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Posted: Tue Feb 07, 2006 3:47 pm
Sparco Okies. I've posted here once or twice before and got a very negative reaction as someone who started Warhammer 40k at Christmas time. I now have the new Imperial Guard Codex (Finally!) and a few models I ordered online. Below is my basic army list, I'd like to know what people think and also what would be a good set of minitures to raise it from 1000 points to 1500 points. Army: Command Platoon - 141 pointsSenior Officer (w. bolter + power fist) Standard Bearer Medic 2 Veterans with las pistols and close combat weapons Drop the veterans and give the squad hardened fighters. Also drop the bolter and give him a bolt pistol. The officer is your heavy points for this squad need to go to making sure he hits. Also the medic is IMO a useless upgrade since there are very few shooting weapons that Imperial guard get saves against and in combat a squad this small will be surrounded and the medic will be unable to make a save. Quote: Sentinal - 50 pointsStorm Troopers - 129 pointsVeteran Sargent (with hell pistol and power weapon) 9 Stormtroopers, Plasma rifle 5 Rattlings - 55 points Not a huge fan of Storm troopers but I'm not going to tell you to get rid of them. Also I love the Ratlings but I've never found them to be game winners so you might want to reconsider them. Quote: Armoured Fist Squad - 156 points10 men - four with warrior weapons (close combat weapon and las pistol.) Chimera with Multi-laser + Heavy Bolter Infantry Platoon - 258 pointsSquad of 10 - with lascannon, flamer, vox caster and a few with warrior weapons. Squad of 10 - with rocket launcher, flamer, vox caster and a few with warrior weapons. Command Squad - Jr. Officer with 4 veteran, vox caster and warrior weapons. These squads should never be far apart from one another so the vox caster IMO is a waste of points. Also flamers should never be used in squads with heavy weapons. Quote: Basalisk - 125 pointsIndirect Fire. Don't really have a position on the Basalisk so I can't really give any advice on it sorry. From where I'm sitting I can't see the strategy you plan to use with this army. You have a couple of pieces that require you to keep the enemy at range and several entries that require them to be close. As for how you could expand it. I guess I would go with either another Platoon or attach a couple squads to you exsisting toon and a Leman Russ.
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Posted: Tue Feb 07, 2006 7:47 pm
[ Message temporarily off-line ]
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Posted: Tue Feb 07, 2006 8:47 pm
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Posted: Wed Feb 08, 2006 3:00 am
id avoide indirect on the bas in small games because after 2 turns (at most) your not likley to be useing it as it has a minmum range. id keep the rattalings just because of the amount of times they have screwed up avatars, ctan and other high points low save models. i would kee pthe medic as ive always found them invaluable, but agree that your officer should have a pistol (esecialy as he has a fist)
to expand i would add a russ and some more platoons
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Posted: Wed Feb 08, 2006 4:54 pm
yup. Now I have my riders all sorted for my Snowfangs. ninja
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Posted: Wed Feb 08, 2006 5:00 pm
Ophiuchus yup. Now I have my riders all sorted for my Snowfangs. ninja So your using my idea?
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Posted: Wed Feb 08, 2006 5:04 pm
Reddemon Ophiuchus yup. Now I have my riders all sorted for my Snowfangs. ninja So your using my idea? I double checked on 40k forums. Saberfangs are pretty much as big as horses, and a little bulkier. It'd definitely be a good replacement, and with a snowy scheme, they'd match the army fluff.
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Posted: Wed Feb 08, 2006 6:05 pm
Ophiuchus Reddemon Ophiuchus yup. Now I have my riders all sorted for my Snowfangs. ninja So your using my idea? I double checked on 40k forums. Saberfangs are pretty much as big as horses, and a little bulkier. It'd definitely be a good replacement, and with a snowy scheme, they'd match the army fluff. Glad I could help biggrin
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Posted: Wed Feb 22, 2006 2:25 pm
To coincede with the release of the Tau Empires, GW will be re-releasing their Tallarn range next month, along with rules for desert combat and rules for Tallarn armies.
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Posted: Wed Feb 22, 2006 2:38 pm
did you only just realise that, theyve been on the advance order page for at lest 3 weeks now
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Posted: Wed Feb 22, 2006 7:13 pm
menoftanith id avoide indirect on the bas in small games because after 2 turns (at most) your not likley to be useing it as it has a minmum range. id keep the rattalings just because of the amount of times they have screwed up avatars, ctan and other high points low save models. i would kee pthe medic as ive always found them invaluable, but agree that your officer should have a pistol (esecialy as he has a fist) to expand i would add a russ and some more platoons i have to disagree with this. the basilisk is my favorite little "toy" on the battle field because it can shoot indirect. think of all the anoying things armies have that kill you before you can get in line of sight of them such as: enemy indirect fire, eldar speeders or tanks with their crystal targeting, tyrnaids or any other army with fleet of foot. as weak as guardsmen are you cant just expect the enemy to just stroll right into the line of sight of a platoon that is 20 inches away. they're gonna hide behind terrain and pop out with fleet of foot or something like that and get you.
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Posted: Thu Feb 23, 2006 4:35 am
in a bigger game i would agree with that, but in small games the board isnt big enough to take full advantage of it, every game that ive played aggainst one in 1000pt games its set up so early that i can deploy everything as close as possible to it, meaning it only gets 1 turn of firing before im to close for it fire. with inderct fire on it once the enemy is wthin 36" your down to the hull weapon and must 1000pt games the oponents are only just over 24" apart, to get even one turns worth of fire you need to be at the very back of the board ane to get a second you need the oponent to of started in the opposite corner. you end up paying all those points for two shots that may miss and a heavy bolter for the rest of the game. the higer the points cost the wider the board and the more use it will be, i personaly wouldnt think of it till 1500+ as theres much better and more relible guns. if your that worreid about indirect fire take morters, or set up in proper fire alleys so they cant hide as much, your gaurd in 1000pts you should stil be out numbering them by resiting things like basis
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Posted: Sat Mar 04, 2006 3:05 pm
My Cadian Regiment
HQ Command Platoon- 485 points total
Command Squad- 105 points Senior Officer w/ Power Sword and Laspistol Medic and Standard Bearer Guardsman w/ Meltagun Guardsman w/ Master-Vox
Fire Support Squad- 95 points 3 Autocannons Teams
Fire Support Squad- 95 points 3 Autocannons Teams
Anti-Tank Squad- 95 points 3 Missile Launcher Teams
Anti-Tank Squad- 95 points 3 Missile Launcher Teams
Troop Infantry Platoon (x2)- 406(x2)- 912 points total
Command Squad- 51 points Junior Officer w/ Power Weapon and Bolt pistol 3 Guardsmen w/ Lasguns Guardsman w/ Vox-caster
Infantry Squad (x3)- 65(x3)- 195 points Sergeant w/ CCW and Laspistol 8 Guardsmen w/ Lasguns Guardsman w/ Vox-caster
Infantry Squad (x2)- 80(x2)- 160 points Sergeant w/ CCW and Laspistol 6 Guardsmen w/ Lasguns Autocannon Team Guardsman w/ Vox-caster
Heavy Support- 354 points total Leman Russ Battle Tank (x2) w/ hull lascannon, side sponsor heavy bolters, heavy stubber
Army Total Points: 1751
I really like this layout because I can concentrate my heavy weapons behind infantry for protection with my command squad standing nearby directing orders through the vox-cast system. The Command Squad serves as the HQ and is not intended for combat. I like to keep the infantry squads cheap and disposable, but formidable. By keeping the heavy weapons out of the squad not only do I make best use of the heavy weapons by keeping them stationary but I have much less to lose in an assault. All the squads are armed with grenade launchers so they can be fairly effective in large numbers. The tanks speak for themselves biggrin
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Dubyamn had a good point about vox-casters, I'll probably scrap them. Anyways, anyone have a good idea to make good looking hardened vets?
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Posted: Sun Mar 05, 2006 12:33 am
Lt. Brookman To coincede with the release of the Tau Empires, GW will be re-releasing their Tallarn range next month, along with rules for desert combat and rules for Tallarn armies. Their own range, or Forgeworld's?
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Posted: Sun Mar 05, 2006 1:02 am
The UK site shows both, though they are not allowed to sell Forge World pieces theirselves. I think this would be the new chapter in relations between GW and FW.
Although this nothing more then a ploy to promote the Tau, they also have been giving the third IA book a lot of spotlight time.
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