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Elegant Egotism

PostPosted: Mon Oct 13, 2008 4:22 pm


Conscripts aren't too great now. The 5th Edition Rules have upgraded template weapons to be very effective. While they're only 4 points a model, you can put them elsewhere.

They're WS/BS of 2 means you won't be hitting anything much. And when they do, the new wound allocation methods means they might not even be doing much. Also, with Ld 5 it is necessary to spend the extra points on a commissar.

tldr; If you want a 80-200 point upgrade, go for it. But don't expect to get much done. Maybe holding objectives, that's all you can really half-trust them with.

You need to take an infantry squad for every conscript squad too, so it's difficult to mass conscripts for whatever reason you'd want to do that.


Caleidah

Speaking of which, there was a GW tutorial that taught how to make Motorcycles for the guardsmen. I can't find it for the life of me, though.

Piss.


It's on the Australian / New Zealand site, as a Cadian rough rider conversion IIRC. It used to be on the UK site too but was taken down with the new format.

If you type "Cadian Rough Rider" you'll get some pictures of it.
PostPosted: Mon Oct 13, 2008 5:46 pm



Ah, thank you kindly, Serebrate. Their conversion tips are a bit overly expensive, though. Most of their conversions can be done with plastic tubing.

Caleidah

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PostPosted: Tue Oct 14, 2008 10:09 am


Commissar Hark
As a Tallarn player, I gotta say, The Mukaali are the ugliest ******** things ever to crawl out of an ork's a**. (Although after seeing them, I bet an ork probably could crawl out of a mukaali's a**. They're big and droopy enough. Yuck.)

I totally love the old Tallarn roughriders, But I hate the Idea of Horses. C'mon guys, it's the fourty-first millenium. I guess rats could stow away on ships so that explains that, but HORSES? C'mon. When a colony ship lands on an alien planet, they sure as hell didn't bring horses along, and they sure as s**t didn't find them there. I put all my old tallarn Roughriders on lizardmen cold ones, and they look awesome to the extreme. I green stuffed over the lizardmen glyphs, hung space marine, ork, and imperial pouches from them, and painted them dark flesh with beached bone scales. They look sweet.
Horses are reliable animals and have been widely exported all across the galaxy. Even the mounts that the Krieg use are genetically modified terran horses.
PostPosted: Tue Oct 14, 2008 3:19 pm


Lady Blodwynn
Commissar Hark
As a Tallarn player, I gotta say, The Mukaali are the ugliest ******** things ever to crawl out of an ork's a**. (Although after seeing them, I bet an ork probably could crawl out of a mukaali's a**. They're big and droopy enough. Yuck.)

I totally love the old Tallarn roughriders, But I hate the Idea of Horses. C'mon guys, it's the fourty-first millenium. I guess rats could stow away on ships so that explains that, but HORSES? C'mon. When a colony ship lands on an alien planet, they sure as hell didn't bring horses along, and they sure as s**t didn't find them there. I put all my old tallarn Roughriders on lizardmen cold ones, and they look awesome to the extreme. I green stuffed over the lizardmen glyphs, hung space marine, ork, and imperial pouches from them, and painted them dark flesh with beached bone scales. They look sweet.
Horses are reliable animals and have been widely exported all across the galaxy. Even the mounts that the Krieg use are genetically modified terran horses.

i know but, the probablity that they would stay how they are is really low because wouldn't they just mutate to be one with their new enviorment? but horses are a good drop back for those people who don't like converting things.

Kaserkin


Elegant Egotism

PostPosted: Tue Oct 14, 2008 4:56 pm


They're more reliable, in some cases, as caterpillar treads cannot always go over all terrain. It would be better for a scout force, but the Imperial Guard oddly doesn't employ scouts (Sentinels do not count).

In certain places like Tallarn and Krieg, the condition is presumably hostile towards vehicles, thus making horses the better option at times.

But not always. The Imperium is backwards when it comes to technology. They won't even consider a new frame for a vehicle because it hasn't been proven for a millennium or is apt to heresy or whatever reason they give. Plus the Space Marines are still using basic chemically propelled projectiles while everyone else uses more sophisticated technology. The Imperial Guard doesn't even have mobile rocket artillery and has to rely on the Basilisk. Anti-Gravitational technology is banned. All in all, it's a very limited society and combat force.

But anyway, back to the topic at hand: I use horses because they fit the motif of my Praetorians. Who apparently still use a near-unchanged Gatling Gun in lieu of a heavy bolter.
PostPosted: Tue Oct 14, 2008 6:46 pm


The guard actually DO have a self-propelled missile platform.

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Forge World
The launcher is capable of firing a variety of rockets, from standard high explosive fragmentation warheads to oxyphosphur incendiary warheads, from air-gas to surface-to-air interceptor missiles.


Caleidah

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Elegant Egotism

PostPosted: Tue Oct 14, 2008 9:08 pm


They don't have a missile platform that can be legally used in tournament play, then.* I don't think that has appeared in any fluff either.

*Before anyone flames me for being ignorant or an elitist or whatever it is you call me; some forgeworld models are not legal in most tournaments since they do not abide by the official Warhammer 40k 5th Edition Rulebook or any respective army codicies - where Games Workshop has stated previously are the only materials considered tournament legal (This means sometimes even FAQ/errata is left out). ForgeWorld models are "for fun" and can only be used if a. House rules permit and b. The Opponent consents. While some might argue that this kills the fun and are, well I forgot what was said last time. Anyway, not all people view all ForgeWorld models as legitimate.
PostPosted: Tue Oct 14, 2008 10:49 pm


Serebrate
They don't have a missile platform that can be legally used in tournament play, then.* I don't think that has appeared in any fluff either.

*Before anyone flames me for being ignorant or an elitist or whatever it is you call me; some forgeworld models are not legal in most tournaments since they do not abide by the official Warhammer 40k 5th Edition Rulebook or any respective army codicies - where Games Workshop has stated previously are the only materials considered tournament legal (This means sometimes even FAQ/errata is left out). ForgeWorld models are "for fun" and can only be used if a. House rules permit and b. The Opponent consents. While some might argue that this kills the fun and are, well I forgot what was said last time. Anyway, not all people view all ForgeWorld models as legitimate.

Well, to be more accurate: Forgeworld models using Forgeworld rules. The Ork battlewagon, for example, is perfectly legal, because it uses GW rules.

EsgarBlackpoxs


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PostPosted: Wed Oct 15, 2008 6:15 am


A more accurate place to find the fluff wise guard stuff would be in Epic. In there they can utilize some of the most powerful weapons on the ground. I.E Death strike Missiles . While most of these aren't practical for a game smaller than Apocalypse it would still be nice to have a MLRS type launcher instead of a Basilisk

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PostPosted: Wed Oct 15, 2008 6:43 am



Ah, yes. Good old Death Strike. Nothing like a SCUD to brighten somebody's day.

Speaking of Apocalypse, there are rules for a Death Strike system in the Lords of Battle setbook from BoLS.

Caleidah

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PostPosted: Wed Oct 15, 2008 9:58 am


I could just imagine a Imperial Guard General shouting "BOMBARDMENT BOMBARDMENT BOMBARDMENT!" At a huge horde of Chaos marines, then hundreds of them missiles coming down on them.
Edit:
Damnit, now I cant get that picture out of my head....
PostPosted: Wed Oct 15, 2008 11:16 am


Serebrate


You need to take an infantry squad for every conscript squad too, so it's difficult to mass conscripts for whatever reason you'd want to do that.

I'd correct you to say one conscript platoon per guardsmen platoon. Thus you can still have a 50-man conscript platoon with a minimal guardsmen platoon if you so choose.

DarkElf27
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PostPosted: Wed Oct 15, 2008 1:07 pm


Meh, we let him off, all he had was a totally suited up general leading them. Yet he was ripped apart by two Blood letters....
PostPosted: Wed Oct 15, 2008 1:27 pm


DarkElf27
Serebrate


You need to take an infantry squad for every conscript squad too, so it's difficult to mass conscripts for whatever reason you'd want to do that.

I'd correct you to say one conscript platoon per guardsmen platoon. Thus you can still have a 50-man conscript platoon with a minimal guardsmen platoon if you so choose.


Squad, Platoon. I sometimes get my Imperial Guardsman terminology mixed up. But yes. You have to take a Junior Officers and his retinue of four guardsman and 2 squads of one officer and nine guardsman, the minimum requirement, then you can get dubious gift of fifty conscripts.

I'm trying to get just what exactly the Remnants special rule is about. I've really ignored it until now and I've never seen anyone mention/use it. I see that you can put a squad of Guardsman that is not 10 Guardsman and a Sergeant into your Platoon, but I don't get why you're spending points.

Also, since I was discussing this with someone last night, do guardsman squads function as independent entities or do they have to stay with the rest of the platoon.

Elegant Egotism


Mat

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PostPosted: Wed Oct 15, 2008 4:18 pm


Serebrate
DarkElf27
Serebrate


You need to take an infantry squad for every conscript squad too, so it's difficult to mass conscripts for whatever reason you'd want to do that.

I'd correct you to say one conscript platoon per guardsmen platoon. Thus you can still have a 50-man conscript platoon with a minimal guardsmen platoon if you so choose.


Squad, Platoon. I sometimes get my Imperial Guardsman terminology mixed up. But yes. You have to take a Junior Officers and his retinue of four guardsman and 2 squads of one officer and nine guardsman, the minimum requirement, then you can get dubious gift of fifty conscripts.

I'm trying to get just what exactly the Remnants special rule is about. I've really ignored it until now and I've never seen anyone mention/use it. I see that you can put a squad of Guardsman that is not 10 Guardsman and a Sergeant into your Platoon, but I don't get why you're spending points.

Also, since I was discussing this with someone last night, do guardsman squads function as independent entities or do they have to stay with the rest of the platoon.


They function independently but when they are deployed or rolled on for reserves you roll the platoon as a whole. So if you rolled 1 platoon in you could drop the three squad in any viable area.
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