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Posted: Sat Jun 09, 2007 4:31 am
Josef Gafencu Pity, really. It makes Heavy Weapons less entertaining for me well roll this one around in yer head fer a bit. Nearly all of my heavy bolter can be individually based. All it takes is a tiny conversion that i'd be willing to share. I put all mine on the normal base for now because I wanted the ease of 10 models over 20
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Posted: Sun Jun 10, 2007 7:28 am
Wonders how the hell Jones made it out
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Posted: Sun Jun 10, 2007 7:57 am
I knock over a statue of Anubis which smash through the wall to a underground river. Washing the snakes away I jumped in and when the river fed into the nile I bought passage from a local merchant back into town.
in other off topic things. Since you so easily identified the look I decide to enter it in the Arena.
and on topic. I was browsing another 40k forum I enjoy and they had a thread about your dream army. Well reflecting on this I remember that I want a Imperial Guard army converted to look like the G.I.Joe team
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Posted: Mon Jun 11, 2007 6:34 am
Mat I knock over a statue of Anubis which smash through the wall to a underground river. Washing the snakes away I jumped in and when the river fed into the nile I bought passage from a local merchant back into town. in other off topic things. Since you so easily identified the look I decide to enter it in the Arena. and on topic. I was browsing another 40k forum I enjoy and they had a thread about your dream army. Well reflecting on this I remember that I want a Imperial Guard army converted to look like the G.I.Joe team Pleasure to drool over Ford for ya. I thought the Catachans we're Joe based, more or less if you use the older GI Joe line and shows
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Posted: Fri Jun 15, 2007 12:47 pm
Suprised no one has posted this yet:
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Posted: Fri Jun 15, 2007 1:11 pm
I've seen it, I just don't choose to acknowledge it.
It is too expensive for me, though I already have some Traitors. It mocks my Leman Russ with its glory. I mean, I would love it, but at it's price I can build a full Platoon of Traitors. D:
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Posted: Sat Jun 16, 2007 3:16 am
I am suddenly reminded of this
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Posted: Sat Jun 16, 2007 11:57 pm
IG thread I beseach thee!!
When the codex states that for carapace armor I must pay 20 points per 'unit' does unit mean platoon or each sqaud in the platoon meaning its 20 whether its remnants a junior officer squad, or a 10 man infantry squad?
Further, anyone have some opinion to share on the sharpshooters and iron discipline doctrine? Im torn on which to choose. And speaking of opinions, anyone have anything theyd like to warn me about when making a drop troop army?
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Posted: Sun Jun 17, 2007 12:39 am
King Kento When the codex states that for carapace armor I must pay 20 points per 'unit' does unit mean platoon or each sqaud in the platoon meaning its 20 whether its remnants a junior officer squad, or a 10 man infantry squad? Each individual squad, IIRC. There's a definitive list on page 55.
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Posted: Sun Jun 17, 2007 6:25 pm
King Kento IG thread I beseach thee!!
When the codex states that for carapace armor I must pay 20 points per 'unit' does unit mean platoon or each sqaud in the platoon meaning its 20 whether its remnants a junior officer squad, or a 10 man infantry squad?
Further, anyone have some opinion to share on the sharpshooters and iron discipline doctrine? Im torn on which to choose. And speaking of opinions, anyone have anything theyd like to warn me about when making a drop troop army? Sharpshooters. When you rapid fire say, eighteen shots (one heavy weapon) at someone, chances are that at least two or three of those eighteen will roll 'ones'. When you do this with six different squads, it becomes twelve to eighteen shots (at least) that you can re-roll, and it makes a big difference in how many hits you make. It's sort of like moving their BS from 3 to 3.5. I'm thinking of dropping Iron Discipline, because you can only use it with your officers squads, and I've yet to have them try and run away, making it useless to me right now. I'm thinking of replacing it with Close Order Drill in order to give me an extra edge in close combat, were my guardsmen find themselves so often. As for the Drop Troops, I'm just going to say that I hope you know that anything that isn't a sentinel or infantry squad is going to be placed on the board, and it will be a full turn before you have a chance of getting your troops on the ground. Improved Comms will work wonders for that, but I'd be kinda wary of making a Drop Troops army, other than that you can put your troops were you need them.
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Posted: Sun Jun 17, 2007 6:49 pm
Army List Please tear this apart and put it back together again. Despite how'll I'll give advice and such, I'm still fairly new to the game, and I'm not quite sure how good/bad my current army list is. It's for a 1850 Tournament, so tell me what you all think:
HQ Command Squad: 164 Senior Officer (Plasma Pistol, Power Weapon, Bionics, Carapace Armour, Refractor Field, Iron Discipline) 100 3 Veterans (Bolt Pistol, 3 Bionics, 3 Carapace Armour, Medi-pack) 54 Guardsman (Plasma Rifle) 10
Fire Support Squad: 95 6 Guardsmen 3 Autocannons
Thudd Gun Squad: 196 9 Guardsmen (+6 Guardsmen) 36 3 Thudd Guns
Commissars: Commissar Ares (Bolt Pistol, Power Weapon, Bionics, Carapace Armour) 56 Commissar Hades (Bolt Pistol, Power Weapon, Bionics, Carapace Armour) 56
Elites Storm Troopers: 191 Veteran Sergeant Stein (Hardened Fighters) 31 9 Storm Troopers (2 Melta Guns, 10 Melta Bombs, Deep Strike) 160
Storm Troopers: 187 Veteran Sergeant (Hardened Fighters) 31 9 Storm Troopers (2 Grenade Launchers, 10 Melta Bombs, Deep Strike) 156
Troops Platoon Command Squad: 153 Lieutenant Morte (Bolt Pistol, Power Weapon, Carapace Armour, Refreactor Field, Iron Discipline) 71 2 Veterans (Medi-pack, Hardened Fighters, Sharpshooters) 42 2 Guardsmen (Melta Rifle, Plasma Rifle) 20
Imperial Guard Squad: 82 Veteran Sergeant 9 Guardsmen (Sharpshooters, Flamerthrower) 76
Imperial Guard Squad: 99 Veteran Sergeant 9 Guardsmen (Sharpshooters, Missile Launcher, Grenade Launcher) 93
Armoured Fist Squad: 214 Veteran Sergeant (Melta Bomb) 11 9 Guardsmen (Sharpshooters, Flamethrower, 9 Krak Grenades) 95 Chimera (Multi-Laser, Heavy Bolter, Hunter Killer Missile, Smoke Launchers, Track Guards) 108
Death Rider Squadron: 88 Veteran Sergeant Asche (Power Weapon, Carapace Armour) 16 4 Death Riders (4 Hunting Lances, 5 Melta Bombs) 72
Heavy Support Leman Russ Vanquisher: 260 (Lascannon, Heavy Bolter Sponsons, Extra Armour, Hunter Killer Missile, Improved Comms, Pintle Mounted Heavy Stubber, Smoke Launchers, Track Guards) 85
Doctrines: Storm Troopers/Grenadiers Rough Rider Squadrons Hardened Fighters Sharpshooters Iron Discipline
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Posted: Sun Jun 17, 2007 11:11 pm
Xenos Mortium King Kento IG thread I beseach thee!!
When the codex states that for carapace armor I must pay 20 points per 'unit' does unit mean platoon or each sqaud in the platoon meaning its 20 whether its remnants a junior officer squad, or a 10 man infantry squad?
Further, anyone have some opinion to share on the sharpshooters and iron discipline doctrine? Im torn on which to choose. And speaking of opinions, anyone have anything theyd like to warn me about when making a drop troop army? Sharpshooters. When you rapid fire say, eighteen shots (one heavy weapon) at someone, chances are that at least two or three of those eighteen will roll 'ones'. When you do this with six different squads, it becomes twelve to eighteen shots (at least) that you can re-roll, and it makes a big difference in how many hits you make. It's sort of like moving their BS from 3 to 3.5. I'm thinking of dropping Iron Discipline, because you can only use it with your officers squads, and I've yet to have them try and run away, making it useless to me right now. I'm thinking of replacing it with Close Order Drill in order to give me an extra edge in close combat, were my guardsmen find themselves so often. As for the Drop Troops, I'm just going to say that I hope you know that anything that isn't a sentinel or infantry squad is going to be placed on the board, and it will be a full turn before you have a chance of getting your troops on the ground. Improved Comms will work wonders for that, but I'd be kinda wary of making a Drop Troops army, other than that you can put your troops were you need them. I dont intend to have any tanks, so Im not worried about sitting ducks. Ive watched and faced a few drop troop armies, and watched and faced some deathwing armies, so I feel its pretty doable.
I am going to choose sharpshooters over iron discipline, as after reading the faq it states Iron discipline doesnt work over vox comms, and deep striking my army I dont intend on bunching them up.
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Posted: Mon Jun 18, 2007 2:28 pm
You know, Vet Sarges tend to be the better than Vox Casters in my eyes. You save a few points and get an extra attack, and you have a chance to keep your squads together even if the Command Sections go up in smoke. Unless you plan on a Heroic Senior Officer and a Master Vox, I just don't think it's worthwhile.
As for the Army List, Xenos, I don't know why all of your HQ Veterans have Bionics. It really seems excessive - those saved points could be applied towards getting your Officer a Power Fist. I'm also not sure about the lone Plasma Rifle; it's awkward in there, and dosen't support the squad properly. After all, the HQ looks to be all about counter-charge, so I would think a Flamer or another Veteran would be worthwhile. Why not upgrade this last fellow to be a Standard Bearer? A Regimental Standard is pricey, but it will often be enough to win you a combat or keep you in one.
Your Storm Troopers may not take Hardened Fighters, unfortunately. Depressing, I know, but why not apply one of the skill sets to your HQ? Makes your Commissar and your Officer WS5, and your Veterans will be able to handle even a Space Marine nicely.
You Platoon Command is cool enough, but I question the Plasma / Melta combo. If you fire the Plasma, you can't charge, and it dosen't work with Sharpshooters either. I'd drop Sharpshooters and one of the Vets from this squad and have it wielding three Plasma Rifles, or switch one of the Vets and the Plasma Rifle into Meltas. I've used Melta heavy Squads before, and a full on blast by those can make a lot of players very unhappy. Plus, you can charge after blasting and tie up shooty units.
Sharpshooters is just pointless on units with Lasguns and a Flamer. D: The cost of the doctrine is not worth rerolling a couple flashlights. Why not, on the IG Squad, replace Sharpshooters with Hardened Fighters? Your screen will live a bit longer.
Your Armoured Fist is configured to be able to assault, what with the Flamer and the Krak Grenades. Why have Sharpshooters in there? Once again, rerolling even Rapid Fire flashlights just isn't worth it on its own. Hardened Fighters is a good replacement, or if you want to Rapid Fire things to death, get a Plasma Rifle instead of the Flamer.
The Death Riders are the awesome.
You know, you could actually drop Sharpshooters from this list and go with Close Order Drill. I can see it working.
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Posted: Mon Jun 18, 2007 9:36 pm
Josef, I just have to ask, what do you mean by "The cost of the doctrine is not worth rerolling a couple flashlights."? It doesnt cost anything other than being a doctrine itself.
In regards to your reply to me, Im mostly making my decisions on fluff and representations. Im working on a little project and I feel Voxs fit the army, though I intend to have vets as well for the extra attack, backup leadership if the command is gone, and some wargear options.
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Posted: Mon Jun 18, 2007 10:38 pm
First off, thanks so much for the response and advice. Well, some parts of it don't really make that much sense by just looking at the army list, but rather due to the fluff of the army and that Forgeworld models are expensive. You can't exactly just get one special weapons carrier either. Due to the WYSIWYG, my all metal command squad is hard to work with. However, I'm going to have to agree, and say that I'm putting too many points into my command elements where I can probably squeze in a heavy bolter squad. I'll retool my Command HQ though, and have it make more sense. As per the Hardened Fighters, it merely says "any Guard Infantry", so I assumed that Stormtroopers could too. And the command squads due have it, I just forgot to put them in. (That or I forgot when I made the list.) As per the Melta/Plasma Combo, it doesn't make sense once you've pointed that out. It's just that's how the Command Squad came, so I just left it that way. I'll retool my special weapons. And I don't think that giving sharpshooters to my Guardsmen is useless. It actually increases my number of hits by about 10-25% per squad when firing, which isn't all that bad. It's worth it to me, at the least. However, I'm going to get rid of Iron Discipline and replace it with Close Order Drill, giving that and Hardened Fighters to my squads, since they always seem to end up in CQC anyway. sweatdrop The Sharpshooters in the Armoured Fist Squad is supposed to be Hardened Fighters, but I put it on my list on paper wrong. Well, I could give it both, making it a little more versitile so I can either fire or assault if need be. Once I've made some changes, I'll post it up again, but if anyone has any other advise before I do so, please tell me! Oh, and on Ebay, there's some group of people that are making female Cadian conversion kits. Pictures: http://i2.ebayimg.com/02/i/000/a5/15/d3fa_1.JPGhttp://i21.ebayimg.com/07/i/000/a5/15/d46c_1.JPGhttp://i6.ebayimg.com/01/i/000/a5/15/d565_1.JPGhttp://i18.ebayimg.com/03/i/000/a5/15/d770_1.JPG
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