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IG 1v1 tactics

Posted: Wed 06 Jan, 2016 3:04 pm
by Tergt69
Hey guys, I recently started another discussion and sorry for dumping the forum with all of my questions but there is just so much to learn about this game :D

So i started to experiment on my 1v1 skills and i have noticed what was discussed in other discussion that a 1v1 match is more unforgiving and involves much more tactical play than a 3v3 match. In 3v3 you basically have an opponent on a quite linear path where you have to face a single opponent and have only a few objectives to hold/conquer. Besides that you have to occasionally team up with the other players to go for a double or even a tripple rush.
In 1v1 you have a whole map to control, you have to micromanage your units all over the field. Decision mistakes on where to go for a bash and when to do it or even retreating in the wrong moment can cost you the whole game even in the first few minutes of the match.

What i have been struggling with in my 1v1 matches is req recapping/decapping, so map control in general. I almost only play IG with the commie lord (no real reason i just like the faction very much - and to be honest it feels awesome to beat the hell out of other races with basically space-peasants armed with lasguns :D ) and i was wondering what is the ideal unit of the IG for roaming.

SM have scouts, orks have the sluggas (i dont remember teir exact name but i am thinking of those orcs who are melee in t1 and can be equipped with flamers) eldars have guardians/WSE) and so on for all the races.

For T1 I was considering a single GM squad for roaming but without support they seem to be very squishy and does not really pose as a threat. (if they get in melee with a squad of sluggas they are good as dead) Also they are not moving fast enough across the battlefield + they are the core firepower of T1 so they are needed at the main force's position.
Sentinels seem to be a good choice for their speed and if i remember correctly they decap faster BUT they are also very squishy (against ranged weapons) and cannot retreat - so if i dont pay attention for a moment and something starts to shoot it while decapping i have just thrown 300 req out of the window.
In my opinnion catachans would be good candidates (strong in melee, good actives) but they are costly and usually needed to respond to the enemy threat of set up teams with their greandes or melee units (shees and jumpers) with their shotgun blasts. So if i had a squad of catachans i would rather have them at the heart of my engagements and not having them run around the map.
HWT and spotters are out of the question here.

In T2 it is clear that stormtroopers could be a good choice for roaming since with the upgraded lasguns they can hunt down enemy cappers and with their cloak they can appear at resource points out of nowhere, BUT they are costly, and instead of roamers could be used as anti armor if the enemy has a quick dreadnaught or reinforcing vehicle such as the Falcon.
I have seen people using transports + 1 squad of bash units (flamerGM+Chimera for example) to roam around but I usually use the Chimera as a moving base for my infrantry so again similar to the catachan dilemma I would rather see it near my units instead of having it running around.
Manticore is out of the question.
Ogryns? Nah there are only a few occasions where I buy them and when i do they are needed to counter something so IMO they are not good for the role.

There were only a few games of 1v1 when i got to t3, so i dont have any experience with the units offered there regarding the main question.

So what i would like to as is what you guys use for map roaming and why? Are there specific race tactics like if I am against X race then i will use Y unit for roaming? If you dont play IG but have a lot of experience with other races what are the things that can screw up your roamers or oyur whole roaming tactics?

Thanks in advance!

Re: IG 1v1 tactics

Posted: Wed 06 Jan, 2016 8:32 pm
by Cyris
IG do have a weird time capping, not because they are bad at it, but like you pointed out there isn't a clear "side capper". You discuss the problem well and pretty much solved it as you spoke, so here are just a couple of tips I have from 1v1 IG play:

-GM's who don't have sarge yet make ideal cappers. I have enjoyed going 3x GM in some games, where 2 ultimetly get Sarge, and the 3rd is capping / repairing only, and occasionaly grabs flamers for a bash.
-After a fight, run your sent to some req point your opponent controls, decap it, and shift-click it to come back to your army. This quick maneuver denies your opponent a lot of req and has a rather small window of your main blob lacking the sent's weapons.
-Sents are NOT squishy as side cappers. Any single ranged squad will take 10+ seconds to kill them, and if 2+ show up, just walk the sent away and take advantage of those 2 units being way out of position by either pushing, threatening a bash, or bunkering up an important choke point.
-Catas are indeed great side capers, especialy with their Demo man upgrade. Cap, then plant an IED, then move on. I've stright up won games because of wipeing an enemy capping squad with this. Yes, you lose them in your main army, but I often go heavy T1 with IG, so my main blob might be 2 GM, sent and a HWT or spotters without them. This is often enough to hold gorund while the capping happens.
-Commanders without upgrades go cap, commanders with should prolly be with your army.
-ST are indeed solid side cappers. They are req costly, but 0 power is no joke. Fielding 1 or 2 of them will leave you with a lot of spare power to spend on either power high T2 picks, or going T3.
-Ogryns are AMAZING. Any ranged based enemy composition will get wrecked by them, even with setup teams. Melee less so, but if it's only a token jump troop they can still work wonders.
-Lastly, read this: viewtopic.php?f=11&t=718

Re: IG 1v1 tactics

Posted: Thu 07 Jan, 2016 2:52 pm
by Impregnable
I don't know a thing about IG 1 v 1 but got lots of useful info from a 1 v 1 friend so will give you a private message again since its long too.