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Caleidah

Eloquent Lunatic

PostPosted: Tue Oct 28, 2008 9:30 pm



The best use of Last Chancers is to max out on Psykers, ally your Guard to the Inquisition, and take a Culexus Assassin. Keep them all close, and then nuke the ******** out of something with a 15+ shot Culexus blast.
PostPosted: Wed Oct 29, 2008 2:16 pm


Caleidah

The best use of Last Chancers is to max out on Psykers, ally your Guard to the Inquisition, and take a Culexus Assassin. Keep them all close, and then nuke the ******** out of something with a 15+ shot Culexus blast.

i looked it over and my personal choice would be to take them maxing out heavy and special weapons to support the standard guardsmen throughout your line, but your idea sounds much more fun

Kaserkin


Elegant Egotism

PostPosted: Wed Oct 29, 2008 4:24 pm


Caleidah

The best use of Last Chancers is to max out on Psykers, ally your Guard to the Inquisition, and take a Culexus Assassin. Keep them all close, and then nuke the ******** out of something with a 15+ shot Culexus blast.


Then assault a Eldar War Seer council.

Enjoy those 36 shots.
PostPosted: Thu Oct 30, 2008 3:50 pm


Serebrate
Caleidah

The best use of Last Chancers is to max out on Psykers, ally your Guard to the Inquisition, and take a Culexus Assassin. Keep them all close, and then nuke the ******** out of something with a 15+ shot Culexus blast.


Then assault a Eldar War Seer council.

Enjoy those 36 shots.

eldar anony me they are to week to stand up in a slug fest and they run around like the dark eldar and never want to get destroyed

Kaserkin


Elegant Egotism

PostPosted: Thu Oct 30, 2008 5:55 pm


Bloodangles

eldar anony me they are to week to stand up in a slug fest and they run around like the dark eldar and never want to get destroyed


A relevant and intellectually stimulating response, noted.

But anyway, I was thinking of excluding a Lemon Russ tank from my Praetorians in favor of a missile squad. I can potentially get more hits (In terms of the main gun and hull-mounted one, ignoring the side sponsors) for less, and can be somewhat more accurate against infantry.
PostPosted: Sat Nov 01, 2008 4:50 pm


Does any one else think that Colour Sergeant Kell (The Cadian bloke's assistant) is slightly over done in the terms of war gear?
I mean, the huge banner, a power sword and power fist? Ws and Bs 5 and 4+ armor, with some medals.
Any one agree?

Jason Kharo

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Elegant Egotism

PostPosted: Sat Nov 01, 2008 5:48 pm


A little, they're both 125 points and can only be used in larger games (1,500+, Cadian only).

I think having a power sword and power fist is a bit redundant, though.
PostPosted: Sat Nov 01, 2008 7:54 pm


Serebrate
A little, they're both 125 points and can only be used in larger games (1,500+, Cadian only).

I think having a power sword and power fist is a bit redundant, though.


It made sense for him in 4th Ed when you picked up the extra attacks and could opt between striking at initiative or killing the hell out of something. Sure, his Powerfist only made him S6, but that's still enough to wound easily.

As far as your inclusion of missiles in lieu of a Leman, I'd agree. The missiles have the same killing power as the Leman (against armor), although the accuracy is arguable. For two plasma guns worth, they can pick up Sharpshooters and they become slightly more effective against the tanks/heavy HQs that need Insta-killing.

Caleidah

Eloquent Lunatic


Darkweaver66

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PostPosted: Sun Nov 02, 2008 2:11 am


tbh, i would take missile too, if only because it is my tanks that get targetted and destroyed before the heavy weapon teams do.

and as to kell, he is a bit hard to get on the feild in the first place, as you need 1500pts to play either of them, and as paul said, he is made for 4th ed as he cant get another attack from dual weapons.
PostPosted: Sun Nov 02, 2008 8:45 am



Bit of clarification requested.

In a Guard army, required that you take a command platoon, or can you take something like Creed/Kell and Commissar Yarrick in a single army? I know that it makes no sense for fluff why the hell those two would be fighting together, but it's just for the sake of curiosity.

Caleidah

Eloquent Lunatic


Elegant Egotism

PostPosted: Sun Nov 02, 2008 9:29 am


Creed/Kell can be used with any Cadian army of 1,500 points or greater.
Yarrick can be used with any Imperial Guard Army of 2,000 points of greater.

If you wanted to use both of them together, the army would have to be both Cadian and greater than 2,000 points. Both will occupy a single HQ choice, since Creed/Kell come together, so I suppose you could use both of them together if you wanted.

You can't use the adviser rule on Yarrick as you would normally with any command unit because anything he joins automatically becomes fearless.

I don't believe that Creed gets a retinue of 4 guardsman, he only gets Kell. But since they're both independent characters they can separate anyway.
PostPosted: Sun Nov 02, 2008 9:55 am


Jason Da Psycho
Does any one else think that Colour Sergeant Kell (The Cadian bloke's assistant) is slightly over done in the terms of war gear?
I mean, the huge banner, a power sword and power fist? Ws and Bs 5 and 4+ armor, with some medals.
Any one agree?

not really considering who he is gaurding and what we is holding, he guards one of the most powerful cadian generals and carries they regaental flag that has severed them for how long.... generations of cadians have fought under.

Kaserkin


Xenos Mortium

PostPosted: Tue Nov 04, 2008 8:54 pm


I disagree about the missile squad, actually. The Leman Russ has a devastating amount of killing power, and can easily take out whole MEQ squads at a time.

I suppose it all depends on what you need them for, Anti-armour, Anti-infantry, or general purpose.
PostPosted: Thu Nov 06, 2008 1:42 am


I gotta say, the russ has it. Doubtfull? Put a single russ against a ML platoon in open ground. Yah. The russ wins. You cannot destroy the russ with a trio of S8 krak missile front armor shots. But the russ can wipe out the entire platoon easily with 9 heavy bolter and 3 heavy stubber shots.

Or you could always do what my Tallarn do, drop the russ altogether and just go with the Demolie, packing plasma cannons and 'eavy bolta. I love how awesome the demolisher is with the new shooting rules. *ZZAP* Wow! I just slapped five terminators in one shot! Now for the other plasma cannon...

But if you really like to go points heavy, it's good to have two, plus a basic russ with las to play long range KanKilla, not to mention the two sharpshooter ML Anti-Tank support squads with my HQ's. Yah, my Tallarn guard rock with new shooting rules. True line of sight makes me glad. Played a big-assed chaos force with two landraiders, a predator-annihilator and a trio or berserker-filled rhinos. All tanks were gone by turn two, with no scratches whatsoever on my armor.

I just hope they keep the Anti-Tank squads as part of the HQ in the new 'dex. Sure, three basic russes in the same slot is a decent tradeoff, But that would still make me have to choose between demolishers and ML squads

Commissar Hark

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Kaserkin

PostPosted: Fri Nov 07, 2008 1:58 pm


now i don't use Russ's tanks but i have been on the bad side of them and they are wrecking machines. I have used my guard army vs. my friends which is 2 plain russ tanks with bolters and one demolisher and well that was the end of my units in a city fight... my commanders "hey look a building on a cornor great fire step"... five minutes later "well there goes that promotion."

Tanks and building don't mix well building with my guys getting blowen off the face of the earth even worse. xp
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