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Old 03-24-2007   #2 (permalink)
experiment 626
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hehehe! why thank-you

well, overall i like the look of it as there's a good balance of offense & defense, not to mention a good deal of speed when it's called for!
however, some things to look into;

- the retinue. it's well worth the 50pts to have a pair of heavy bolter servitors... coupled with the psycannon you can lay down some serious BS4 anti-infantry firepower. the flamer is nice for those moments when a good 'ol fashioned counter-attack is needed!
oh, and remember to keep this unit at least 4" from any of your units when using the books of pain.

- the stormies really, really need some special weapons... hellguns suck honestly. (wow, ap5?! so they use a duracell battery instead of a rayovac...)
plasma guns are decent options due to the stormies heavier armour and BS4, but also having a 6 man squad with 2 meltaguns in a chimera is a great little tank-hunting unit.

as for the guard elements;
- the command squad really comes into it's own when used as a mini special weapons squad as each guardsman can potentially have a special weapon!
a favoured set-up for a general all-purpose list would be: JO w/plasma pistol, 3 guardsmen w/plasma guns & vet medic to handle a couple over-heats...
i also like the Ld booster + counter-attacker: JO w/power toy + 2 guardsmen w/flamers & mortar team. they can sit safely out of sight and fire their mortar and if the enemy reaches your lines, then you've got a pair of flamers for dishing out the hurt!
then there's the hot lead set-up: JO w/power toy & storm bolter, 2 guardsmen w/grenade launchers & heavy bolter team. that's a total of 5 ap4 shots and 2 ap5 shots each turn at 24"! enough to blunt smaller units of infiltrators like scouts or put the hurt on a lighter assault unit like banshees...

- as for the infantry, i suggest giving them some special weapons... grenade launchers are fun for throwing around some S6 ap4 krak grenades and they will become damn annoying too! (i always seem to kill space marines with krak grenades to the head over plasma or such?!!)
avoid plasma with the guard! you honestly have a better chance of killing yourself than you do of hurting the enemy... if a squad is ment to advance, give them a meltagun for some anti-meq power or else a flamer for general crowd control.

- never use a squad of 3 sentinels... once 2 die, they give up half their cost in VP's and they no longer count as a scoring unit. drop the autocannon one and stick with the tank-hunting lascannons as daemonhunters are generally hurting in that department anyways!

- i'd drop the rough riders down to 8 men as they are really a one-shot wonder type of unit. (those lances only work once sadly...)
one fun trick though - give the sergeant the honorifica and he'll get 4 attacks with the lance the first time he charges! of course, giving him the shiny medal means you can't use it on your JO and having Ld9 with guard is quite handy... (yes, it's a bloody tough descision to make!)

well, that's all the blather i've got for now!
hope it helps, and again welcome to the darker side!
cheers!
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