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Alissindra

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PostPosted: Tue Sep 15, 2009 2:43 pm


well in my list i have 4 heavy weapons squads, (2 per platoon) all with 3 lascannons to deal with enemy armor, and just about everything else is base profile... ill post the list tomorrow so you guys can see it. i dont have it with me ATM.
PostPosted: Tue Sep 15, 2009 3:08 pm


Just keep typos out.

Hoxtalicious

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Alissindra

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PostPosted: Tue Sep 15, 2009 3:11 pm


Lt. Brookman
Just keep typos out.

you dont even know how a**l i am about typos XP. throw away entire lists just cause i forget something or leave something out.
PostPosted: Tue Sep 15, 2009 3:17 pm


How about punctuation then? ninja

Hoxtalicious

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Alissindra

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PostPosted: Tue Sep 15, 2009 3:31 pm


i let it slide slightly.... in my list there isnt a whole lot of punctuation, capitalizaton, but not much punctuation.
PostPosted: Tue Sep 15, 2009 4:42 pm


*sigh*
Play nice, kids.


That said, BHS, you're going to need a lot more specialized weaponry if you hope to make do with an all infantry guard list. You can spam all you like, but base lasguns still have a good chance of missing and a worse chance of wounding on MEq.

Get Meltaguns. They work splendidly. Stormtroopers could also find a lovely niche in your list and could help to deal with some of the more heavily armored units you'll go against.

Veterans would also do well for you, and would provide slightly more hardened troops to field.

Caleidah

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Alissindra

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PostPosted: Tue Sep 15, 2009 4:49 pm


we are playing nice... or i am

wait till you see the list before you judge...
ill give u a quick summary,

Comp. Comm. Squad
Creed & Kell, astropath, medic, vox, officer of fleet

Comp. Comm. Squad
Vox, Medic, Banner, astropath, Officer of fleet

Stormtroopers(10) 2 squads

Infantry Platoon
Platoon Comm. Squad
Vox, Medic, Commissar
Infantry Squad(10) 5 squads
Vox
Heavy Wep. Squad 2 squads
3 Lascannons

Infantry Platoon
Platoon Comm. Squad
Vox, Medic, Commissar
Infantry Squad(10) 5 squads
Vox
Heavy Wep. Squad 2 squads
3 Lascannons

i think thats it...
PostPosted: Tue Sep 15, 2009 4:52 pm


You still need some mobile heavy punch. Drop some of the stormtroopers and give the remaining ones some special weapons so that when they deepstrike or infiltrate in they can really wreck up the place on their own. I'd also suggest to drop at least one squad from each platoon and use their points to give special weapons to the squads.


You've seen my posts in the past as to people playing nice. It's never aimed at anyone in particular, just a general reminder.

Caleidah

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Alissindra

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PostPosted: Tue Sep 15, 2009 5:01 pm


ok... well

I never have any luck with special weapons... they always ******** me! plus the large plan is bring it down and First Rank Fire, Second Rank Fire
PostPosted: Tue Sep 15, 2009 5:04 pm


here is my take for what it is worth... (just rough ideas that i have used in my army)

when playing with creed i would always give him a chimera so he can chill close to the front lines and with the *new* command rules he can use his 4 i think commands to push the infantry up or the 1&2 rank fire rule.

also your stormies should be mech'ed up as well and use them as a early objective capture troops or to quite literaly run the emeny over units then dismount and mop up, thus creating a hole in the enemies front line.

I like your anti tank, but feel free to add in some special weapon teams, them hooked up with a veteran unit all armed with shotguns can make a real mess in a city fight, the special weapon team should have some demo-charges to blow up buildings while the unlucky surviors are killed by verterans using those lovely shotguns...

gota love the new leman russ punisher, when fitted with front mounted heavy bolter, sponsen heavy bolters, and a stubber up top... at 24' they can put out 35 shots a turn and if you pop an extra ___ points in for knight commander pask it has even better BS making even those mobs of orks wither and die... that with your oh so nice infantry most horde armies are toast.

thats all i'm guna say, except that i really like these tatics in a city fight or objective mission because they can clean out enemy units and sectors at a small cost

Kaserkin


Alissindra

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PostPosted: Tue Sep 15, 2009 5:18 pm


Kaserkin
here is my take for what it is worth... (just rough ideas that i have used in my army)

when playing with creed i would always give him a chimera so he can chill close to the front lines and with the *new* command rules he can use his 4 i think commands to push the infantry up or the 1&2 rank fire rule.

also your stormies should be mech'ed up as well and use them as a early objective capture troops or to quite literaly run the emeny over units then dismount and mop up, thus creating a hole in the enemies front line.

I like your anti tank, but feel free to add in some special weapon teams, them hooked up with a veteran unit all armed with shotguns can make a real mess in a city fight, the special weapon team should have some demo-charges to blow up buildings while the unlucky surviors are killed by verterans using those lovely shotguns...

gota love the new leman russ punisher, when fitted with front mounted heavy bolter, sponsen heavy bolters, and a stubber up top... at 24' they can put out 35 shots a turn and if you pop an extra ___ points in for knight commander pask it has even better BS making even those mobs of orks wither and die... that with your oh so nice infantry most horde armies are toast.

thats all i'm guna say, except that i really like these tatics in a city fight or objective mission because they can clean out enemy units and sectors at a small cost


i dont play city fight here at my local GW store... and i dont want armor, mainly cause they are alot of points and it limits models on table. so yea
PostPosted: Tue Sep 15, 2009 5:22 pm


ah, I see...

eh, i like a little armor in my army but not a real die-hard tread head. My first guard army featured lots of scouts and snipers, that always pissed of chaos marine players when their beloved termies start dropping dead in their own deployment zone.

Kaserkin


Alissindra

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PostPosted: Tue Sep 15, 2009 5:37 pm


i was considering some special weapons teams (idr if the can have em) or ratlings with snipers.
PostPosted: Tue Sep 15, 2009 7:12 pm


Blackened Heart Sucubi
ok... well

I never have any luck with special weapons... they always ******** me! plus the large plan is bring it down and First Rank Fire, Second Rank Fire

Which is all fine and dandy, and a great strategy. However, teh odds are still more in your favor if you take some of the "hardy" special weapons. For guard, I like Grenade Launchers and Meltaguns. Launchers can be used for a little extra punch at range and their blast can deal damage to a little bit of everything. Meltaguns...well, they're can openers. They kill Monstrous Creatures, Walkers, Vehicles, Heavy Infantry, and everything else.

Kaserkin, when giving advice it helps to look over a person's post to see if they've put any stipulations on what they are going to field.

Caleidah

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Caleidah

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PostPosted: Tue Sep 15, 2009 7:14 pm


Blackened Heart Sucubi
i was considering some special weapons teams (idr if the can have em) or ratlings with snipers.

Go with the weapons teams. You have plenty of troop killing power already, you need more mobile specialty. For them, a nice combo would probably be flamers and meltas. Use them for counter-charge and mob protection.
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