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Hoxtalicious

Greedy Partner

PostPosted: 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.
PostPosted: 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.

Pontius Pirate


Faeruithir88

PostPosted: 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.
PostPosted: 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.

SamuriNinja24


Jabaneros

PostPosted: 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
PostPosted: 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

Jabaneros


EsgarBlackpoxs

PostPosted: 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).
PostPosted: 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.

Singis 17


Jabaneros

PostPosted: 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
PostPosted: 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

Singis 17


SamuriNinja24

PostPosted: Wed Oct 25, 2006 2:26 pm


Or an allied force of Daemonhunters for support biggrin
PostPosted: 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

Jabaneros


Singis 17

PostPosted: 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!
PostPosted: 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.

Pontius Pirate


Hoxtalicious

Greedy Partner

PostPosted: 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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