Decoupler asked me for my build order back on the post I made about how I was feeling confortable with IG.
I'm not a master of this game, most of my victorys have been from 2v2 battles because I have a hard time finding 1v1 games and automatch doesn't work because of my school firewall(it wont let me host a game).
I do test my strategies against the computer 1 on 1 as well.
However I have come to feel pretty confortable with IG as a solid race.
Here is my build order:
Guard Squad
Generator
Techpriest
Generator
Guard Sqaud
lp cap
Tactica command
Generator/lp caps/Guard squad
Upgrade Battle command(as soon as Tactica goes up)
Turret
Infantry command
(Battle Command finished)
Mechanized command
some turrets/heavy weapons
Requisition upgrade
Energy upgrade
Generator
The tactics that I use to employ this build order:
-Don't reinforce guard squads until Battle Command Upgrade.
You need the Battle command not only for vehicles but to get more requisition and energy from the upgrades that come at tier 2.
-use vehicles for offense
I usually stay defensive until I have mechanized command.
-Build a safety point
Build Turrets and infantry command all around a designated listening post. This is my base within a base, I move all of my guard here, I put my heavy weapons here and I go here when I need to reinforce my squads safely. When ever I am under attack and the enemy ignores my safty point I hit them with grenades at a safe distance and when they try to chase me I run to my safety point.
-Countering Races.
Against Necrons, I get grenade launchers and overwatched hell hounds and offensive heavy weapons, asap. I never get chims against necrons. Once I have hell hounds and enough IG squads hiding behind them with grenade launchers I usually don't loose to necron infantry unless they are really good at micro.
Against Eldar, I chimera rush them with grenade launchers and transition into hell hounds offensive heavy weapons and sentinels.
Against Orks, I try a chimera rush with mixed plasma and grenades to hellhounds, have my heavy weapons upgraded to autocannon and psychers on my squads. I get an assassin as soon as I get T3.
Against Chaos, I get a mix of plasma and grenade launchers, chims and hellhounds, and heavy weapons with autocannon upgrade.Maybe a couple of mines here and there. Get assassin asap after t3.
Against SM, I get grenades comisars and no more than 2 chims(if I want chims), a basalisk and mass sentinels. More heavy weapons and turrets than usual, heavy weapons with auto cannon asap. Sms with missile launchers are really dangerous against IG, focus on them with basalisks first. If you discover a land raider rush which is popular, make your turrets into rocket turrets and move your heavy weapons to where they are needed without getting them killed, their auto cannon upgrade owns land raiders.
It is hard to push against SM and Chaos as IG, I usually end up going to t3 vs them.
Against Tau, Tau are probably my most difficult race to deal with. Their hero outranges listening posts/turrets and their fire warriors are more effective in small numbers than guard squads. Effectively dampening my saftey point strategy until heavyweapons which bring range back into my ball court.
For tau I change my tactics from the safety point strategy. I reinforce my early squads and I hide my infantry command off to the side rather than put it at my saftey point.
Placing buildings out of sight like the infantry command is one trick for tunneling the guards there to pop them out and reinforce them without drawing attention.


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