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Posted: Sat Jul 28, 2007 1:35 pm
Mat Nuclearwinter Mat I started without the Codex but then I started small. I built a Leman Russ a Sergeant, Two Lasgun troopers and a Flamer. I had read the codex but I didnt quite grasp the concepts it contained yet. the guard got a somewhat odd organization to them, you should take a good look through that codex and understand how the platoons and HQ work. and you're gonna need a lot more guardsmen than that. expect to have 50 soldiers in your army at the very bare minimum. (80 to 100 is generally better IMHO) note the past tense. I beleive you are the only one here who mistakes me for a n00b to the game on a regular basis. I have nearly 4000 points of guard, and 1000 points of near pure sisters witch hunters. Why until I left Iraq this time I was a freakin mod here. Do not make this mistake again, as I have done my best to refrane from using harse language despite the enormus amount of pain im currently in. sweatdrop oooooopssssss sorry bout that sweatdrop I'm somewhat out of it today.
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Posted: Sat Jul 28, 2007 1:40 pm
Besides, Mat only has to nudge me and I'll go ballistic for old times sake.
The BASIC IG force can be made up of 40 men plus one transport tops.
HQ = 5 men
Troops 1 = 25 men (command = 5 + squad x 2 = 20)
Troops 2 = AF squad (10 man squad + Chimera)
Sure, you can go for the two platoon deal, which bumps it up to 55 men, but the small platoon and single AF squad is the best way to start out for most.
Best way to get started would be to buy the folllowing: - IG codex - Cadian battle force (20 men, three heavy weapon teams and one Leman Russ) - Cadian command squad - Chimera + AF squad boxed set (10 men and Chimera) - Cadian shock troops boxed set (20 men)
Grand total: - 61 men - 1 Chimera - 1 Leman Russ
This allows you to create the following:
Hq. Senior officer with carapace armour, power weapon, bolt pistol and bionics. Veteran with standard and veteran with medic. Guardsmen (2) - meltagun and vox caster
Anti-tank support squad with missile launchers (3)
Mortar support squad
Troops. Junior officer with laspistol and ccw Guardsmen (4) with grenade launcher, auto cannon and vox caster
Guardsmen squad (10) with grenade launcher, heavy bolter and vox caster
Guardsmen squad (10) with grenade launcher, auto cannon and vox caster
Remnant squad (9) with flamer and vox caster
AF squad with flamer and vox caster Chimera with multi-laser, heavy bolter and smoke launchers
Heavy support. Leman Russ tank - lascannon, heavy bolters, pintle-mounted heavy stubber and track guards
Total: 928 pts.
Once the core has been built is can be expanded with say, a Kasrkin boxed set, a Hellhound, another Russ tank and more troops for the platoons
Just some food for thought
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Posted: Sat Jul 28, 2007 1:45 pm
Nuclearwinter Mat Nuclearwinter Mat I started without the Codex but then I started small. I built a Leman Russ a Sergeant, Two Lasgun troopers and a Flamer. I had read the codex but I didnt quite grasp the concepts it contained yet. the guard got a somewhat odd organization to them, you should take a good look through that codex and understand how the platoons and HQ work. and you're gonna need a lot more guardsmen than that. expect to have 50 soldiers in your army at the very bare minimum. (80 to 100 is generally better IMHO) note the past tense. I beleive you are the only one here who mistakes me for a n00b to the game on a regular basis. I have nearly 4000 points of guard, and 1000 points of near pure sisters witch hunters. Why until I left Iraq this time I was a freakin mod here. Do not make this mistake again, as I have done my best to refrane from using harse language despite the enormus amount of pain im currently in. sweatdrop oooooopssssss sorry bout that sweatdrop I'm somewhat out of it today. it ok. Sorry im a bit snapish im heavily medicated at the moment. Im browing for Guard and Ebay trying to find good deals to expand even further
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Posted: Sun Jul 29, 2007 3:39 am
Damn, should I give my second Demolisher tank multi-meltas or as with the other one plasma cannons?
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Posted: Sun Jul 29, 2007 5:08 am
Lt. Brookman Damn, should I give my second Demolisher tank multi-meltas or as with the other one plasma cannons?
Unless you think a Daemon Prince/Carnifex/tank will try to take it in close combat, go with the Plasmas.
-Mykal
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Posted: Sun Jul 29, 2007 5:23 am
Lt. Brookman Damn, should I give my second Demolisher tank multi-meltas or as with the other one plasma cannons? Plasma isnt bad, but it depends on what your using it for.
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Posted: Sun Jul 29, 2007 6:18 am
Generally speaking, this Demolisher will be part of my armoured company for Apocalypse, so it will be in support of my big infantry company. The tanks will lead the way with the infantry in tow (á-la USSR WWII). Each Demolisher already packs a lascannon and heavy stubber, while one already has plasma cannons for both zappy death and being a painful reminder that while the Demolisher cannon has a short range of 24", plasma cannons can still do damage until the tank is in range.
The multi-melta is something I'm not that familiar with in all honesty, I prefer lascannons in tank hulls and carried by anti-tank squads to do AT work.
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Posted: Sun Jul 29, 2007 11:44 am
Lt. Brookman Generally speaking, this Demolisher will be part of my armoured company for Apocalypse, so it will be in support of my big infantry company. The tanks will lead the way with the infantry in tow (á-la USSR WWII). Each Demolisher already packs a lascannon and heavy stubber, while one already has plasma cannons for both zappy death and being a painful reminder that while the Demolisher cannon has a short range of 24", plasma cannons can still do damage until the tank is in range. The multi-melta is something I'm not that familiar with in all honesty, I prefer lascannons in tank hulls and carried by anti-tank squads to do AT work. I'd go with the Plasmas. Multi-meltas won't outrange your demolisher, and Plasma Cannons are devastating to any kind of infantry, and light vehicles. They're also accurate enough to make up for it if your demolisher scatters too far.
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Posted: Sun Jul 29, 2007 5:21 pm
Lt. Brookman Tech Magos Sejanus Ditto with Brookman. How stupid do you have to be to think that a basic unit would contain more than one or two special weapons. Learn something and then come back. Nanana, don't berate the intellect of a user, that is my job. It is a basic rule of 40k: don't start without a codex, it is a bare essential of the army, any army for that matter. Hey. this was EARLY. I didnt even know If I wanted to be imperial guard. I had tried painting some space marines, and found they werent to my liking. I bought the guards as a sample to paint, and I enjoyed them. I only really regret that I had tried to experiment with a few. (( Me+Snippers+Sprues+glue=Improv... the bad kind.)) With me, in those stages, I wasnt sure If I wanted to go fantasy and 40k. I was trying to decide one or the other, and then I got both. I got the tank with the codex to see what assembly would be like, and again, was really happy to paint it. Berating me on how 'stupid' I was seems... not quite right, considering I was experimenting. Besides, its not like theyre useless. I know the Imperial guard really well now, and though a friend is borrowing my 40k rulebook, I still can remember most things about it. re-reading is good for the mind. I have enough to make a squad, So All I'd need to do for the minimum is spend 70$. and thats assuming my glues held out. other than that, I have enough to make each platoon's HQ and my HQ platoon itself, with support. You're not stupid because you're looking for an army. I wasnt satisfied with the two snipers I got that I thought I could sample with, and so I wanted more. And you know what? I think this will actually remove several problems for me that I would've faced otherwise. I wont need to buy three 10-15$ Blister packs or a 30$ boxed set to get my HQ! ((And now I wonder If I'm contradicting myself on my last post, or If I simply found my own answer...))
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Posted: Sun Jul 29, 2007 7:09 pm
Oh, a word of advise to everyone:
Invest in a Leman Russ Exterminator.
For 167 Points, I have a tank with a twin-linked Autocannon, three Heavy Bolters, a Heavy Stubber, and a Hunter Killer Missile. (And Track Guards/Extra Armour.)
This tank has the strength to cut through infantry and punch some holes into enemy armour. In one match I've used it, it single handidly killed/scattered three storm trooper squads, and put two Rhinos out of commission. So long as you can keep it out of way from enemy ant-tank weapons, you can pour 14 shots into a squad each turn.
Right now I field that and a near bare-bones Leman Russ Vanquisher, which can do a damn fine job of punching through any enemy armour. Provided that it hits every turn, I can pretty much destroy one tank every turn, including Land Raiders.
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Posted: Sun Jul 29, 2007 8:57 pm
I already have such an Exterminator, a good old meat grinder is how I like to describe her, very good against horde armies when used with say, a Demolisher on the move. It can fire all weapons, so neener-neener-neener.
GW still is made up of a bunch of ******** assholes for removing her from the Guard codex, just because it was too much alike to the Predator Destructor.
Maybe I'll add a Vanquisher to my armoured company at a later date, right now I'm more or less sticking to the basic tanks, with exception of my NOT so obsolete Exterminator and lovely Griffon - which GW removed because it was almost the same as the Whirlwind: a cheap and effective artillery vehicle. Heaven forbid that their favourites aren't the only ones with cheap and effective units.
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Posted: Mon Jul 30, 2007 12:56 am
Just formed up an IG list with some of what I have available... 993 Points
HQ
Command Squad (220) Heroic Senior Officer Laspistol Power Sword Carapace Armor Trademark Item (Cape) Commissar Close Combat Weapon – Power Fist Carapace Armor Sanctioned Psyker Laspistol – Close Combat Weapon – Veteran Medipack Laspistol - Close Combat Weapon - Veteran Standard Close Combat Weapon – Laspistol – Veteran Close Combat Weapon – Laspistol – Master Vox Laspistol – Close Combat Weapon –
Fire Support Squad (95) 3x Heavy Weapon Teams Autocannon x3
TROOPS
Infantry Platoon (334) Command Squad Junior Officer Power Fist Laspistol Guardsmen with Melta-Guns x4
Infantry Squad Veteran Sergeant Close Combat Weapon - Bolt Pistol Grenade Launcher Voxcaster Infantry Squad Veteran Sergeant Laspistol - Close Combat Weapon - Flamer Voxcaster Infantry Squad Veteran Sergeant Laspistol - Close Combat Weapon - Flamer Voxcaster Armored Fist Squad (179) Veteran Sergeant Grenade Launcher Missile Launcher Voxcaster Chimera Multilaser Heavy Flamer
HEAVY SUPPORT
Leman Russ (165) Hull-mounted Lascannon Heavy Bolters
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Posted: Mon Jul 30, 2007 6:45 am
DarkElf27 Just formed up an IG list with some of what I have available... 993 Points
HQ
Command Squad (220) Heroic Senior Officer Laspistol Power Sword Carapace Armor Trademark Item (Cape) Commissar Close Combat Weapon – Power Fist Carapace Armor Sanctioned Psyker Laspistol – Close Combat Weapon – Veteran Medipack Laspistol - Close Combat Weapon - Veteran Standard Close Combat Weapon – Laspistol – Veteran Close Combat Weapon – Laspistol – Master Vox Laspistol – Close Combat Weapon –
Fire Support Squad (95) 3x Heavy Weapon Teams Autocannon x3
TROOPS
Infantry Platoon (334) Command Squad Junior Officer Power Fist Laspistol Guardsmen with Melta-Guns x4
Infantry Squad Veteran Sergeant Close Combat Weapon - Bolt Pistol Grenade Launcher Voxcaster Infantry Squad Veteran Sergeant Laspistol - Close Combat Weapon - Flamer Voxcaster Infantry Squad Veteran Sergeant Laspistol - Close Combat Weapon - Flamer Voxcaster Armored Fist Squad (179) Veteran Sergeant Grenade Launcher Missile Launcher Voxcaster Chimera Multilaser Heavy Flamer
HEAVY SUPPORT
Leman Russ (165) Hull-mounted Lascannon Heavy Bolters
Here are some more (annoying) tips then: 1) Next time when you get a boxed set of three heavy weapons, be sure to get a boxed set of Cadians as well, thus allowing you to pump out nine heavy weapon teams: 3 missile launchers (minus bi pod and crouching legs of course), 3 mortars (which can be operated by standing crew as well) and three tri pod mounted weapons. 2) The veterans would serve best either as infiltrators as their special rules state, or by mounting them in a Chimera, making them more useful for counter-charging or close range fire support, at which they truly excel - I know they aren't featured, but still! 3) The force lacks true AT weapons, there are some in the force, but those are too far spread apart to be really effective 4) Either dump the vox casters or the veteran sergeant upgrades, either way is good, but both is a waste of points in most cases. The squads already have Ld 8, so why use a vox for that one extra point that the HSO has 5) It might also be prudent to give the AF squad a meltagun instead of the grenade launcher, making it more effective at AT work. On that same note, a Chimera has to keep rolling, so both smoke launchers and extra armour are good upgrades to take into consideration 6) While the HQ is assault oriented, a flamer or other assault weapon might be a good choice for one of the members of the squad, allowing you to soften up the enemy before charging home. 7) On that same note, give the commissar a bolt pistol even if the model holds both a sword and power fist, the model comes with a pistol holster, so it is legally armed with a pistol as per WYSIWYG rules
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Posted: Mon Jul 30, 2007 8:23 am
DarkElf27 Just formed up an IG list with some of what I have available... 993 Points
HQ
Command Squad (220) Heroic Senior Officer Laspistol Power Sword Carapace Armor Trademark Item (Cape) Commissar Close Combat Weapon – Power Fist Carapace Armor Sanctioned Psyker Laspistol – Close Combat Weapon – Veteran Medipack Laspistol - Close Combat Weapon - Veteran Standard Close Combat Weapon – Laspistol – Veteran Close Combat Weapon – Laspistol – Master Vox Laspistol – Close Combat Weapon –
Fire Support Squad (95) 3x Heavy Weapon Teams Autocannon x3
TROOPS
Infantry Platoon (334) Command Squad Junior Officer Power Fist Laspistol Guardsmen with Melta-Guns x4
Infantry Squad Veteran Sergeant Close Combat Weapon - Bolt Pistol Grenade Launcher Voxcaster Infantry Squad Veteran Sergeant Laspistol - Close Combat Weapon - Flamer Voxcaster Infantry Squad Veteran Sergeant Laspistol - Close Combat Weapon - Flamer Voxcaster Armored Fist Squad (179) Veteran Sergeant Grenade Launcher Missile Launcher Voxcaster Chimera Multilaser Heavy Flamer
HEAVY SUPPORT
Leman Russ (165) Hull-mounted Lascannon Heavy Bolters
Well I'd switch the Powerfist to my senior officer and the powersword to my junior officer. The junior officer has 1 wound and probaly won't live to actually swing the fist. Where as your officer will be able to take hits and give them back. Also cut out a few of the meltaguns from the junior command squad. They are very pricey and the squad is probaly going to be target #1 because of them. But my idea of the Guard is that they fight best when they can take casualties and not lose combat effectiveness. Your Army can't do that very well. Many of your squads are packed with too much and you won't be able to remove a model without losing 10+ points which is very bad when it relies on T3.
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Posted: Mon Jul 30, 2007 12:34 pm
I should drop the powerfist, but I'm limited as to what I have on the model itself there.
I'm weighing the price of the Meltaguns against the probability of killing at least one enemy vehicle if I'm careful with the unit and keeping it in cover until the last second. Yes, I know I'm short of men and options, hence the more valuable squads.
@Mac: I have been doing that with my leftover heavy weapons, but it's a gradual proccess; I haven't got them all integrated yet.
I'd have to drop the Russ or a platoon squad to get the Veterans, and I think I need both; being cut down to 2 infantry squads in exchange for the veterans would drop my numbers too low.
Giving the Commissar a Bolt Pistol instead of a CCW is a good idea.
If I could work the points out of this list, would a Basilisk, a Veteran Squad, or 2 Sentinels be the better alternative?
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