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Old 10-19-2007   #5 (permalink)
experiment 626
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yes! another guard player added to the ranks

Quote:
Originally Posted by Timber-WoIf View Post
started using this list a couple weeks ago. done decently so far, but hasnt seen enough combat yet for sure.

command platoon

-command squad
--heroic senior officer : plasma pistol, power weapon
---iron disipline
---carapace
---macharian cross
--medic: lasgun
--standard carrier: lasgun
--(x2)guardsmen: plasmagun

+++ lose the carapace armour as it forces you to use the mixed armour which make your important IC an easy target... (ie: he *must* take his own 'set' of wounds!)
keep in mind too you can make your officer a JO and give him the honorifica for the same stat-line but for 5pts cheaper than an HSO!+++


-anti-tank
--(x6)guardsmen: x3 lasgun, x3 lascannon
-anti-tank
--x6 guardsmen: x3 lasgun, x3 missile launcher
-fire support
--x6 guardsmen: x3 lasgun, x3 autocannon
-fire support
--x6 guardsmen: x3 lasgun, x3 heavy bolter

+++ if you have doctrine pts to spare, consider sharpshooters for these squads. it's great when combined with just your heavy weapons and is actually worth the pts investment.+++

-special weapon
--x6 guardsmen: x3 lasgun, x3 sniper

602 points

inf platoon A

comm squad
-junior officer: plasma pistol, power weapon
--carapace
--iron disipline
-x3 guardsmen: x2 plasmagun, lasgun
-medic: boltgun

+++ again, lose the carapace to help better protect your officer! (an oxymoron i know, but trust me that 5+ save works out for the better if only to stop basic guns from sniping out your officer...)
considering you have the medic as well, why not add in that 3rd plasma gun? that'd be a nice unit to pop out of hiding to surprise any MEQ's with!+++


x4 inf squad
-sgt: lasgun
-x9 guardsmen: x8 lasgun, plasmagun
402 points

+++ my preference is for grenade launchers in place of plasma... simply because you will fry yourself and there goes your expensive special weapon!+++

inf platoon B

command squad
-junior officer: plasma pistol, CCW
--iron disipline
-medic: boltgun
-x3 guardsmen: x2 plasmagun, x1 lasgun

+++ again, see the above comments on the first inf hq.+++

x2 inf squad
-sgt: lasgun
-x9 guardsmen: x8 lasgun, flamethrower
219 points

+++ mmmmmm... toasty! i love flamers myself. still though, how do you plan to get them into range without watching most of the squad get mowed down by enemy fire?+++

Hardend Vets
-vet sgt: storm bolter, frags
--trademark item
-x8 veterans: x3 grenade launcher, x5 shotgun, frags
125 points

+++ BS4 is where you want those plasma guns! couple that with the infiltrate and these guys can jump out and surprise a careless MEQ unit trying to out-flank you!
also, keep in mind that your sergeant is one of only two sourses for 'hidden' power fists... give him a bolt pistol + power fist and wipe that smirk off your opponent's face when you topple his/her 'uber death gribbly with S6 no armour save hits! (if you don't give the honorifica to a JO, give it to this guy - 5 S6 attacks on the charge... damn amazing in a guard army!)+++


stormtroopers A
-sgt: hellpistol, CCW, frags, kraks
-x4 stormtroopers: x2 hellgun + targeter, x2 meltagun, frags, kraks
75 points

stormtroopers A
-sgt: hellpistol, CCW, frags, kraks
-x4 stormtroopers: x2 hellgun + targeter, x2 plasmagun, frags, kraks
75 points

+++ tasty! of corse, they will die if you leave them exposed...

a nice trick to pull; place your deep strike exactly at the 6" mark. hope you scatter slightly back. kill the tank, but unless you get a 6 result on the penetrating hits table, leave the wreck on the board... now your troops are hidden behind size 3 area terrain!!!
should help keep them alive an extra turn. next turn, you can clamber over/around the wreck and gain a modest 5+ cover save and have two units in your opponent's back lines which he/she will now be forced to turn around and deal with!+++


total points: 1498

my main concern with this list is that my heavy weapons will be too easy to pick off, and the rest of my army will be left hanging. Thoughts?
- support teams use their range and later deployment as HQ's to protect themselves... 48" range should mean that your opponent will be forced to use their big guns turns 1-2 if they want to silence your guns. add to the fact that most long-ranged guns like that are typically single-shot, and your opponent's is still losing out in the end! (because you've also been cunning and deployed in cover too!)

- setting up a couple of squads from your first platoon w/grenade launcher + heavy bolter options can also be used to help 'buffer' your heavy weapons from fast enemy assaulters. sacrifice the grunts and give your big guns an extra turn or two...

- those hardened vets, while cheap, need some work as they can be so much nastier!

again, if you have the doctrine pts to spare, consider combing drop troops with a single heavy flamer sentinel. any tau opponents will think twice about trying a 'fish of fury' on you again after you deploy a heavy flamer right behind their bunched up fire warriors!
a sentinel is also a cheap source for the improved coms upgrade which is godly when you have deep strikers... having all your deep striking troops landing in the same turn, (even with only two units), makes for a real headach for your opponent... (just think - you can ensure your opponent takes two big hits and now has to deal with 4 ap1 guns that are likely behind their main advance!)

- what are your other doctrines besides iron disciple, storm troops & special weapons teams???

cheers!
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