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Posted: Thu Jan 18, 2007 11:01 am
doesn't the IG remind you of W.O. II movies in russia?
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Posted: Fri Jan 19, 2007 5:13 pm
Maegnis Ra doesn't the IG remind you of W.O. II movies in russia? Depends which regiemnt your talking about. some look like veitcong, while others look like Marines in full Dress uniform.
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Posted: Mon Jan 22, 2007 4:44 pm
Alright, I asked this somewhere before, but I can't remember where now... sweatdrop What colours are used in the Death Korps soldiers? I just ordered the Command Squad, which will be here by the end of Febuary... stressed
Anyway, I'm going to be ordering some green stuff and some paints tonight, and I'd just like to be sure on which ones I should get. Also, knowing how to paint them properly would be nice. 3nodding
Also, this will be the first time I've yet to "design" and army, and I was wondering how about it would go. Take note that I don't know the rules too well on how these things are constructed. Also, this is starting out as a small army, not real centric on basic either.
HQ 1 Command HQ Squad 1 Thudd Gun Squad 5 Commissars Elites 2 Grenadier (Stormtrooper) Squads 1 Hardened Veterns Squad Troops Platoon 1- 1 Command Squad 2 Infantry Squads (1 anti-troop, 1 anti-vehicle) Platoon 2- 1 Command Squad 2 Infantry Squads (1 anti-troop, 1 anti-vehicle) Heavy Support 1 Leman Russ Battle Tank 1 Leman Russ Vanquisher
Also, seeing as that I'm not exactly going to be overflowing with models or anything, I may have Sisters of Battle fighting with the whole "Allies" rule thingy.
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Posted: Mon Jan 22, 2007 5:42 pm
HQ SO Command Squad - 122 Captain (Power Weapon, Bolt Pistol, Carapace Armour, Bionics) Veteran Sergeant Standard Bearer Medic Comm-Link Thudd Gun Squad - ? 6 Guardsmen 3 Thudd Guns Commissars - 230 5 Commissars (Power Weapon, Bolt Pistol) Elites 1st Grenadiers - 150 1 Veteran Sergeant 9 Grenadiers (1 melta gun, 1 grenade launcher) 2nd Grenadiers - 150 1 Veteran Sergeant 9 Grenadiers (1 melta gun, 1 grenade launcher) Hardened Veterans - 215 1 Veteran Officer (Carapace Armour, Power Weapon, Bolt Pistol) 1 Veteran Sergeant (Carapace Armour, Power Weapon, Bolt Pistol) 9 Veteran Troopers (+6 shotguns, +3 Flamers) Troops 1st Infantry - 275 Command Squad - 89 1 Lieutenant (Carapace Armour, Power Weapon, Bolt Pistol) 1 Veteran Sergeant (Carapace Armour) 4 Guardsmen (1 Meltagun, 1 Plasma Gun) Squad 1 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Autocannon Team) Squad 2 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Missile Launcher Team) 2nd Infantry - 275 Command Squad - 89 1 Lieutenant (Carapace Armour, Power Weapon, Bolt Pistol) 1 Veteran Sergeant (Carapace Armour) 4 Guardsmen (1 Meltagun, 1 Plasma Gun) Squad 1 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Autocannon Team) Squad 2 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Missile Launcher Team) Heavy Support Leman Russ Battle Tank - 175 Hull Mounted Lascannon Heavy Bolter Sponsons Pintle-Mounted Storm Bolter Leman Russ Vanquisher - 210 Hull Mounted Lascannon Heavy Bolter Sponsons Pintle-Mounted Storm Bolter
Total Point Cost: 1802 (+Thudd Gun Squad)
Apparently this is about a 2000 point army, and I didn't even know it. I suppose I'd just add in another couple of infantry squads, maybe another Thudd Gun squad, and it's be a full sized battle force. Any questions, comments, criticisms? I get the feeling I'm a tad wargear and weapon heavy... sweatdrop
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Posted: Mon Jan 22, 2007 8:13 pm
They're a greyish-b;ue color. Check out some of the pics they have on Forgeworld.
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Posted: Tue Jan 23, 2007 12:52 am
My initial conclusion: Buy the new Imperial Guard codex please. Xenos Mortium HQSO Command Squad - 122 Captain (Power Weapon, Bolt Pistol, Carapace Armour, Bionics) Veteran Sergeant Standard Bearer Medic Comm-Link Dump the comm-link, it's not doing anything there. If the model carries one, just use the model but don't actually buy one. Seeing as nobody else is using one it's a waste of points. Quote: Thudd Gun Squad - ? 6 Guardsmen 3 Thudd Guns Thudd gun batteries are heavy support choices if my memory serves me well enough. Also, taking doctrines might be a good call, as the Die-Hards doctrine might be really handy for the dour troops of Krieg. Rules for them can be found here. Quote: Commissars - 230 5 Commissars (Power Weapon, Bolt Pistol) That's an awful lot of commissars, might be prudent to give two of them power fists instead of power weapons, good for when you face extra tough foes or armoured vehicles. Quote: Elites1st Grenadiers - 150 1 Veteran Sergeant 9 Grenadiers (1 melta gun, 1 grenade launcher) 2nd Grenadiers - 150 1 Veteran Sergeant 9 Grenadiers (1 melta gun, 1 grenade launcher) Seeing as they have no transport, giving them that extra point upgrade for either deep-striking or infiltration, I'd say do it, it's worth it. Also, you might want to put one special wepaon type in the squad, say two plasma guns or two melta guns, this helps achieve a better result against certain targets. Quote: Hardened Veterans - 215 1 Veteran Officer (Carapace Armour, Power Weapon, Bolt Pistol) 1 Veteran Sergeant (Carapace Armour, Power Weapon, Bolt Pistol) 9 Veteran Troopers (+6 shotguns, +3 Flamers) The flamers are wasted on models with BS4, it might be better to give them grenade launchers. And Veteran officers no longer exist. Buy new codex. Quote: Troops1st Infantry - 275 Command Squad - 89 1 Lieutenant (Carapace Armour, Power Weapon, Bolt Pistol) 1 Veteran Sergeant (Carapace Armour) 4 Guardsmen (1 Meltagun, 1 Plasma Gun) Squad 1 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Autocannon Team) Squad 2 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Missile Launcher Team) 2nd Infantry - 275 Command Squad - 89 1 Lieutenant (Carapace Armour, Power Weapon, Bolt Pistol) 1 Veteran Sergeant (Carapace Armour) 4 Guardsmen (1 Meltagun, 1 Plasma Gun) Squad 1 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Autocannon Team) Squad 2 - 93 1 Veteran Sergeant 9 Guardsmen (1 Grenade Launcher, 1 Missile Launcher Team) You could use more infantry squads with heavy weapons, maybe slot a heavy bolter into the command squads for extra anti-light infantry support. Quote: Heavy SupportLeman Russ Battle Tank - 175 Hull Mounted Lascannon Heavy Bolter Sponsons Pintle-Mounted Storm Bolter Leman Russ Vanquisher - 210 Hull Mounted Lascannon Heavy Bolter Sponsons Pintle-Mounted Storm Bolter Tanks can always use smoke launchers, always. Best friend there is. I personally always give them smoke, extra armour and a pintle-mounted weapon. Quote: Total Point Cost: 1802 (+Thudd Gun Squad) Apparently this is about a 2000 point army, and I didn't even know it. I suppose I'd just add in another couple of infantry squads, maybe another Thudd Gun squad, and it's be a full sized battle force. Any questions, comments, criticisms? I get the feeling I'm a tad wargear and weapon heavy... sweatdrop
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Posted: Tue Jan 23, 2007 2:19 pm
do the cadian snipers go in a squad as a special weapon thing like melta or plasma or do they have there own squad like ratling or are they all alone cause I can't find anything about it in the codex
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Posted: Tue Jan 23, 2007 3:20 pm
Ricardo-chan do the cadian snipers go in a squad as a special weapon thing like melta or plasma or do they have there own squad like ratling or are they all alone cause I can't find anything about it in the codex Read it again then. They can either be fielded as members of a special weapons support squad or as a sniper in infantry squads using the Light Infantry doctrine. If the above sounds outlandish to you, get the new codex and don't even think about asking for rules.
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Posted: Wed Jan 24, 2007 9:54 pm
Thanks for the help. I've just now ordered the new codex, which I'll receive in about a week or less. I was just trying to get down the basics of the army, seeing how it would work out.
Are Doctrines in the Codex? I've looked on Games Workshops website and seen bits and pieces, but never a list of anything. I suppose once I see that, it'll change my army a little. Also, I forgot completely about deep striking, which I'd give to my Grenadiers.
As for the tanks, I don't really know much about how tanks work all that well (I've always paid more attention to Infantry and whatnot) so I don't know what's best for them, barring that extra firepower=good. Thanks for that.
As for the Thudd Guns, I'd thought of them being closer to mortars or missile launchers, rather than something like a Basalisk. Regardless of whether or not it blatantly says it somewhere (If memory serves, it doesn't say in the PDF), I emailed the good people at Forgeworld, asking them which it would be classified under.
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Posted: Thu Jan 25, 2007 12:45 am
Xenos Mortium Thanks for the help. I've just now ordered the new codex, which I'll receive in about a week or less. I was just trying to get down the basics of the army, seeing how it would work out. Are Doctrines in the Codex? I've looked on Games Workshops website and seen bits and pieces, but never a list of anything. I suppose once I see that, it'll change my army a little. Also, I forgot completely about deep striking, which I'd give to my Grenadiers. Yes, the "new" codex has everything you need to get started. However, the official Death Korps of Krieg army list written by FW will be released in IA 5 or 6. Just so you know in advance; storm troopers taken as elites can deep strike or infiltrate and storm troopers bought as Grenadiers (I.E. troops choices) cannot. Quote: As for the tanks, I don't really know much about how tanks work all that well (I've always paid more attention to Infantry and whatnot) so I don't know what's best for them, barring that extra firepower=good. Thanks for that. It might be best to swap the Vanquisher for another Leman Russ then, giving her three heavy bolters, a heavy stubber, extra armour and smoke launchers. Some would slap on a HK-missile, making it the ideal toolbox tank. Quote: As for the Thudd Guns, I'd thought of them being closer to mortars or missile launchers, rather than something like a Basalisk. Regardless of whether or not it blatantly says it somewhere (If memory serves, it doesn't say in the PDF), I emailed the good people at Forgeworld, asking them which it would be classified under. Right you are there, though methinks that they are a heavy support choice. Can be bought in batteries of 1 - 3 guns, which is always good.
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Posted: Sun Jan 28, 2007 12:24 am
Meh, I've finally decided to put up my guard army list(which is somewhat of a work in progress) to see if you guys can give me any tips. Doctrines(as of now, I'm only completely decided on the use of Grenadiers, Carapace, and Tech Priests): -Grenadiers -Tech Priest -Carapce Armor -Veterans(dunno if I should keep this one...) -???
HQ: Command Platoon- -Heroic Senior Officer Power Weapon Plasma Pistol Bionics Meadllion Crimson Melta Bombs Fragnade Kraknadess Total:113 -Command Squad -Guardsman One Master Vox Fragnades(other three aswell) -Guardsman Two Veteran Stormbolter -Guardsmen Three Veteran Medic Stormbolter -Guardsmen Four Veteran Standard Bearer Stormbolter Total:72 -Anti-tank Squad Lascannons x3 Total: 130
-Inquisitor Lord Retinue: Two Familiars, Warrior Artificer Armor Psychic Hood Plasma Pistol Force Weapon (Not sure about what else I should get for this guy, not as familiar with Inquisitors.) Current Total: 157
Elites:
-Techpriest Engineseers Second Techpriest Both have bolt pistols (will add servitors later, not decided on exactly what servitors I'm taking) Current Total:92
Troops:
-Grenadier Squad Vox Caster Flamer Grenade Launcher Melta Bombs -Vet Sarge Plasma Pistol -Chimera Heavy Bolter Hull Mounted Heavy Flamer Extra Armour Pintle Heavy Stubber Rough Terrain Mods Smoke Launcher Track Guards Total:230
-Grenadier Squad Vox caster Melta Bombs Flamer Grenade Launcher Vet Sarge(nuttin special 'bout this one, didn't have the extra bits to alter) Total: 100
-Infantry Platoon -Command Squad -Junior Officer Power weapon bolt pistol Fragnades and Kraknades(whole platoon's got 'em too) -Guardsmen Vox Caster -Veteran(Medic) Bolt Pistol CC weapon -Infantry Squad Flamer Vox Caster -Vet Sarge Lasgun Bolt pistol -Infantry Squad 'Nade Launcher Vox Caster -Vet Sarge Lasgun Bolt pistol Total:357
Grand Total:1251
That's it for now. Still trying to get a hold of more. Technically I don't even have the command platoon yet.
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Posted: Sun Jan 28, 2007 1:50 am
You lack heavy weapons, you lack a lot of heavy weapons. This army wont survive long when facing enemy armour or other vehicles.
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Posted: Mon Jan 29, 2007 12:10 pm
what is the imperial gaurds best weapon against tanks? (i am playing against an imperial gaurd player saturday so it might help me to watch out for certain units or else my tanks = burning_eyes )
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Posted: Mon Jan 29, 2007 1:21 pm
Lascannon, missile launcher, Earthshaker, battle cannon, melta gun, melta bomb, krak grenade, power fist etc.
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Posted: Mon Jan 29, 2007 2:06 pm
Maegnis Ra what is the imperial gaurds best weapon against tanks? (i am playing against an imperial gaurd player saturday so it might help me to watch out for certain units or else my tanks = burning_eyes ) Well the Lascannon is the heaviest the imp guard have at long ranges. It packs a good punch that'll penetrate heavy armors. The Missle launcher is a poor man's Lascannon. It has less strength than the lascannon but makes up for it by being much cheaper. I think it's the most cost effective tank killer. Melta gun is good if you can get it nice and close against a tank but it has a close range and most guard players like to destroy tanks out int he field not in their lines so it's not as likely as others to show up. Ordenance weapons will go against you're strongest armor so they probaly won't be used against your tanks unless you have a tank heavy-infantry light army. Melta bombs won't be effective if you keep your tanks away from them. Powerfists will be at a low strength so there isn't much to worry about there.
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