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Ruric Torrune

PostPosted: Thu Jan 03, 2008 6:37 pm


Last I remember from playing my old Cattachan army, the loader on heavy weapons can fire his las rifle still. But it's been a while since I've played with them.
PostPosted: Thu Jan 03, 2008 7:39 pm


@Brookman- Ah yes, I forgot about the Grenadiers part. I've never really looked into Drop Troops, so my apologies on that.

Also, I agree. I much prefer a fluffy army list to a mix-maxed one, but I'm somewhere inbetween. Once I create more fluff for my army, I'll start to tool it more in one direction or the other.

@Kento- The reason for the Storm Troopers would be that 1 extra BS, unless you plan on taking Sharpshooters for your normal troops. Oh! If you ever plan on taking Heavy Weapons teams, or even just Heavy Weapons, I suggest taking Sharpshooters. It's always puts in that extra punch where needed for me.

Also, as Runic said, the gunner may still fire his lasgun. He just also has to load the heavy weapon. I guess he's just good at multi-tasking.

And something important to keep in mind is that if you make it an Inquisitional army, whether Daemon or Witch Hunters, your Imperial Guard may take Inquisitional wargear. Or, at least as far as I understand it.

Xenos Mortium


King Kento

PostPosted: Thu Jan 03, 2008 10:52 pm


Xenos Mortium

@Kento- The reason for the Storm Troopers would be that 1 extra BS, unless you plan on taking Sharpshooters for your normal troops. Oh! If you ever plan on taking Heavy Weapons teams, or even just Heavy Weapons, I suggest taking Sharpshooters. It's always puts in that extra punch where needed for me.

Also, as Runic said, the gunner may still fire his lasgun. He just also has to load the heavy weapon. I guess he's just good at multi-tasking.

And something important to keep in mind is that if you make it an Inquisitional army, whether Daemon or Witch Hunters, your Imperial Guard may take Inquisitional wargear. Or, at least as far as I understand it.


Sharpshooters is like 3.5 BS at best. Anyways, Im just going to switch them out for a vet squad with three meltas. Same BS, and more anti tank power. If I ever make a static firing line IG I intend to take sharpshooters, but this is the army I have in the planning stages at the moment.

Anyways, i want them on the move. And unless the IG are indoctrinated, i dont think they can take wargear. I got a hold of a witch hunters codex, so Ill be writing up a revised list on here soon with vets instead of the storm troopers and an Interregator instead of a commisar. As for the inquisition, Im trying to represent the Ordo Xenos, thus the death watch taking up an HQ slot.
PostPosted: Fri Jan 04, 2008 12:18 am


Guard can't take inquisition wargear. And taking an Inquisitor will only cost you an Elites choice, so the lone inquisitor can join a deep striking guard or command squad.

Hoxtalicious

Greedy Partner


King Kento

PostPosted: Fri Jan 04, 2008 11:18 pm


Ok, here it is revised. And this time Ill post the points (total, Ive added the equipment costs).

Doctrines:
Drop Troops
Close Order Drill
Iron Discipline
Carapace Armor

HQ - Deathwatch - 325
Codicier
Might of Heroes
Familiar
Veteran
Power Fist
(5) Marines
(2) Heavy Bolters
(5) Inferno Bolt Ammo

HQ - Command Squad - 181
Heroic Snr Officer
Power Fist
Plasma Pistol
Iron Discipline
Master Vox
Medic
(2) Meltas
Carapace Armor

Elite - Inquisitor - 61
Bolt Pistol
Power Weapon
Digital Weapon
Witch Hammer

Elite - Veterans - 141
Sargeant
Bolter
(9) Veterans
Vox
(3) Meltas
Carapace Armor

Troops - Command Squad - 111 (2 identical squads)
Junior Officer
Plasma Pistol
Iron Discipline
Vox
Medic
(2) Meltas
Carapace Armor

Troops - Gaurdsmen Squad - 98 (4 identical squads)
Veteran
Bolter
Flamer
Vox
Carapace Armor

Fast - Sentinel Squad - 176
(2) Sentinels
Lascannons
Sentinel
Searchlight
Improved Comms
Multilaser


So there we are, again. Ive got 4 anti tank squads. # of them have 2 meltas and a plasma shot, and then the veterans with 3 meltas. That and the two lascannons Im hoping will be enough to do the job. Still no infantry heavy weapons minus the marines. I certainly intend to expand the army past this, but this is just a 1500 list.
PostPosted: Sat Jan 05, 2008 3:59 pm


Looks good if you've got the kind of luck to get everyone deployed in the right places.
I, sadly, have never had that kind of luck and generally lose everyone when teleporting/dropping in.

Tech Magos Sejanus


InteriorCrocodileAligator

PostPosted: Sat Jan 05, 2008 5:44 pm


Heres my 3013 pts Vostroyan Apocalypse list, what do u think? ^^ (my friends dont care for small things like 8 o 10 pts or something like that over the limit)


Vostroyans: 3013 pts

Doctrines:
Rough rider
Hardened fighters
Heavy weapon platoons
Carpace armour
Sharpshooter

HQ1: Heroic Seniour officer pts: 304
1 Commisar


4 veteran, one has standard, one is medic, one has master voxer
3 Autocannon support squad
6 guardsmen special weapons support (2 flamer, 1 sniper)



HQ2: Heroic seniour officer: pts: 159
4 Veteran
6 Special weapons (3 sniper)


Troops:

Infantry platoon (connected with HQ1) pts: 439

27 guardsmen and 3 veteran sergents
3 Heavy bolter squads
2 plasma, 1 flamer
1 commisar
carpace armour
sharpshooters


Armoured fist squad

9 guardsmen and a Veteran sergent pts: 206
Heavy bolter squad
Plasma gun
In chimera
krak grenades
carpace armour
sharpshooters

Chimera
pts: 85
heavy bolter
hullmounted heavy bolter

Hellhound x 2 pts: 230


Rough rider squadron pts: 116

5 riders and one veteran sergent
Hunting lances
Meltabombs
carpace armour


Sentiniel squadron pts: 165

3 Sentiniels
Lascannon

Heavy support:

Baneblade pts: 644

Hunter killer missile


Bassilisk x 4 pts: 500

Indirect fire


Leman russ: pts: 175

Lascannon
Side heavy bolters
huner killer missile
PostPosted: Sat Jan 05, 2008 8:05 pm


You're a little armour heavy. Armour has it's advantages, but you never want to overly rely on it in case you're enemy out maneuvers you or disables it all. I'd advise throwing in atleast another infantry platoon.
You also cannot use the HQ platoon as the command platoon of an infantry platoon, you need as seperate one as stated in the codex. You also can only have one HQ platoon as stated in the codex. Though after you remove that extra special weapons squad and demote that seniot officer to a junior officer, you've got an infantry platoon command squad. You also can't have those special weapons squads without having bought them back with a doctrine point and you seem to have maxed out on doctrine points, though you probably meant to take special weapons instead of heavy weapons...

Tech Magos Sejanus


King Kento

PostPosted: Sun Jan 06, 2008 1:06 am


Tech Magos Sejanus
Looks good if you've got the kind of luck to get everyone deployed in the right places.
I, sadly, have never had that kind of luck and generally lose everyone when teleporting/dropping in.


Thats the way of most of my armies, look good on paper, I just have to actually pull it off. But oh well, Im willing to lose plenty of games to get good with them.
PostPosted: Sun Jan 06, 2008 4:38 am


Tech Magos Sejanus
You're a little armour heavy. Armour has it's advantages, but you never want to overly rely on it in case you're enemy out maneuvers you or disables it all. I'd advise throwing in atleast another infantry platoon.
You also cannot use the HQ platoon as the command platoon of an infantry platoon, you need as seperate one as stated in the codex. You also can only have one HQ platoon as stated in the codex. Though after you remove that extra special weapons squad and demote that seniot officer to a junior officer, you've got an infantry platoon command squad. You also can't have those special weapons squads without having bought them back with a doctrine point and you seem to have maxed out on doctrine points, though you probably meant to take special weapons instead of heavy weapons...


well the HQ thing is fixed in my new list, I had missed out on that at first XD and the Leman russ is also changed to 2 lascannon squads.

InteriorCrocodileAligator


Hoxtalicious

Greedy Partner

PostPosted: Sun Jan 06, 2008 11:32 am


Bynne
Tech Magos Sejanus
You're a little armour heavy. Armour has it's advantages, but you never want to overly rely on it in case you're enemy out maneuvers you or disables it all. I'd advise throwing in atleast another infantry platoon.
You also cannot use the HQ platoon as the command platoon of an infantry platoon, you need as seperate one as stated in the codex. You also can only have one HQ platoon as stated in the codex. Though after you remove that extra special weapons squad and demote that seniot officer to a junior officer, you've got an infantry platoon command squad. You also can't have those special weapons squads without having bought them back with a doctrine point and you seem to have maxed out on doctrine points, though you probably meant to take special weapons instead of heavy weapons...


well the HQ thing is fixed in my new list, I had missed out on that at first XD and the Leman russ is also changed to 2 lascannon squads.
Also, veterans in command squads CANNOT carry special weapons, form heavy weapon teams or carry vox casters.

Please provide a correct rewrite of your list if you want helpful input for your list.
PostPosted: Sun Jan 06, 2008 2:02 pm


Lt. Brookman
Bynne
Tech Magos Sejanus
You're a little armour heavy. Armour has it's advantages, but you never want to overly rely on it in case you're enemy out maneuvers you or disables it all. I'd advise throwing in atleast another infantry platoon.
You also cannot use the HQ platoon as the command platoon of an infantry platoon, you need as seperate one as stated in the codex. You also can only have one HQ platoon as stated in the codex. Though after you remove that extra special weapons squad and demote that seniot officer to a junior officer, you've got an infantry platoon command squad. You also can't have those special weapons squads without having bought them back with a doctrine point and you seem to have maxed out on doctrine points, though you probably meant to take special weapons instead of heavy weapons...


well the HQ thing is fixed in my new list, I had missed out on that at first XD and the Leman russ is also changed to 2 lascannon squads.
Also, veterans in command squads CANNOT carry special weapons, form heavy weapon teams or carry vox casters.

Please provide a correct rewrite of your list if you want helpful input for your list.
You now also has to remove those special weapons squads still, you took heavy weapons platoons but not special weapons squads, and need another command squad for those two lascannon squads in place of the Leman Russ(assuming that my logic is correct and that you're taking them as a Heavy Support choice rather than your command platoon's two anti-tank hvy weapons squads) as they now act as a platoon. Also, you can't take those three fire support teams for your HQ Command platoon because there is a 0-2 limit.

Tech Magos Sejanus


Hoxtalicious

Greedy Partner

PostPosted: Sun Jan 06, 2008 3:51 pm


Sejanus, I think he made a mention of fielding this in Apocalypse, so certain restraints can be removed. The platoon structure remains as it was, but the extra support squads can be taken without a hitch if I'm not mistaken.

Another way to field both special weapons squads (two flamers and a sniper rifle is one of the worst combinations btw) and heavy weapon platoons is to drop the veterans doctrine, seeing as you are not fielding hardened veterans squads anyway.
PostPosted: Sun Jan 06, 2008 7:05 pm


I keep forgetting Apocalypse has the anything-goes force orginasation thing... But I guess that would mean you could field practically anything from the Guard list you wanted just by claiming it was from a different Guard army.

Tech Magos Sejanus


Hoxtalicious

Greedy Partner

PostPosted: Mon Jan 07, 2008 2:22 am


Tech Magos Sejanus
I keep forgetting Apocalypse has the anything-goes force orginasation thing... But I guess that would mean you could field practically anything from the Guard list you wanted just by claiming it was from a different Guard army.


Indeed, so it would seem. I am personally wondering if it is possible to field 2.500 pts. of Cadians alongside 500 pts. of Vostroyans and 500 pts. of Elysians, each force using their own rules and doctrines.
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