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Posted: Tue Oct 24, 2006 12:45 am
Aww, started without me?
1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons.
2. Build the core, 1 HQ and 2 Troops, first!
An infantry platoon is a command squad plus two to five infantry squads.
The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers.
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Posted: Tue Oct 24, 2006 12:54 am
I'm just curious, not actually being a guard player, though mildly interested in every army like a good GW drone, but is Special Equipment: Cyber-Enhancement worth it's salt?
I like the idea of lascannon shots bouncing off guardsmen.
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Posted: Tue Oct 24, 2006 1:39 am
Pontius Pirate I'm just curious, not actually being a guard player, though mildly interested in every army like a good GW drone, but is Special Equipment: Cyber-Enhancement worth it's salt? I like the idea of lascannon shots bouncing off guardsmen. It's a 6+ inv. save for the same price as Carapace Armour, for every guy who can use a Special Equipment doctrine in the army, which I think is incredibly good.
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Posted: Tue Oct 24, 2006 1:39 pm
A friend of mine gave me 3 Leman Russ, a Hellhound, 2 Chimeras, a basilisk, and an 8 man squad of stormtroopers for $30.
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Posted: Tue Oct 24, 2006 4:29 pm
Lt. Brookman Aww, started without me? 1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons. 2. Build the core, 1 HQ and 2 Troops, first! An infantry platoon is a command squad plus two to five infantry squads. The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers. ya but i dont want to build the typical low cost swarm. i might as well play space marines. im convinced there's something to be made of small numbers with the right tactics
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Posted: Tue Oct 24, 2006 4:40 pm
Personally I think the risk with plasma weapons is worth it with guardsmen. Most likely it will not kill the guardsman and the amount of damage it does is worth it. S7, AP2...totally worth the risk 3nodding
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Posted: Tue Oct 24, 2006 5:24 pm
Cyrn Lt. Brookman Aww, started without me? 1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons. 2. Build the core, 1 HQ and 2 Troops, first! An infantry platoon is a command squad plus two to five infantry squads. The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers. ya but i dont want to build the typical low cost swarm. i might as well play space marines. im convinced there's something to be made of small numbers with the right tactics I agree. Otherwise, how can GW possibly justify a 1600 point HQ choice (thats one squad).
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Posted: Wed Oct 25, 2006 4:04 am
Cyrn Lt. Brookman Aww, started without me? 1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons. 2. Build the core, 1 HQ and 2 Troops, first! An infantry platoon is a command squad plus two to five infantry squads. The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers. ya but i dont want to build the typical low cost swarm. i might as well play space marines. im convinced there's something to be made of small numbers with the right tactics There’s one problem: given tactics can only work for a certain foe it is very hard to have an army that can beat khorne berserkers and then win the next game agents something completely opposite. And it becomes even harder when you’re using low numbers of toughness 3 soldiers. Bottom line tactics don't always pull you through if you stick to them as your only plan.
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Posted: Wed Oct 25, 2006 10:09 am
Singis 17 Cyrn Lt. Brookman Aww, started without me? 1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons. 2. Build the core, 1 HQ and 2 Troops, first! An infantry platoon is a command squad plus two to five infantry squads. The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers. ya but i dont want to build the typical low cost swarm. i might as well play space marines. im convinced there's something to be made of small numbers with the right tactics There’s one problem: given tactics can only work for a certain foe it is very hard to have an army that can beat khorne berserkers and then win the next game agents something completely opposite. And it becomes even harder when you’re using low numbers of toughness 3 soldiers. Bottom line tactics don't always pull you through if you stick to them as your only plan. and that my friend is what divides the good from the great. believe me i dont claim to be great by any stretch but i feel that although my squad might not neccessarily work against all types there are some ways i can adjust for example switching out heavy/special weapons. any given team will have its weaknesses this is true. but its something im willing to try
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Posted: Wed Oct 25, 2006 2:22 pm
Cyrn Singis 17 Cyrn Lt. Brookman Aww, started without me? 1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons. 2. Build the core, 1 HQ and 2 Troops, first! An infantry platoon is a command squad plus two to five infantry squads. The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers. ya but i dont want to build the typical low cost swarm. i might as well play space marines. im convinced there's something to be made of small numbers with the right tactics There’s one problem: given tactics can only work for a certain foe it is very hard to have an army that can beat khorne berserkers and then win the next game agents something completely opposite. And it becomes even harder when you’re using low numbers of toughness 3 soldiers. Bottom line tactics don't always pull you through if you stick to them as your only plan. and that my friend is what divides the good from the great. believe me i dont claim to be great by any stretch but i feel that although my squad might not neccessarily work against all types there are some ways i can adjust for example switching out heavy/special weapons. any given team will have its weaknesses this is true. but its something im willing to try i'm just saying the guard forces i have seen etheir have large numbers or tanks(and i mean a lot of tanks) to support them
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Posted: Wed Oct 25, 2006 2:26 pm
Or an allied force of Daemonhunters for support biggrin
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Posted: Wed Oct 25, 2006 3:33 pm
Singis 17 Cyrn Singis 17 Cyrn Lt. Brookman Aww, started without me? 1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons. 2. Build the core, 1 HQ and 2 Troops, first! An infantry platoon is a command squad plus two to five infantry squads. The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers. ya but i dont want to build the typical low cost swarm. i might as well play space marines. im convinced there's something to be made of small numbers with the right tactics There’s one problem: given tactics can only work for a certain foe it is very hard to have an army that can beat khorne berserkers and then win the next game agents something completely opposite. And it becomes even harder when you’re using low numbers of toughness 3 soldiers. Bottom line tactics don't always pull you through if you stick to them as your only plan. and that my friend is what divides the good from the great. believe me i dont claim to be great by any stretch but i feel that although my squad might not neccessarily work against all types there are some ways i can adjust for example switching out heavy/special weapons. any given team will have its weaknesses this is true. but its something im willing to try i'm just saying the guard forces i have seen etheir have large numbers or tanks(and i mean a lot of tanks) to support them lol no doubt im gonna get owned but what the hell its worth a try biggrin
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Posted: Wed Oct 25, 2006 6:15 pm
Cyrn Singis 17 Cyrn Singis 17 Cyrn Lt. Brookman Aww, started without me? 1. Read the codex thoroughly. Special weapon support squads do NOT pack Plasma weapons. 2. Build the core, 1 HQ and 2 Troops, first! An infantry platoon is a command squad plus two to five infantry squads. The low-troops high-firepower approach is not something to try with the Imperial Guard, as they need their numbers to prevail. You can try fielding low numbers, but that will work against you, even when fielding Last Chancers or storm troopers. ya but i dont want to build the typical low cost swarm. i might as well play space marines. im convinced there's something to be made of small numbers with the right tactics There’s one problem: given tactics can only work for a certain foe it is very hard to have an army that can beat khorne berserkers and then win the next game agents something completely opposite. And it becomes even harder when you’re using low numbers of toughness 3 soldiers. Bottom line tactics don't always pull you through if you stick to them as your only plan. and that my friend is what divides the good from the great. believe me i dont claim to be great by any stretch but i feel that although my squad might not neccessarily work against all types there are some ways i can adjust for example switching out heavy/special weapons. any given team will have its weaknesses this is true. but its something im willing to try i'm just saying the guard forces i have seen etheir have large numbers or tanks(and i mean a lot of tanks) to support them lol no doubt im gonna get owned but what the hell its worth a try biggrin well some may disagree but i think falure is the bast step on the way to makeing a great army so go for it!
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Posted: Sat Oct 28, 2006 12:35 am
I was experimenting with a Tech guard army idea, after my Medieval army idea crashed and burned. Here is my 3000 point example (PS, every Chimera has extra armor, 2 heavy bolters, pintle heavy stubber and smoke launchers):
Mars Tech Guard
Doctrines: Techpriests, Storm Troopers, Cyber-enhancement, Mechanised, Sharpshooters
HQ: Command Platoon - 325
Herioc Senior Officer (Refractor Field, Bionics, power fist, carapace armor, plasma pistol) 1 Guardsmen w/ flamer 1 Standard Bearer Veteran 1 Medic Veteran 1 Master-vox operator Chimera with embellishments Cyber Enhancement
Sentinel Support Squad - 219 3 Sentinels with autocannons, smoke launchers, armored compartments, extra armor
Elites
Techpriest - 235 bionics, 2 combat servitors, 2 tech. servitors, Chimera with embellishments
Storm Troopers - 256 Vet sarge(plasma pistol, bionics, power sword), 2 plasma guns, chimera with embellishments
Storm Troopers - 291 Vet Sarge(plasma pistol, bionics, power sword), 2 melta guns, melta bombs, chimera with embellishments
Troops
Infantry Platoon A:
Command Squad - 221 Junior Officer(bionics, power sword, carapace armor, plasma pistol), 2 guard with grenade launchers, 1 vox caster, I guard with lasgun, chimera with embellishments, cyber enhancements, sharpshooters
Squad 1 - 235 guard with plasma gun, 1 vox caster, 5 guard with lasguns, 1 lascannon team, chimera with embellishments, cyber enhancement, sharpshooters
Squad 2 - 229 guard with grenade launcher, one vox caster, 7 guard with lasguns, 1 lascannon team, chimera with embellishments, cyber enhancement, sharpshooters
Infantry Platoon B:
Command Squad - 221 Junior Officer(bionics, power sword, carapace armor, plasma pistol), 2 guard with grenade launchers, 1 vox caster, 1 guard with lasgun, chimera with embellishments, cyber enhancements, sharpshooters
Squad 1 - 206 guard with flamer, 1 vox caster, 7 guard with lasguns, chimera with embellishments, cyber enhancement, sharpshooters
Squad 2 - 210 guard with melta gun, 1 vox caster, 7 guard with lasguns, chimera with embellishments, cyber enhancement, sharpshooters
Fast Attack
Hellhound - 136 armor, pintle stubber, smoke, searchlight
Heavy Support
Leman Russ Demolisher - 216 lascannon, plasma sponsons, armor, pintle stubber, extra armor, smoke, hunter killer missile, searchlight
Total = 3,000 points
Ludicrous, I know, but I enjoy making huge armies, even if it's a pipe dream.
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Posted: Sat Oct 28, 2006 5:08 am
Dump the vox-caster net as you are already using veteran sergeants. Either get rid of the veteran sergeants or the vox network, the command bubble(tm) is good enough foir this army.
HQ must take the cyber-enhancements. Cyber-enhancements are special equipment, each squad that can take it, must take it.
Imperial Guard infantry squads can only take one special and one heavy weapon.
Overall, the lists lacks anti-tank weapons a lot, some lascannons or even basic missile launchers would be a good addition.
And if you dump the vox-network, you can upgrade each storm bolter to a heavy stubber, enabling you to dish out an extra shot.
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