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Xenos Mortium

PostPosted: Sun Mar 11, 2007 8:51 am


Lt. Brookman
Speaking of Rough Death Riders..

http://i25.photobucket.com/albums/c80/squirrelnation/Games Day 06/deathriders1.jpg

http://i25.photobucket.com/albums/c80/squirrelnation/Games Day 06/deathriders2.jpg

There bound to be an idiot or two not reading the text, but these models ARE FECKING MOCK UPS, not the final product.
[little schoolgirl]Omg omg omg omg omg. I want. 3nodding [/little schoolgirl]


But back to clarification of rules, since you'll never get that extra attack in CQC, is it better to have only a few units of the Sqaudron equipt with the Hunting Lances in order to receive a few garunteed kills, but allowing them to remain a highly effective unit later on?
PostPosted: Sun Mar 11, 2007 9:33 am


Tech Magos Sejanus
Even if they're only mock-ups they're still pretty good. I can't wait to see the finished product.

My experience is that mock-ups and greens look considerably better than the finished product. But such is the result of working in 300% the final size or more. Ah well. crying

FlashbackJon


Some Mook

PostPosted: Sun Mar 11, 2007 11:08 am


I haven't a clue, thanks to my utter lack of experience with them, though I suspect it should be based on your playing style. Normal Rough Riders I imagine to be good and plugging gaps in your line and running down weaker troops. Hunting Lances, to my understanding, make for a lovely unit if you want something to kill and maim very hard to kill models.

Eh.

Oh, and how effective is this sort of Squad for Guard? This is assuming a small, 500 - 750 point battle.

One Squad is a Flamer, a Missile Launcher, and a Sarge with CCW + Pistol. The other squad is a Grenade Launcher + Heavy Bolter + Sarge with Storm Bolter. Basically, I arrange one in front of the other depending on whatever demonstrates to be most effective. One Squad can disrupt advances and hold up troops long enough for my Flashlights to do their work, besides chewing through weaker models alright, and the other Squad can just sit back and launch an insane amount of flak downwind.

The Missile Launcher, on a side note, is assigned to the CC Squad on the principle that they don't have much to fling at troops anyways. The Launcher lets them pop some vechiles or, of course, work over troops.
PostPosted: Sun Mar 11, 2007 1:49 pm


Well, I can't give a completely accurate response as that I don't know what the rest of your army will have in it. Just those two squads only accounts for about 200 points, hardly a 500-750 point force. To me, it all depends on how you situate your other unit choices and use them in conjunction with your infantry platoon (sans command squad).

However, I can say that I don't know how well combining a flamer and a missile launcher into one squad will do. To me, having a squad with a heavy weapons team implys that the squad will remain stationary and try give firing support from afar, or sit back and pick off enemies as they advance towards you. The flamer on the other hand says to me that you'll try and keep the squad mobile and advancing towards the enemy, in order to make use of the weapon. Obviously, in my mind this creates a contradiction.

It seems to me that putting the missile launcher into the squad would be a waste of points as that it would disallow you to use it to any effectiveness. To me, it seems more as if you should instead invest in a power weapon for your Sergeant to get some garunteed kills, and then if you have points for it, create a third squad for fire support and put the missile launcher in it. This way you could actually put the command squad and CC Squad in front of the other two, sheilding them from fire and assualts while letting them lay down an impressive amount of firepower themselves.

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((Sorry my response is so long, but apparently I feel the need to express simple concepts with long, drawn out explanations. If you feel the need, please disregard them.))

Xenos Mortium


Hoxtalicious

Greedy Partner

PostPosted: Sun Mar 11, 2007 3:35 pm


I personally keep flamers in squads with no heavy weapons, due to range and the need for some squads to be mobile. I personally prefer to pair heavy weapons in infantry squads with grenade launchers, while the AF squads pack meltas and a platoon command squad is decked out with plasmas and a medic. Basically my infantry squads either pack a missile launcher or heavy bolter, as I personally tend to group the more expensive weapon choices (read: lascannon and autocannon) together for better results.
PostPosted: Sun Mar 11, 2007 7:58 pm


SCORE!

I just went to the local craft shop (Benjamin Franklins), and found a boxed set with 36 1:35 scale gas cans, only some $7! The IG vehicle-converter/scenery-maker's dream!

DarkElf27
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imperial-cheif

PostPosted: Sun Mar 11, 2007 11:14 pm


nice
PostPosted: Mon Mar 12, 2007 3:27 am


tip: give grenade launcher or plasma gun to squads with missile launcher, and save flamers for command squads to help officers in using their power weapons... 4 flamers make mess even of meq squad, and can be just enough to tip the scales when officer (possibly with comissar to help) fancies some fencing with assault marines that just overran hapless squad of guardians and are looking for next victims...

Van Evok

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Some Mook

PostPosted: Tue Mar 13, 2007 11:27 pm


Thanks for all of the advice. I can actually apply and understand a large portion of it due to me being able to get in a game with my buds. Albeit, it was 40k for 'tards, wherein the rules are what I remember, disputes are solved with 'Odds and Evens', and the only armies were Kroot, Feral Ork, and Catachan.

What? I haven't gotten my pay yet, and when Gafencu has no pay, Gafencu can't buy no 40k 4th Edition Rulebook with the most recent IG Codex and a Heavy Weapons Platoon.

In any case, I've learned that, yes, I really shouldn't be mixing Flamers and Heavy Weapons. My CC orientated squads had a horrible habit of dying very rapidly due both enemy fire and actual melee itself. Flamers, however, make me very happy. Sure, I was using them against Orks and Kroot, guys with pretty much no Armor. But the couple hits I'm certian to get are so very useful. I had a Platoon Command Section, whatever the hell its called, with straight Flamers. There is just something... beautiful about around twelve to sixteen auto-hits.

Heavy Bolters, however, I'm torn on. On one hand, I had my little groups of three take out about three to five models on average. That's not bad. On the other hand, I feel as if a Missile Launcher may serve better with the ability to lob Blast Templates and piss off Marines. Eh. What do you folks think of it?

Also, Rapid Fire is lovely. It's somehow wonderfully fun and stupid to move my IG within twelve inches, park them, flame, Rapid Fire, and then die a horrible death. Does this make me a horrible person?
PostPosted: Wed Mar 14, 2007 5:15 am


IMHO, basic squads are best off with versatlie missile launcher, while heavy weapons squads are putting the massed heavy bolters to best use.

Van Evok

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PostPosted: Wed Mar 14, 2007 10:04 am


Personally, I have had good experience with giving my basic squads GLs and ACs. I've also found an effective way to pair missile launchers and flamers. Drop Troops. Nothing like getting a Leman Russ trapped between an AC and a missile launcher to ruin someone's day. The flamer is there to discourage any adventurous shooting squads and to trim down assaulters. But generally you’ll want a GL or plasma in a squad with a heavy weapon. Of course I usually leave the up close and personal to the Sisters of Battle.
PostPosted: Wed Mar 14, 2007 10:57 am


... or Catachans? in jungle flamers are hot! (pun intended). No line of sight needed, no cover saves...

Van Evok

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PostPosted: Wed Mar 14, 2007 3:06 pm


Yeah, but with the drop troops doctrine, I'm deep striking half my infantry into the enemy’s deployment zone. Hence, the flamers and MLs in the same squad.
PostPosted: Wed Mar 14, 2007 10:33 pm


what about melta's and plasma guns then? melta up leman russ @$$ is lethal, and now you can rapid fire plasma after deep strike it became very useful vs all meq and heavier infantry...

Van Evok

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PostPosted: Thu Mar 15, 2007 12:50 am


If I had the points for it, yeah, but for now I have to content myself with limiting the melting to my Stormies and my Vets.
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