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Kaserkin

PostPosted: Tue Jan 06, 2009 2:26 pm


Lady Blodwynn
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Lady Blodwynn
Where does it say that Commissars are fearless? If the squad is required to make a morale or leadership test and fails the commissar simply executes the squad leader (or squad member if the leader is already dead) and the test is passed.

I'm talking post that after the commissar goes trigger happy on the guys head xp ... then they run into the deamon... i'm pretty sure commisars are fearless
He isn't.

k lol it's been awhile since i looked at my codex
PostPosted: Sun Jan 11, 2009 12:27 pm


Imperial Guard and kill points, how cruel GW is! crying

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PostPosted: Sun Jan 11, 2009 1:55 pm


Lady Blodwynn
Imperial Guard and kill points, how cruel GW is! crying
Just figured that one out? whee
PostPosted: Sun Jan 11, 2009 2:29 pm


DarkElf27
Lady Blodwynn
Imperial Guard and kill points, how cruel GW is! crying
Just figured that one out? whee
I found out the hard way.

It's not fair, Guard is supposed to field a large chunk of troops to save the day and now they are being penalized for it in one-third of the standard missions.

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PostPosted: Sun Jan 11, 2009 5:47 pm


Lady Blodwynn
DarkElf27
Lady Blodwynn
Imperial Guard and kill points, how cruel GW is! crying
Just figured that one out? whee
I found out the hard way.

It's not fair, Guard is supposed to field a large chunk of troops to save the day and now they are being penalized for it in one-third of the standard missions.
I've been saying it since 5th edition came out, and kept getting called a whiner over it. sweatdrop Ya see why I don't play kill-point missions now?
PostPosted: Sun Jan 11, 2009 8:46 pm



My guess is that, in the next codex, platoons are going to be streamlined down so that 1 platoon = one kill point. That, and it's absolute bull that a Guard Command Squad counts as two kill points.

Caleidah

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EsgarBlackpoxs

PostPosted: Sun Jan 11, 2009 11:58 pm


Caleidah

My guess is that, in the next codex, platoons are going to be streamlined down so that 1 platoon = one kill point. That, and it's absolute bull that a Guard Command Squad counts as two kill points.

That's what I'm expecting for now as well. Till then, seems like the best way to try and choke those KP to death is to go armored company, and use GK allies. And NOT take command squads, which I agree, is bull.
PostPosted: Mon Jan 12, 2009 12:24 am


Caleidah
My guess is that, in the next codex, platoons are going to be streamlined down so that 1 platoon = one kill point. That, and it's absolute bull that a Guard Command Squad counts as two kill points.
I've got a feeling that the new codex won't address this issue.

I've seen some discussions on how to address this and each suggestion is not an answer really. Some people say that the whole platoon should count as a single point, others say that only the command squads should be counting, while some say that each squad should be worth 1/2 a point each.

None of these answers are really ideal though. Making the whole platoon count will quickly get you situations where one squad will hide away in the back of the board, making command squads the only score units will result in the enemy virtually ignoring everything else (besides, five T3 men die very easily!) and the half point suggestion requires a lot of thinking, something not a lot of people are looking to do when playing a game of 40k. sweatdrop

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PostPosted: Mon Jan 12, 2009 8:59 am


I honestly think Kill Points should just be done away with and they should go back to Victory Points, because it's the simple fact that a gang of Grot does not strategically equal a Terminator assualt squad, and there's just as disperate squad values in every army.
PostPosted: Mon Jan 12, 2009 10:12 am


Done away with? Fat chance of that happening any time soon, it's a new feature so it stays until the next edition or a FAQ that gives a clever answer.

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Kaserkin

PostPosted: Mon Jan 12, 2009 2:38 pm


I'm wondering, is it better to have 3 baskies or say 1 or 2 plus a Russ tank/s set up for anti-personnel? my friend (plays with nids rolleyes ) is a big believer in i have more bodies to throw at you and causalities are not a problem... so is having heavy artillery raining death on the enemy better than having a battle tank sitting there using all of it's guns? points are also a problem cause i want the most bang for my buck (if you know what i mean mrgreen )
PostPosted: Mon Jan 12, 2009 6:39 pm



Really, it comes down to personal choice. With the Basilisk, you only have the options of Earthshaker Cannon or Heavy Bolter. That said, it has a very powerful cannon and you can begin to harass your enemy before they can even draw LOS. They also have the bonus of being less expensive.

Leman Russes excel in a few other things. For one, they pack heavier armor. The Nids will have that much harder of a time killing an Av14-12-10 Leman Russ than they would an Av12-10-10 Basilisk. Next, a Leman can tote much more firepower. Each can take up to three Heavy Bolters, or three Heavy Flamers (as memory serves), though those can only be used (in chorus) if you decide to sit still on a given turn. Nextly, it has a Battle Cannon. So, you still have the option of laying out a big, strong blast to completely wipe away those pesky enemies. The downsides of the Leman is that you have to have line of sight to hit your enemy with all of its weapons, thus making it a more viable target. Also, it has much shorter range than the Basilisk, so hunting gets harder.

Caleidah

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PostPosted: Tue Jan 13, 2009 12:49 am


Actually, the Leman Russ can only ever have two heavy flamers, the front can only take the heavy bolter or lascannon. Unless the new codex brings a change to this. surprised

If you're up against Nids you could take a Demolisher, not only does the main gun pack a harder punch, but it can also take plasma cannons. While the main gun might have a really short range, this is more than made up for with those plasma cannons and the power of the gun itself, the most powerful ordnance weapon in standard 40k games!

Don't forget that the Basilisk really only works well when you have the enemy away from you, once they get too close that big gun will be a great liability, especially when close to your own lines. Most Tyranid units can Fleet, so they'll be at you in no time at all, tanks might be better when facing off against fast moving hordes.

Hellhounds work like a charm against horde armies! Give it some support and let it roll up to those pesky hordes and open the valves, full blaze! Just be sure to give it smoke and track guards, so it can make the trip intact.
PostPosted: Tue Jan 13, 2009 3:40 am


User Image

Guess what I made earlier today? =D I'm going to replace the barrel later on this week with a half inch diameter tube, that was the only thing I could find around the homestead. I got a fancy camera for Christmas, so I'm probably going to update my thread in the painting and modelling subforum at some point.


On to the topics at hand! pirate

Hellhounds are great, and against the waves of bugs you'll be facing, it'll do swell. I suggest taking three, and your Genestealer problems will soon disapear. For Heavy Support I suggest one Demolisher and two Basalisks. Bassies are great at killling... everything, and in large amounts. The Demolisher with its plasma cannons and main gun is the perfect tool to eliminate Warriors and other such big nasties.

I also suggest taking at least one five man squad of Storm Troopers to Deep Strike. Give them two plasma guns, a plasma pistol, and power weapon. It'll be well woth the 91pts you spend when you wreck some serious damage against whatever they land near. For doctrines, take Hardened Fighters or Xeno-Fighters (Tyranids). If you can, take Warrior Weapons. Your enemy won't know what hit them when you have a Guard army that's doing well in close combat.



I now have five Leman Russ (Vanquisher, Exterminator, Annihilator, Demolisher, Destroyer), three Chimera (one Hellhound turrent to exchange at will), an Earthshaker battery, Drop Sentinel, Valkyrie, Thunderbolt, and two Baneblades. It's official, I'm a tread-head. blaugh

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PostPosted: Tue Jan 13, 2009 5:35 am


Nice conversion! eek

I'd swap the main gun for something a tad smaller and more in line with the rest of the model though, the model also seems to lack exhausts on the rear. Nicely done, the only foreign parts I spot are the chain and the sponson bit from a Predator(?)
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