Postby Takadekadaka » Tue 10 May, 2016 2:09 am
If he tries to fast tech, it means his build is vulnerable in T1. Do whatever you can to target his power, or force him to spend power. If you disrupt his power production, he's in a bad spot assuming you're on top of your power production.
Always get a sentinel, and get stomp on it ASAP. If you keep it close to your guardsmen, it effectively acts as a counter to sluggas/warboss. I wouldn't use the stomp aggressively against the shootas because they can easily focus it down if it gets too close. 2x guardsmen 1 sent, node, T1.5 unit should be a good build you should practice with until you feel more comfortable trying out more aggressive/risky builds like 2GM2Sent or 3GM1Sent
I'd say either catachans or a HWT would do well as your T1.5 purchase. I prefer the HWT as they are easier to use - HWT as you know will shut down anything in it's cone of influence, and will control both the warboss and the sluggas. If he chooses to get stormboys, you have the sentinel to stomp, but it's critical that you have your hero counterinitiate in some way to allow your HWT to re-set up and take back control of the engagement.
Catas are pretty good too as they offer two methods of disruption - the old unreliable is good for disrupting blobs of ranged damage (shootas), and you can use them defensively against sluggas or the warboss closing in. Combined with the sentinel's stomp, you can control two melee units in a given engagement.
I can't speak for either LG or the INQ, but the powersword makes the LC an extremely effective counter initiator. The Lead By Example's 100% special rate effectively disrupts whatever the sluggas/stormboys are trying to do, and the increased damage can punish them for closing in. If you're acting aggresively, the Lead By Example will let him close in extremely fast and shut down the opposing ranged army (or at least get them to turn around and stop raining fire on your guardsmen and sentinels), allowing the rest of your army to follow and keep the pressure up.
For the INQ, Use INQ's hammer of the witches whenever the WB tries to engage in combat (and allow your T1.5 unit to follow up). 3.5 seconds isn't a lot of time, but it's enough time to pour damage out to potentially force him off, or his supporting units out. This is especially true if you manage to stun him in front of a HWT, where the damage debuff for target distance is significantly lower.
That said, I think you would do well to be aggressive. Bully the shootas with your hero, and your methods for controlling his melee units should allow you to take engagements easily (especially since he's choosing to invest heavily into power).
Aside from that, if you want to learn how to improve your play significantly - WATCH REPLAYS. Go on the ESL and download as much IG 1v1 replays as you can and watch what they do. Study their builds, find out who they focus during engagements, when they engage. Look at how often and when they use abilities. Then try it.
I think my problems when I first started was never using abilities (unit, global, or otherwise), and never splitting my units. With IG, it's critical you split your units up both across the map, and even in engagements. Never clump up, and never let your guardsmen move the way they want to. A-moving is easy, but if you want to make the most of your paper-thin guardsmen, you HAVE to optimize every variable (cover, focus fire, movement, etc.) you can at all times.
As for hope - I used to have a 10% Win ratio (5% when I played Chaos exclusively). I've grinded on 1v1's to the point where it's now maybe 35-55%, depending on the day. It's a hard game to learn, and it's an even harder game when you play as IG. It's well worth it though.
Steam Name: Takadekadaka
Imperial Guard - Lord Commissar - Level 23 army
Chaos - CL - Level 22 army
Space Marines - Force Commander - Level 2 army