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Hoxtalicious

Greedy Partner

PostPosted: Mon Oct 06, 2008 12:01 am


I've tried Death Riders and while they are somewhat more expensive, their WS4 and 4+ armour save paired with a 6+ invulnerable save are a good combo.
PostPosted: Mon Oct 06, 2008 12:15 am


I've only used them twice so far. First time they charged a Plague Lord and got whipped out. Second time against Eldar, everything died before they could charge...

Xenos Mortium


Commissar Hark

Dangerous Smoker

PostPosted: Mon Oct 06, 2008 12:46 am


Brother-Chaplain
I play DKOK, (or steel legion proxies with GS stahlhelm conversions, I'm poor!) and Die hards was always rather useless for me. Fun trick! kill the enemy before they charge you! Oh, well, I usually swapped it for sharpshooters anyway(see: fun trick!). Nobody gave a damn. Doctrines for the pre-made regiments kinda blow. I could do without the heavy weapon squads and roughriders. (Not like anyone uses roughriders anyway)

I for one can't wait for the new list. I like the idea of the three russes as one HS choice!


I rock a squad of roughriders in my Tallarn army. Nothing like eating up a group of just-deepstruck obliterators in seconds. I get why some people don't use them, I only bust mine out when we do 2000+ points. That and mine are mounted on lizardmen cold ones and look awesome. I'll take on your death korps any day. like to see those storm troops last against a hunting lance
PostPosted: Mon Oct 06, 2008 2:54 am


People tend to forget that Rough Riders are far better at counter charging or support than going solo.

Hoxtalicious

Greedy Partner


Kaserkin

PostPosted: Mon Oct 06, 2008 6:32 pm


Lt. Brookman
People tend to forget that Rough Riders are far better at counter charging or support than going solo.

true, they do make a nice anvil for any IG army that wants them
PostPosted: Tue Oct 07, 2008 12:06 am


Lt. Brookman
People tend to forget that Rough Riders are far better at counter charging or support than going solo.


That's where mine chill, right behind my gunlines. Sometimes they ride up behind my Demolishers when I'm advancing, that makes that flank straight up untouchable. I've had a chaos termie squad deep strike right in front of these guys and eat hot death come next turn. (How many 5+ invuln saves can you pass, tzeentch? Oh, that's right, none. Didn't see that coming, did ya?)

Whenever I do 2000+ point games, I rock ten of these badasses. They always can be found where an enemy assault is anticipated, and they always earn their points in kills. Nobody ever attacks them, because they've bot bigger fish to fry. But when they do charge, it's awesome.

Commissar Hark

Dangerous Smoker


Caleidah

Eloquent Lunatic

PostPosted: Tue Oct 07, 2008 7:33 am


Commissar Hark
Lt. Brookman
People tend to forget that Rough Riders are far better at counter charging or support than going solo.


That's where mine chill, right behind my gunlines. Sometimes they ride up behind my Demolishers when I'm advancing, that makes that flank straight up untouchable. I've had a chaos termie squad deep strike right in front of these guys and eat hot death come next turn. (How many 5+ invuln saves can you pass, tzeentch? Oh, that's right, none. Didn't see that coming, did ya?)

Whenever I do 2000+ point games, I rock ten of these badasses. They always can be found where an enemy assault is anticipated, and they always earn their points in kills. Nobody ever attacks them, because they've bot bigger fish to fry. But when they do charge, it's awesome.


Just a note: Tzeentchi Terminators should have 4+ Invulnerable saves.
PostPosted: Tue Oct 07, 2008 4:15 pm


i have to say alot of people like to have tank armies, any of you have one IG of course, i heard they do ok but are not the best all around army compared to some more balanced choices?

Kaserkin


Elegant Egotism

PostPosted: Tue Oct 07, 2008 5:58 pm


The Imperial Guard is best used as a real military. You should have an infantry heavy army supported with armor.

That said, from what I've seen in battle the Russ is a very capable vehicle. If you have an Emperor's Fist or whatever the term is Company you'll be able to wipe the table - presumably - (Beware Meltas, Lasguns, and Kraks). The problem comes that you're a bit lethargic to respond, are entirely dependent on British tactics of grouping your tanks and trying to plow through everything, and that you'll have difficulty holding objectives most of the time.

It really depends on who your opponent is. But the moral of the story is don't put all you Leman Russ' in one basket, because that basket is likely susceptible to meltabombs. And then you're screwed.

PS- If you don't have at least half your points in infantry cost as a guard army ur doin it wrong.
PostPosted: Tue Oct 07, 2008 7:17 pm


The problem with Guard is your tanks are static Pillboxes and your basic troop choice confers at least three Kill Points to your enemy when wiped out instead of the basic one for other armies.

Guard should not need to maintain that high a kill ratio to win Kill Point games!

Drachyench


Commissar Hark

Dangerous Smoker

PostPosted: Tue Oct 07, 2008 11:29 pm


Infantry isn't the biggest concern for me, Tanks is where I sqend my points. Consider my favourite guard list as of late: the abominable Armoured Company.

In big games I run two demolishers as heavies with the ace gunners doctrine. Instead of doctrines for infantry, you spend doctrines on tanks. Ace Gunners lets you re-roll the scatter die (not the distance, just the scatter) and re-roll ones just like the sharpshooters doctrine. Them some acurate demolisher templates! new shooting rules actually make their plasma-cannon side sponsons better too!

For troops, two russes, with heavy-bolter sponsons and hull, rocking ace gunners and Anti-Tank rounds. A stationary tank with this doctrine fires a battlecannon round much like modern millitary HEAT rounds(high-explosive anti-tank) These work like a vanquisher battle cannon, and roll 2d6 to penetrate just like a melta weapon.

I've also got a russ as HQ, with BS4, anti-tank rounds, ace-gunners, a hull lascannon, and a doctrine called forge-crafted, meaning that this was a tech-mago's proving peice, and is very well assembled. I can make the opponent re-roll the vehicle damage result once a game, kinda like a venerable dreadnought,

With the MBTs are a hellhound, no doctrines here, a chimera with heavy-flamer hull fulla stormtroops, and an all-flamer sentinel squad that rolls in behind the tanks pushing up their left flank.

I'm not entirely sure here, but it seems everyone I play ignores the Left flank. even when a two demolies, and hellhound backed up by sentinels is coming right into the side of your army like they were invited. Apparently because they weren't shooting much in the first few turns means that they never will. When I got accurate battlecannon rounds punishing them from the front lines, they find it hard not to devote what few anti-tank weapons they have at what's throwing s8 ap3 templates at them.

I played a regular guard list with two russes and a bassy, and every other unit was either a conscript squad or a sentinel with multilaser. Every vehicle he had was scrap by turn 2, and i kept taking out large portions of guard when the heavy flamers kicked in.

fought a chaos marine force with a lascannon pred and two landraiders. they all were trash on the first turn. The khorne berserkers and deamon prince took the first few turns running at the leman russ line, and where swiftly cut down as the barrels switched back to regular rounds and dropped pie plates of love on them. They made it across the board, but with like two remaining guys. The deamon prince actually made it to the comand tank and popped it, but was swiftly killed when 18 heavy bolter shots rippped into him from the other two russes.

One of my big problems with this list comes from fast armies like orks. I playtested them against my speed freaks, where every mob has a trukk and klaw. Not pretty. I can trash the trucks and thin down the mobs, but they always reach me with those damn powerclaws. The nob bikers, I need to slap them all right away with a template or i'm garanteed done for.

Likewise a deep-striking terminator army did me in. When they all apeared behind my two demolies and stunned them, I knew i could'nt win. They took the next turn taking out the only two units with ap2 weapons with their powerfists and hammers. The game then turned into a game of run-to-the-other-side-and-shell-them kinda thing. It didn't work. when thirty termies are on your a** and all the other troops are devvie squads or scouts with rockets, it's game over.
PostPosted: Wed Oct 08, 2008 12:59 am


The Armoured Company list from the pages of White Dwarf is no longer legal. The only legal list out there right now for Armoured Companies can be found in Imperial Armour vol. 1 - the Imperial Guard and Imperial Navy.

Hoxtalicious

Greedy Partner


Commissar Hark

Dangerous Smoker

PostPosted: Wed Oct 08, 2008 1:17 am


I've still got my chapter approved book and my pdf file. Anyone want a copy? Mine is one of three armored companies that sees regular combat at my gamestore.

Besides, where does it say it's illegal? I know they weren't allowed at some GTs, but RTTs still let you use them. Last RTT I was in let us have ACs. I used orks though, there was an AC there, but I didn't face him. And he didn't win, so it's not like the reason of their banning from GT is because they're overpowered. I mean I'm still half and half with my wins and losses ratio with this list. I'm actually going to play another AC here on thursday... I'll have to let you know how it goes.

When it comes to an army being legal or not, it's all up to the players and event organizers. Technically the genestearler cult army from citadel journal is still legal.
PostPosted: Wed Oct 08, 2008 11:31 am


i'll have a copy

Darkweaver66

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Kaserkin

PostPosted: Wed Oct 08, 2008 2:29 pm


Lt. Brookman
The Armoured Company list from the pages of White Dwarf is no longer legal. The only legal list out there right now for Armoured Companies can be found in Imperial Armour vol. 1 - the Imperial Guard and Imperial Navy.

i have to agree with Hark on this alot of games that people play are not rgualated and all goes back to the house rules thing, from any of you rember the really old rule book >.<
th one with the sample battle between eldar and space marines, they make a note of telling you that not everything they do has to be set in stone, plus specialist armies like that can be really cool and some times it's like trying to preform surgury with a hatchet but that do not bother many people.
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