Hey everyone, I was thinking about wich unit to use for IG to run around the map and cap/decap everything.
Most of the time when i play IG i roll with Commie Lord or Lord General. If i send out a squad of GMs my damaga output drops quite heavily especialy in t1. Same for the commander and the only unit i would think about are the Catachans because of they hardiness but i guess they have a beter place amidst the danger zone than running around the map. (that melee/setup counter is really needed imo) Also investing in double catachans heavily draws back my teching.
So guy what do you use in 1on1 to run and de/cap around?
1on1 IG - what to cap around wit?
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Re: 1on1 IG - what to cap around wit?
IGs weakness is map control. You kinda have to cap with the units you have when the enemy is down. Early game, when your LC doesn't have many wargears or accessories, you can use him to cap.
I've seen some people get a third gm squad they use for capping and harassing gen farm. This way they have more map control, and they don't mess up their primary squads' firepower either.
I've seen some people get a third gm squad they use for capping and harassing gen farm. This way they have more map control, and they don't mess up their primary squads' firepower either.
Re: 1on1 IG - what to cap around wit?
You've identified one of the greatest flaws of IG in T1 and one of the reasons why their T1 is one of the worst in the game.
Once you have map control vs an IG they will struggle to take it back from you.
To answer your question then there are a few alternatives. Firstly though note that as an IG you should be trying to bleed your opponent more so than "dominating at map control". Early on you should be aggressive with your sentinel to keep the enemy pushed back but the longer T1 goes on the more defensive you need to become. You will very rarely get a chance in an even game to bash generators as IG in T1 without flamer guardsmen and flamer guardsmen themselves tend to not be good. So you will find yourself playing defensively around your generators more often.
To actually gain map control you can simply catch the points with one of your guardsmen as your main blob pushes across the map while you defend your farm with a HWT. It can work. alternatively you could go triple guardsmen, so, starting guardsmen -> guardsmen -> guardsmen -> hwt -> catachans, use the third guardsmen for capping. This tends to be effective vs SM since GM > scouts, but it isn't as good vs races which will use melee units as their capping unit as melee units >>> lone guardsmen. You cold use catachans to cap with but honestly I don't think that's a worthwhile investment in T1, you want to get to T2 asap so you can really bleed the foe with upgraded GM and get better set-up team counters out. Instead, use catachans with your main force and send off your upgraded hero to do the capping - holy brazier IQ, power sword LC, or sergeant LG.
Once you have map control vs an IG they will struggle to take it back from you.
To answer your question then there are a few alternatives. Firstly though note that as an IG you should be trying to bleed your opponent more so than "dominating at map control". Early on you should be aggressive with your sentinel to keep the enemy pushed back but the longer T1 goes on the more defensive you need to become. You will very rarely get a chance in an even game to bash generators as IG in T1 without flamer guardsmen and flamer guardsmen themselves tend to not be good. So you will find yourself playing defensively around your generators more often.
To actually gain map control you can simply catch the points with one of your guardsmen as your main blob pushes across the map while you defend your farm with a HWT. It can work. alternatively you could go triple guardsmen, so, starting guardsmen -> guardsmen -> guardsmen -> hwt -> catachans, use the third guardsmen for capping. This tends to be effective vs SM since GM > scouts, but it isn't as good vs races which will use melee units as their capping unit as melee units >>> lone guardsmen. You cold use catachans to cap with but honestly I don't think that's a worthwhile investment in T1, you want to get to T2 asap so you can really bleed the foe with upgraded GM and get better set-up team counters out. Instead, use catachans with your main force and send off your upgraded hero to do the capping - holy brazier IQ, power sword LC, or sergeant LG.
Lets make Ordo Malleus great again!
Re: 1on1 IG - what to cap around wit?
Edit: Crap, I thought I was still the first reply, all well
I'm not the best person for answering this question since I only watch casts and streams so...Take that for what you will.
In general, cap/decap with any unit you have at your disposal.
During the early game you won't have to worry about damage output yet since you are your spreading units out to cap the natural points on the map. By the time you start capping the contested points and entering an engagement, your Sentinel should be out, their high speed of 8 will allow them to join the engagement quickly before your units are suffering too much losses or retreating.
Getting Sentinels and properly supporting them via repairs will allow you to apply strong pressure against the opponent. Sentinels are also great for map control due to their high speed and the ability to decap (can't cap but I'm sure you are aware of that).
During firefights, positioning the Guardmans just outside of range the firefight and behind Sentinel while repairing it will grant the Sentinel that additional staying power while bleeding the opponent of resources and minimalising models loses on your side, thus winning you the engagement. Once you forced off the enemy's armies, you'll have ample time to cap the map and go for a gen bash. Going for the gen bash will provide a distraction, even if you don't succeed you should have the time to go around with 1 or 2 units from your main force and cap/decap the map.
You can watch replays of Toilailee, who is a great LG player. I would assume most map control strategies is the same regardless of which IG commander you go for .
Some links of casts that will better illustrate my points.
https://www.youtube.com/watch?v=MTdd5Xj1RXA
https://www.youtube.com/watch?v=bMyDlNu ... 17C24D1117
https://www.youtube.com/watch?v=C729dgd ... 17C24D1117
https://www.youtube.com/watch?v=uq1uVUb ... 17C24D1117
I'm not the best person for answering this question since I only watch casts and streams so...Take that for what you will.
In general, cap/decap with any unit you have at your disposal.
During the early game you won't have to worry about damage output yet since you are your spreading units out to cap the natural points on the map. By the time you start capping the contested points and entering an engagement, your Sentinel should be out, their high speed of 8 will allow them to join the engagement quickly before your units are suffering too much losses or retreating.
Getting Sentinels and properly supporting them via repairs will allow you to apply strong pressure against the opponent. Sentinels are also great for map control due to their high speed and the ability to decap (can't cap but I'm sure you are aware of that).
During firefights, positioning the Guardmans just outside of range the firefight and behind Sentinel while repairing it will grant the Sentinel that additional staying power while bleeding the opponent of resources and minimalising models loses on your side, thus winning you the engagement. Once you forced off the enemy's armies, you'll have ample time to cap the map and go for a gen bash. Going for the gen bash will provide a distraction, even if you don't succeed you should have the time to go around with 1 or 2 units from your main force and cap/decap the map.
You can watch replays of Toilailee, who is a great LG player. I would assume most map control strategies is the same regardless of which IG commander you go for .
Some links of casts that will better illustrate my points.
https://www.youtube.com/watch?v=MTdd5Xj1RXA
https://www.youtube.com/watch?v=bMyDlNu ... 17C24D1117
https://www.youtube.com/watch?v=C729dgd ... 17C24D1117
https://www.youtube.com/watch?v=uq1uVUb ... 17C24D1117
Re: 1on1 IG - what to cap around wit?
What about an additional guardsmen squad equipped with flamers and without a sergeant? When your main force is busy dealing with enemy's army you can send these guys to destroy generators or capture points. A lot of people like to say that flamer guardsmen are bad fighters, it can be true, but being isolated and unseen (when your opponent is busy managing his main army) they can flank other ranged units and even if they don't beat them, the flamers can remove a good fraction of their health, also that is your counter-measure against garrisoned units on some maps. Or dedicate a sentinel for this thing, its high speed will allow to quickly relocate and decapture different points, also this unit by deffault counters any melee oriented units if you don't fail at microing it. Later on you can transform it into a potent fighter (I really don't get why people think that T2 sentinels are bad). Both of these units are cheap and don't eat a lot of your population cap. Catachans are good defenders of certain portions of the map, units who can best them 1 v 1 are rare, a hwt in a building (global ability) will also deter a certain sector and only if your opponent fully commits he can remove them out of play which basically means that you have enough time to do whatever you want.
Re: 1on1 IG - what to cap around wit?
Use your WhiteShield troop call-in that will be in the next patch ^^ 

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