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A.R.G.U.S Mykal

PostPosted: Wed Aug 15, 2007 3:00 pm


Could you take a pic of your Kreig SO next to...comparable units?


-Mykal
PostPosted: Wed Aug 15, 2007 3:33 pm


Okay, I don't know why it didn't focus on any of the pictures ( stare ...) but I made a quad-image of it compared to the Krieg Junior Officer, a Khorne Beserker, a normal Chaos Marine, and a Macragge Space Marine:
http://i5.photobucket.com/albums/y198/rashakiya/Warhammer/KriegSOSize.jpg

Also, here's how big the dog is in comparison to him:
http://i5.photobucket.com/albums/y198/rashakiya/Warhammer/DogSize.jpg

And while I was at it, I took a couple of extra pictures, including one of a custom tank commander I made, as well as my painted Thudd Gun, which I'm quite proud of. The second picture of it is to show just how big it really is:
http://i5.photobucket.com/albums/y198/rashakiya/Warhammer/CustomKriegTankOfficer.jpg
http://i5.photobucket.com/albums/y198/rashakiya/Warhammer/Thudd1.jpg
http://i5.photobucket.com/albums/y198/rashakiya/Warhammer/Thudd2.jpg

Xenos Mortium


A.R.G.U.S Mykal

PostPosted: Wed Aug 15, 2007 3:36 pm


That is a big man, and a big gun.
lol


-Mykal
PostPosted: Wed Aug 15, 2007 4:57 pm


You should figure out how to have him riding the dog. I just love GW's scaling system. Guardsmen taller than Astartes, that makes me laugh.

Tech Magos Sejanus


Hoxtalicious

Greedy Partner

PostPosted: Thu Aug 16, 2007 2:51 am


Xenos Mortium
Stuff.


Nice SO, those thudd guns as well, a nice and beefy big gun. A battery of three should be a real sight ait.
PostPosted: Mon Aug 20, 2007 1:52 pm


Guard against Khorne tactics:

1) Leman Russ' are your friend. Decent front armor, nice main weapon (72" range to boot, park its a** right on your edge), ability to spew out 12 other shots at 36" if the main weapon goes boom, and (if not parked on the edge) can be used as a temporary "Slow me down" to protect your HQ. Just remember, no upgrades except Smoke. Extra armor is rarely needed (Since it's rarely moved), Bumping an Imobilized down to stunned is NOT good (Denies you a turn of shooting to prevent you stationary vehicle from moving), and Stubber > Storm Bolter.

2) Command squad should NOT be tooled for combat. Keep it in the back and use that nice Ld. 9 w/ rerolls (Courtesy of Banner) to keep your army in line.

3) Similar to Russ', Chimera's are your friend. Anywhere between 6 and 10 shots at 36" each. However, if going for shots-per-points, Setinels w/ Multilasers are better. 3-Man Setinel squad w/ Multi-Lasers is 135pts of S6 shooty death.

4) Nothing beats Infiltrating Hardened Vets for cheap lil' wonders. 75pts yields a nice 3-Melta team. For more fun, try to make sure you have only one or two enemies within 12" range of your Melta's (and that they're the closest models to the enemy). Fire three shots, kill one, nearest remaining enemy is 13" away from your closest vet. Guess what you get to fire again next turn?

5) Similarly, for combat, Rough Riders are great one-hit wonders. 19"-24" effective movement when including charge, and a 99pt squad yields 18 S5 power Weapon hits on the charge at I5! Sure, on average it's only 6 kills, and you never count that way after your first charge, but considering 6 Khorne Berzerkers cost more then 99pts. Only problem with this, however, is it denies you a Setinel Squad.

6) For infantry platoons, Lascannon / Plasmagun combo's are your friend. For the officers, while risky, the 4 Plasmagun w/ Plasma Pistoled officer stradegy works well enough for delivering shooty death. If limited on points, Lascannon > Plasma gun in all but points, remember that fact.

And that's all I can think of. Putting this in the IG thread as that's where it rightly belongs.

Drachyench


Tech Magos Sejanus

PostPosted: Wed Aug 22, 2007 10:34 pm


As my Forgeworld Krieg Army is about to be finished(huzzah for a birthday, boo for shipping times) I am going to post my army list for the Kassarine 114th Toten Wachter. Tear it apart and advice as you wish.

Doctrines:
Carapce Armor
Tech Priests
Grenadiers/Strorm Troopers
(not sure what to do with the rest of my doctrines, advice welcome)

HQ:

Command Platoon-
Generalleutnant Azazel Von Vorlaufer: Heroic Senior Officer, Bolt Pistol, Power Weapon, Bionics, Trademark Item
Guardsmen: Standard Bearer, Vox Caster, Two Veterans with Lasguns
Anti-tank Squad: Lascannons
Cost: 269

Elites:

Tech Priests-
Priest: Plasma Pistol, Power Weapon, Servo Arm
Priest: Ditto
Cost: 101

Troops:

Infantry Platoon-
Command Squad:
Feldwebel Andreas Rotpforte: Power Weapon, Bolt Pistol
Guardsmen: Meltagun, Plasma Gun
Infantry Squad: Flamer
Infantry Squad: Flamer
Infantry Squad: Grenade Launcher
Cost: 346

Sturm Abteilung-
Oberfeldwebel Dane Drachmorder: Veteran Sergeant, Plasma Pistol, CC weapon
Grenadiers: Nine Grendiers, Two Flamers
Chimera 'Rennen Zerlumpt': Heavy Bolter Turret, Hull Heavy Bolter
Cost: 218

Sturm Abteilung-
Oberfeldwebel Garret Franz: Veteran Sergeant, Hell Pistol, CC Weapon
Grendaiers: Nine, Two Grenade Launchers
Cost: 122

Fast Attack:

Hellhound 'Bennend Heimgang'-
Cost: 115

Heavy Support:

Leman Russ Demolisher 'Kaiser's Reche': Hull lascannon, Plasma Sponsons, Smoke Launchers
Cost: 188

Super Heavy Support:
(Yes, the people I play against can't wait to fight this)

Macharius Heavy Tank 'Festung Brechmaschine': Sponson Heavy Bolters, Pintle Stubber, Smoke Launchers
Cost: 400

Grand Total: 1759
PostPosted: Thu Aug 23, 2007 8:49 am


You need more tank cracking things in your army with points that high. Also what's the deal with the vox? I don't see any of your other squads loading down with them. Also de meat your cammand squads a bit. right now as soon as you take casualties you lose more than 6 points. You don't have any obvious piece to remove and retain good combat efficiancy.

As for Doctrines my favorites will always be sharpshooters and close order drill. Sharpshooters because it means more hits which means more destruction also I think the rules can allow you to give it to just the anti tank squad since their gain would be greater than a normal imp guard squad.

Dubyamn


Hoxtalicious

Greedy Partner

PostPosted: Thu Aug 23, 2007 9:24 am


Die-hards and hardened fighters are good Krieg doctrines. What are the purposes of the two tech priests? If you took them for vehicle repairs then give them tech servitors at the very least.
PostPosted: Thu Aug 23, 2007 10:06 am


Tech Magos Sejanus

HQ:

Command Platoon-
Generalleutnant Azazel Von Vorlaufer: Heroic Senior Officer, Bolt Pistol, Power Weapon, Bionics, Trademark Item
Guardsmen: Standard Bearer, Vox Caster, Two Veterans with Lasguns
Anti-tank Squad: Lascannons
Cost: 269
As usual, drop the Heroic to a Junior and give Honorific, saves points. Bionics are not as useful for guardsmen, as anything S6 also denies them. Trademark also isn't needed if you have a Standard (Does the exact same thing, except confers it over an area effect, and doesn't cause panic's if they die). 20pts saved right there.

Quote:
Tech Priests-
Priest: Plasma Pistol, Power Weapon, Servo Arm
Priest: Ditto
Cost: 101
Without Servitors, what purpose do these guys have? Drop 'em. Too costly to buy for Gun Servitors (95pts for two HB, where as two Fire Support squads can get Six for 5pts less). One wound on 45pts, which is easy for the enemy to take advantage of, only WS and BS3. Even only Ld8 so no benifit shoving them in squads. Drop 'em both and you'll save 110pts (130 total).

Quote:
Infantry Platoon-
Command Squad:
Feldwebel Andreas Rotpforte: Power Weapon, Bolt Pistol
Guardsmen: Meltagun, Plasma Gun
Infantry Squad: Flamer
Infantry Squad: Flamer
Infantry Squad: Grenade Launcher
Cost: 346
Change the command Guard into either both Melta's or Both Plasma's (Enemy tends not to care as long as you ask 'em before game. Both cost 10pts, are high strength / AP weapons, etc). Two Melta's lets you charge after 2 S8 shots. 2 Plasma's gives you either 2 anti-Heavy Infantry at 24", or 4 Anti-HI at 12". Everything else is fine.

Quote:
Sturm Abteilung-
Oberfeldwebel Dane Drachmorder: Veteran Sergeant, Plasma Pistol, CC weapon
Grenadiers: Nine Grendiers, Two Flamers
Chimera 'Rennen Zerlumpt': Heavy Bolter Turret, Hull Heavy Bolter
Cost: 218
If you're going to put a PW on ANY model, make sure it's one that has joined a flame-weapon squad. Only 5 more points, which the 130 dropped earlier easily adds pts for. Replacing the HB with a Multilaser is usually good too, though the AP4 can be advantageous. At the very least, add a Heavy Stubber for a total of 9 shots.

Quote:
Sturm Abteilung-
Oberfeldwebel Garret Franz: Veteran Sergeant, Hell Pistol, CC Weapon
Grendaiers: Nine, Two Grenade Launchers
Cost: 122
Okay.

Quote:
Hellhound 'Bennend Heimgang'-
Cost: 115
Okay.

Quote:
Heavy Support:

Leman Russ Demolisher 'Kaiser's Reche': Hull lascannon, Plasma Sponsons, Smoke Launchers
Cost: 188
Okay. Keep it stationary the whole game, if possible. 2 Small blast Ap2, and one individual AP2 shot make this a wonderful Anti-Armor.

Quote:
Super Heavy Support:
(Yes, the people I play against can't wait to fight this)

Macharius Heavy Tank 'Festung Brechmaschine': Sponson Heavy Bolters, Pintle Stubber, Smoke Launchers
Cost: 400
Okay.

Quote:
Grand Total: 1759
113 points to spare now (Plus, with the original 241 below 2K, gives a total of 354). If you play a 2K point game, you can add Setinel's / a whole 'nother platoon. At 1750, you have 104pts spare, so you can still add a Setinel and one Infantry Squad to your platoon.

Drachyench


Tech Magos Sejanus

PostPosted: Thu Aug 23, 2007 12:15 pm


I'll drop the stuff from my Command Platoon, that sounds like a good idea.
I'm currently servitor-less, so I'm still trying to add them. That unit is incomplete for now. Guess I'll cut them.
Didn't think about the Trademark/Standard thing.
As I'm using a purely FW Krieg army I'm stuck with most of the Special Weapon Combinations.
I've actually been told by a friend with a successful Guard army that the Bolter makes for a better Chimera, so I'm going to stick with that.
I knew to use the Russ as a stationary unit.
And I forgot to add vox casters to my other units while working with the list, but I'm only going to add that to the infantry.
The Storm Troopers will get a power weapon.
I think I'm going to cut Tech Priests for now and replace it with another Sharp shooters for any heavy weapons units I take(this will just be the army I'm playing with for now, I'm going to still expand it) and I'm going to take Iron Discipline as another Doctrine.
This puts me up to 1684 points.
PostPosted: Sun Aug 26, 2007 3:51 am


Fellow Guard players. I find myself at yet another quandry.
Basilisk or Destroyer Tank Hunter?

Tech Magos Sejanus


Hoxtalicious

Greedy Partner

PostPosted: Sun Aug 26, 2007 6:47 am


Tech Magos Sejanus
Fellow Guard players. I find myself at yet another quandry.
Basilisk or Destroyer Tank Hunter?


Depends on what you'll be facing and how well the anti-tank / anti-infantry arm of your army is.
PostPosted: Sun Aug 26, 2007 8:30 am


Basilisk , if they can't see you, they can't hit you...

Van Evok

Dangerous Hunter

8,550 Points
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