decide on how big a threat they form should they contest the objective/break free and do other things. If them contesting the objective doens't make me lose the game but if they get free they have a chance to destroy my precious leman russes with their pesky meltaguns and bombs it's usually worth to atleast throw 4 infantry squads at them, one time at a time to keep them locked in combat. sure, that's 200 ptsbut likely the assaulting unit is of similar price, not to mention i'dd rather lose the expendable guardsmen than my precious tanks!

one of the options you could try is fielding straken. or use some chaos marine allies designed for this job?

don't bother with ogryns, despite their coolness they are actually a very crappy close combat unit. you'dd better get TH/SS terminators for those points!

Armoured sentinels could be used as a counter assault unit if your opponent doesn't have any weapons better than strength 6. Never tried it though.

 

Other than that, the aim in assault for IG is to try and get wiped out during your opponents assault phase if at all possible. This will let you shoot big holes in their charging unit in your turn. Wherever possible I will take close combat wounds on the Sgt when they get charged to increase the chances of being wiped out by a sweeping advance on the first turn.

Agreed, assault is generally bad but if you must then specialised counter assault units are the only way you should build for this. Otherwise as Fodder said sending in Sentinels is a good fall back that is generally better than sending in Guardsmen. If you receive an assault the best thing to do is blast them to smithereens after they win, losing on the turn of the charge is usually best for just this reason!

If you need some CC response then apart from allies Ogryns and Rough Riders are the main recourse, though Straken can be handy. Ogryns are cool, but ridiculously expensive to make a unit from and the Rider models are ancient, plus building your own takes a lot of effort and time. Both their rules leave a bit to be desired too, sadly.

So unfortunately your options are rather limited. Assault just isn't for Guard at the best of times, so short of allies to help out your best action will almost always be to make sure their victory is short lived by jumping them with as many guns as you can muster. Unless you're really determined to assault in which case the answer is always: more Guardsmen!! tongue.png

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