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Tech Magos Sejanus

PostPosted: Thu Jul 17, 2008 1:15 pm


From what I've seen, Gamesworkshop has pretty much okayed the use of Forgeworld for practically anything so long as you have the rules. Especially now that the rules for many of the vehicles are in non-FW rulebooks.
Luckily, my friends and compatriots don't mind me using my FW models because the only outlandish one is the Mach, which is only fielded in fairly large games where I need that kind of ordnace to keep going.
PostPosted: Thu Jul 17, 2008 1:49 pm


The only things I've seen FW wise not allowed in tournaments are super heavies, and sometimes flyers.

BloodyMary76

Witty Conversationalist


CrackaDoom

PostPosted: Mon Jul 21, 2008 10:15 am


My thoughts about 5th-ed that may be contaminated by misunderstanding and apocolypse.


1.) True LOS: It is a freaking nightmare. I couldn't stand it, and nine times out of ten it was even working to my advantage. It often doesn't make sense, and instigates arguments almost every shooting phase.

2.) Wound allocation: wasn't too terribly bad. It doesn't make it all the easier to "snipe" special/heavy weapons, but it does help a little. Not that big a deal in the long run.

3.) Vehicles: Alright, now while I like the new damage table, and how it is modifiable, I absolutly hate the re-classification of defensive weapons. Heavy bloters are practically useless, as if you move you can only fire one. It also tosses the utility of a Stubber, unless you plan on sitting still all game. Basically forces Tanks to sit still if you want good utility out of them. Also, CC always strikes the rear armour (except on walkers, I think)

4.) Cover: Basically, most things on the table will get a good cover save, especially in apocolypse. Rediculously frustrating, but it works both ways (with vehicles too), so I won't complain too much. What I will complain about is that squads giving other squads a cover save is just rediculous.

5) Go to ground: It's a nice option, or can be. I didn't use it personally, but another player used it against a series of barrages that would have probably pinned him anyway, and ended up saving a few men.


It's affect on my IG: Armoured companies are a bit frustrating to run now. While I get a bit more toughness out of them, and can use the cover rules to decent effect with them, their firepower is more limited than before. They are less mobile, and I've always liked to be mobile. Also, they are useless in 2/3rds of scenrios, as I have mentioned previously. Since they can't capture objectives or quarters with vehicles, the best I can do is force draws. Tanks are also more vulnerable to assault, since CC always goes against rear armour.

All in all, I think my AC will be retired for awhile, in favor of Demons. I'll still break them out for team and apocolypse games, perhaps.
PostPosted: Mon Jul 21, 2008 11:28 am


The Armoured Company list probably need to be redesigned for fifth edition rules.

BloodyMary76

Witty Conversationalist


CrackaDoom

PostPosted: Mon Jul 21, 2008 12:02 pm


Sgt_OBrien
The Armoured Company list probably need to be redesigned for fifth edition rules.


I hope so.

The guy at the event I played in said that supposedly the upcoming IG codex is supposed to make things more tank friendly. How exactly they will do this, and what exactly it will mean, is up in the air.
PostPosted: Mon Jul 21, 2008 12:53 pm


The only AC list that is legal can be found in IA 1. The list on the GW site is no longer legal.

The upcoming IG codex will allow for Russ tanks to be fielded in squadrons of 1 - 3, which is both good and bad if you look at the new squadron rules. Immobilized tanks are automatically destroyed if the rest of the squadron moves on. Bye bye 140 pts of dead metal. The codex will also allow you to attach tanks to infantry platoons.

Hoxtalicious

Greedy Partner


CrackaDoom

PostPosted: Mon Jul 21, 2008 2:09 pm


Lt. Brookman
The only AC list that is legal can be found in IA 1. The list on the GW site is no longer legal.

The upcoming IG codex will allow for Russ tanks to be fielded in squadrons of 1 - 3, which is both good and bad if you look at the new squadron rules. Immobilized tanks are automatically destroyed if the rest of the squadron moves on. Bye bye 140 pts of dead metal. The codex will also allow you to attach tanks to infantry platoons.


When did the list on their site go away?
PostPosted: Tue Jul 22, 2008 7:07 am


This I would like to see, the armored company has always been a thing of amazing flavor, if nothing else.

Alexi Terianis


CrackaDoom

PostPosted: Tue Jul 22, 2008 8:50 am


Alexi Terianis
This I would like to see, the armored company has always been a thing of amazing flavor, if nothing else.


Now that it's been brought up, I can't find it on the GW site (which, by the way, is painfully slow).

s**t neutral
PostPosted: Fri Jul 25, 2008 8:18 pm



Sweet glorious Lord God in Heaven

Have you guys seen the Macharian Crusades campaign book on Bell of Lost Souls? So many guard special characters...

Caleidah

Eloquent Lunatic


Xenos Mortium

PostPosted: Tue Aug 05, 2008 10:29 am


Okay, so I think this is my first army list worth a damn, and I was wondeirng what everyone else thought. It's an 1850 point list.

Command Squad -120 points
Senior Officer- (Bolt pistol, Power weapon, Carapace armour, Iron discipline)
Medic- (Bolter, Carapace)
Veteran- (Bolter, Carapace)
2 Guardsmen- (2x Meltagun)

Fire Support Squad -90 points
3 Heavy Bolters- (Sharpshooters)

Anti-tank Squad -120 points
3 Lascannons- (Sharpshooters)


Storm Troopers -130 points
10 Storm troopers- (2x Meltagun, Infiltrate)

Storm Troopers -75 points
5 Storm troopers- (2x Meltagun, Deep strike)

3 Heavy Mortars -150 points


Platoon Command -147 points
Junior Officer- (Bolt pistol, Power weapon, Carapace armour, Honorifica Imperialis, Refractor field, Iron Discipline)
Medic- (Bolter, Carapace)
Veteran- (Bolter, Carapace)
2 Guardsmen- (2x Meltagun)

Infantry Squad -81 points
Veteran Sergeant- (Storm Bolter)
Guardsmen- (Plasma gun)

Infantry Squad -77 points
Veteran Sergeant- (Storm Bolter)
(Flamer)

Infantry Squad -66 points
(Flamer)

Infantry Squad -66 points
(Flamer)

Grenadiers -116 points
10 Grenadiers- (2x Grenade launcher)


Hellhound -132 points
Extra armour, Pintle mounted heavy Stubber


Leman Russ Exterminator -152 points
Hull mounted Heavy Bolter, Heavy Bolter sponsons, Extra armour, Pintle heavy Stubber

Leman Russ Vanquisher -180 points
Hull mounted Heavy Bolter, Extra armour

Leman Russ Annihilator -150 points
Hull mounted Lascannon, Extra armour

Doctrines
Storm Troopers/ Grenadiers
Sharpshooters
Close Order Drill
Iron Discipline
PostPosted: Tue Aug 05, 2008 2:31 pm


I've already gone over this one with you...

Also, try posting it in the Army List review thread?

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200

Hoxtalicious

Greedy Partner

PostPosted: Tue Aug 05, 2008 11:13 pm


Senior officers cannot lead infantry platoons. ALL units labeled as "Guard Infantry" MUST take the cyber-enhanced doctrine. You might want to dump some of the veteran sergeants in the infantry squads in favour of an assault weapon. Other than that you field enough troops to contest and capture objectives, have decent anti-tank capabilities, maybe a little light on the anti-personal weaponry.
PostPosted: Wed Aug 06, 2008 8:18 am


Editted. How does that look?

For the first time, I've tried to orient my command squads towards a more shooty role, and haven't really given them anything in the way of close combat abilities. One such big thing is that I don't have any Commissars, and all of this has saved me a lot of points to put into more shooty things.

Oh, and while I don't nessecarily like having the low leadership on my squads, I suppose that I try and not keep my command squads away from them anyway, and so the benefit of their leadership is always present.

Xenos Mortium


Hoxtalicious

Greedy Partner

PostPosted: Wed Aug 06, 2008 10:08 am


Keeping your squads bunched together within the command bubble or using vox casters might be more feasible.
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