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Posted: Mon Mar 19, 2007 3:19 am
on the note of "kamakazi" stromtroopers I choose to term it as putting them into their best usage. I have tried this tactic with great success. The first time I used them in this way was against Tau. Due to a bad drop they had los half their number, but the remaining half decimated an entire squad of kroot lead by a shaper which then allowed the rest of the imperial forces to seize the objective. The second time was againt some heretical Imperial Guard. They dropped in on a hilltop and proceeded to decimated their armoured support keeping them in disary as my troops searched of the archeotech. The third time was against orks. The dropped in behind their advance destroying their one time imperial guard tanks and holding a key postion with excelent feilds of fire until the weight of the waaagh became to great and they were overran. Each time they have landed and accomplish much more than expected and only in the first instance where they annihilated on the same turn as the drop
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Posted: Mon Mar 19, 2007 5:11 am
you get a better pay, better gun, better armor when you are stormtrooper, and a better chance to die too... (anonymous ST)
http://uk.games-workshop.com/imperialguard/storm-trooper-tactica/1
nice little article on those "glory soldiers"
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Posted: Wed Mar 21, 2007 10:30 pm
Does anyone know if the deathworld vetrans list is tournamnet legal? I've been thinknig about using it, just for a change of pace from regular guard play. It would certaintly be entertaining to infiltrate an entire army (though I have no illusions that I will rarely get many chances to use that skill, as torunments seem to shun woodland terrain). Those panzees wouldn't know what hit em when I stand 7" inside the forest border, heh he.
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Posted: Thu Mar 22, 2007 1:29 am
Deathworld Veterans are always funny... ecspecially when they are allied with normal guardsmen and go through an area filled with carnivours plants... the normal guards get freaking ripped up... the death world vets just walk through. And it should be legal, because similar things to it are allowed, but that may only be in Aus
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Posted: Thu Mar 22, 2007 3:26 pm
Well, the reason I ask, is because the GW legal lists section doesn't make it entirely clear. Codex: Catchans is now Codex: Deathworld vetrans (bwuh?). And the list area says that if you are using a guard army that has regimental listings in the back, you use those doctrines. So, do DVs count as catchans, or are they a legal, independant army (A la Dark Angels)
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Posted: Sat Mar 24, 2007 10:35 am
does anyone know where I can find the rules for the steel legion
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Posted: Sat Mar 24, 2007 10:39 am
Renold_Yule does anyone know where I can find the rules for the steel legion Codex: Imperial Guard, pg. 59.
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Posted: Sat Mar 24, 2007 10:45 am
FlashbackJon Renold_Yule does anyone know where I can find the rules for the steel legion Codex: Imperial Guard, pg. 59. Thank you but I ment original rules
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Posted: Sat Mar 24, 2007 10:48 am
Renold_Yule FlashbackJon Renold_Yule does anyone know where I can find the rules for the steel legion Codex: Imperial Guard, pg. 59. Thank you but I ment original rules Codex: Armageddon. OOP, written for a previous edition, and overwritten by the above rules.
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Posted: Sat Mar 24, 2007 10:49 am
FlashbackJon Renold_Yule FlashbackJon Renold_Yule does anyone know where I can find the rules for the steel legion Codex: Imperial Guard, pg. 59. Thank you but I ment original rules Codex: Armageddon. OOP, written for a previous edition, and overwritten by the above rules. thanks
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Posted: Wed Mar 28, 2007 10:51 pm
2nd Company, 1st Battalion, 27th Westphalian
Command Squad, Overall HQ. Junior Officer Gompers, with attachment of Guard. + Missile Launcher 55 Points
55 Points for Headquarters.
Platoon Ein, Command Detachment. Junior Office Todenrot, with attachment of Guard. + Missile Launcher + Surveyor 57 Points
Squad Alpha, led by Veteran Sergeant Kepling. Fire Support. + Heavy Bolter + Grenade Launcher + Kepling's Stormbolter 89 Points
Squad Beta, Assault Detachment. + Flamer 66 Points
210 Points for Platoon Ein.
Platoon Zwei, Command Detachment. Junior Officer Karhl, with attachment of Guard. + Missile Launcher + Surveyor 57 Points
Squad Alpha, led by Veteran Sergeant Hulbard. Fire Support. + Heavy Bolter + Grenade Launcher + Hulbard's Stormbolter 89 Points
Squad Beta, Assault Detachment. + Flamer 66 Points
210 Points for Platoon Zwei.
Sharpshooter's Doctrine : Additional training is offered to Squads Alpha of both Ein and Zwei Platoons. 20 Points
499 Points for 2nd Company, 1st Battalion, 27th Westphalian.
Yes, I know there is a thread specifically for this. But this is my first real army list, and I'd rather not clog up the army list thread with the thirty questions I will ask about reasoning and tactics in IG lists.
My army, in any case, is a smidge over 500. The Surveyors were a way to blow four points on something that looked mildly useful instead of letting them go to waste. The army operates on the idea that Beta Squads can move to intercept enemy movements and put a hurting on them, while Squads Alpha put out buckets of dice due to their weapons and their doctrine. The Command Squads were just a nice way for me to tack in multi-purpose weapons, so I can better handle armor or paticularly pesky models.
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Posted: Thu Mar 29, 2007 3:43 pm
somthing doesnt feels right about it. I cant put my finger on it just yet. Everything is in order I just think that its lacking somthing. Maybe Im just not used to seeing troops with at least a Chimera to provide support
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Posted: Thu Mar 29, 2007 4:26 pm
I like it. There's something to be said for cramming that many bodies into 500 points.
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Posted: Fri Mar 30, 2007 1:34 am
feel free to ridicule flashlights until 44 of them start rapid-firing!
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Posted: Fri Mar 30, 2007 6:02 am
Sure the missle launchers are great but they are spread a bit thin. I would lose the Stormbolters, Surveyorss and the Grenade Launchers and stick in some hard hitting close range AT weapons like Meltas or Plasma Guns. ou must be ready to vary your strategy. Any opponent packing armor support is gonna target you command squads to eliminate the heavy weapons and then circle the rest of your troops like vultures. You should put the missle launchers in the largers squad where the will have a higher survivablity rate and can be sheilded until when and if needed.
And dont even go down the flash light road. Im the the proud owner of a drop troops army and a Armoured Company so I can walk both sides of the line with ease
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