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Posted: Tue Nov 21, 2006 12:18 pm
ShasO Bane Wow. Well I'm gonna start an Imperial Guard army and was looking for some tips. I want to make a Regiment who's soul purpose is to fight Tau. Go with lots of basica infantry, and without any tanks, except maybe a basilisk that can shoot from behind cover. Otherwise, all your expensive artillery will be blasted apart by railguns. Put those extra points into, I'm thinking, Ogryns. Rough riders. Fast and tough close combat units. A heavy weapons platoon would probably work out as well.
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Posted: Tue Nov 21, 2006 12:59 pm
Yah, I like the Bsilisks it was very annoying when I fist faught IG and wanted one. WHat about Docterines, which ones should I use?
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Posted: Tue Nov 21, 2006 1:07 pm
ShasO Bane Yah, I like the Bsilisks it was very annoying when I fist faught IG and wanted one. WHat about Docterines, which ones should I use? Right away, I think of Sharpshooters, Light Infantry or Bionics.
Maybe Drop Troops if you're feeling lucky.
-Mykal
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Posted: Tue Nov 21, 2006 1:13 pm
What does Bionics and Light Infantry do? I can see why Sharp shooters, but shouldn't I get my men into the Firewarrior line as fast as I can?
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Posted: Tue Nov 21, 2006 1:55 pm
ShasO Bane What does Bionics and Light Infantry do? I can see why Sharp shooters, but shouldn't I get my men into the Firewarrior line as fast as I can? Imperial guard vs tau is a cake walk. all you need is light infanty and guys with guns. light infantry gives you the option of letting your guardsmen infiltrate (for 10 pts per squad). just have an all infiltrating force and that's about it. The best advantage tau have (the 30' range) has just been thrown out the window and the guardsmen all start the game IN RANGE. not to mention that of you use terrain and line of sight correctly then you can even be in rapidfire range, flamer range or even assult range on the first turn! unstoppable firepower all starthing withen 18' of the enemy. gotta love it. oh and hide a few tanks in the back, after the broadsides are dead (which should be by turn 2 if you have enough plasma with you) just have em roll in and rampage.
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Posted: Tue Nov 21, 2006 3:20 pm
Bionics lets your men nearly always have a save. Sharpshooters makes snipers really commonplace, which could be useful. Light Infantry, for the Infiltrate. Allow heavy Weapons for...heavy weapon squads... And maybe rough riders is a good idea too.
I don't know which of these can overlap though, I've not got my codex on me.
-Mykal
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Posted: Tue Nov 21, 2006 3:46 pm
A.R.G.U.S Mykal Bionics lets your men nearly always have a save. Sharpshooters makes snipers really commonplace, which could be useful. Light Infantry, for the Infiltrate. Allow heavy Weapons for...heavy weapon squads... And maybe rough riders is a good idea too.
I don't know which of these can overlap though, I've not got my codex on me.
-Mykal you can't use sharpshooters with sniper rifles or plasma weapons, otherwise i'd use it all the time.
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Posted: Tue Nov 21, 2006 3:59 pm
Nuclearwinter A.R.G.U.S Mykal Bionics lets your men nearly always have a save. Sharpshooters makes snipers really commonplace, which could be useful. Light Infantry, for the Infiltrate. Allow heavy Weapons for...heavy weapon squads... And maybe rough riders is a good idea too.
I don't know which of these can overlap though, I've not got my codex on me.
-Mykal you can't use sharpshooters with sniper rifles or plasma weapons, otherwise i'd use it all the time. No, Sharpshooters lets you have more snipers, and something about BS3 rerolls. I think.
-Mykal
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Posted: Tue Nov 21, 2006 4:53 pm
A.R.G.U.S Mykal Nuclearwinter A.R.G.U.S Mykal Bionics lets your men nearly always have a save. Sharpshooters makes snipers really commonplace, which could be useful. Light Infantry, for the Infiltrate. Allow heavy Weapons for...heavy weapon squads... And maybe rough riders is a good idea too.
I don't know which of these can overlap though, I've not got my codex on me.
-Mykal you can't use sharpshooters with sniper rifles or plasma weapons, otherwise i'd use it all the time. No, Sharpshooters lets you have more snipers, and something about BS3 rerolls. I think.
-Mykal sharpshooters: 10 pts for squad. lets any modle with a BS of 3 reroll a failed roll to hit (in shooting) if you roll a 1. Not useable with sniper rifle or plasma (cause that would make them over powered!) you're thinking of light infantry, you get to infiltrate, you get to add a sniper to the squad instead of a heavy weapon, and I think you go through difficult terrain like scouts.
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Posted: Tue Nov 21, 2006 5:36 pm
Okay... how do I go about finding out what the doctrines are and what they do? Are they listed in the fourth edition Imperial Guard codex?
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Posted: Tue Nov 21, 2006 5:53 pm
Xenos Mortium Okay... how do I go about finding out what the doctrines are and what they do? Are they listed in the fourth edition Imperial Guard codex? yep, in the back. as well as the restricted troops doctrines. these add to your total of five but will allow you to use certain troops like stormtroopers and stuff like that.
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Posted: Tue Nov 21, 2006 9:54 pm
Nuclearwinter Xenos Mortium Okay... how do I go about finding out what the doctrines are and what they do? Are they listed in the fourth edition Imperial Guard codex? yep, in the back. as well as the restricted troops doctrines. these add to your total of five but will allow you to use certain troops like stormtroopers and stuff like that. Ah, I'll need to get that then. I've only the third edition to my name. sweatdrop
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Posted: Wed Nov 22, 2006 4:07 pm
Xenos Mortium Nuclearwinter Xenos Mortium Okay... how do I go about finding out what the doctrines are and what they do? Are they listed in the fourth edition Imperial Guard codex? yep, in the back. as well as the restricted troops doctrines. these add to your total of five but will allow you to use certain troops like stormtroopers and stuff like that. Ah, I'll need to get that then. I've only the third edition to my name. sweatdrop damn! you gotta keep up with the times! you know they came out with a new marine and tyranid codex too! (just kidding!)
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Posted: Thu Nov 23, 2006 4:07 am
I think that I'm finally rounding out my Praetorians. It's taken my forever and a day but I think I now understand what it is that I'm going to do.
Basic command platoon with 2 special weapons teams(snipers) and a Sentinel squad for HQ, Ogryns and Hardened Vets (possibly Storm Troopers) for my elites. Infantry and Storm Troopers(Grenadiers) for my Troops, followed by Sentinels and two ranks of Rough Riders for my FA and round it off with a Leman Russ for my Heavy Support.
I'll be picking and choosing my units between these depending on what size battle I'll be playing. As for my Doctrines, here's what I have so far:
• Grenadiers • Sharpshooters • Ogryn squads • Rough Rider squadrons • ?
I'm honestly not sure what to do with them at this point with that last doctrine. Maybe Drop Troops might not be a bad thing. There's a lot to choose from, I guess that I'm just one for fast paced and up-close and personal when it comes to my guard. I'd rather spend more points on my units than simply buying more units.
Even though it's guard, I'd still like to apply the quality over quantity rule if I can. If I want quantity, then I'd use Conscript Platoons. As for the Russ, I'd be a fool if I didn't have at least the one tank for support.
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Posted: Thu Nov 23, 2006 6:09 am
ColinMackay I think that I'm finally rounding out my Praetorians. It's taken my forever and a day but I think I now understand what it is that I'm going to do. Basic command platoon with 2 special weapons teams(snipers) and a Sentinel squad for HQ, Ogryns and Hardened Vets (possibly Storm Troopers) for my elites. Infantry and Storm Troopers(Grenadiers) for my Troops, followed by Sentinels and two ranks of Rough Riders for my FA and round it off with a Leman Russ for my Heavy Support. I'll be picking and choosing my units between these depending on what size battle I'll be playing. As for my Doctrines, here's what I have so far: • Grenadiers • Sharpshooters • Ogryn squads • Rough Rider squadrons • ? I'm honestly not sure what to do with them at this point with that last doctrine. Maybe Drop Troops might not be a bad thing. There's a lot to choose from, I guess that I'm just one for fast paced and up-close and personal when it comes to my guard. I'd rather spend more points on my units than simply buying more units. Even though it's guard, I'd still like to apply the quality over quantity rule if I can. If I want quantity, then I'd use Conscript Platoons. As for the Russ, I'd be a fool if I didn't have at least the one tank for support. a few suggestions: sniper squads are usless, they only have three shots and need a 4+ to wound. that and the fact that almost all armies have high leadership makes the sniper rilfe almost completly useless. for a few extra points replace them with fire support squads w/hvy bolters. they have more shots, and good strength so even against marines you can wound on 3+. they just preform better than snipers. For the remaining doctrine choice make it "close order drill". It's free and when your infantry stand in a tightly packed line you get +1 to Ld and I (they form a firing line of guns and bayonets) very good for assult and if you don't want to use it (cause of blast template weapons) then don't worry about it cause it's free anyway. and lastly, i want to know how you break down your infantry platoon(s) cause every guard amry should have at least one. and your command squad too. good planning in a platoon can make them deadly edit: oh and as for the storm troopers, give them plasma weapons. Bs of 4 and the option of taking 2 special weapons per squad. means they are some of your best choices for dealing with 2+ armor saves.
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