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| Conscript ![]() Join Date: Oct 2007
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| OK, I have not played in about 8 years (military time) and am wanting to start an army up. I have the codex, and am making a list before buying an army. I would love to get feedback and a few clarifications on if I'm orginizing my units incorrectly before I purchase an army. Oh, this is a 1500 point list, as the threads make that appear to be the norm. Doctrines: Vets Sharpshooters Iron discipline Special weapons squads conscripts HQ1: Colonel/Commissar gaunt. HQ2: Senior officer+pwr weap+Bolt pistol+iron discipline. Troops have CC weap and pistol 2x Fire support squad: 3 autocannons +sharpshooter 1x anti-tank: 3 lascannons + sharpshooter 2x special weapons squads: pistol+c.c weap + demo charge Troop 1: Senior officer + Pwr weapon + bolt pistol + iron discipline (there is verbage in the infantry platoon section that has me confused, am I allowed a senior officer here or does it have to be junior?? squad 1: vet sarge and flamer squad 2: Vet sarge and flamer squad 3: vet sarge squad 4: plain baby, just plain +Chimera (multilaser, Heavy bolter+smoke launchers+netting) Troop 2: 3 squads of conscripts Here is my 2nd and 3rd question, am I correct in that I do not need a little HQish command squad to head the conscripts?? And also, am I correct in believing that the super-cool colonel gaunt can lead this rabble?? Heavy 1: Lemun Russ Executioner +3 heavy bolters + netting + searchlight Ok, I lOVE the rules for this tank as I understand them, and plasma is very cool, but can someone tell me if imperial armor rules are allowed in tournament play?? If not I could always make it a demolisher or something. Elite 1: 5 vets (lasguns), 1 sarge (storm bolter), 1 autocannon. Is just a little deterant idea, hopefully can just place them somewhere the opponent wouldn't think infiltrators would pop up, maybe scare a vehicle that thinks an autocannon could bite them in the rear/side.... or just draw fire from others. Elite 2: 9 vets, shotguns plus frag grenades 1 sarge, Honorifica, power fist/Bolt pistol After reading of the "hidden power fist" on other list critiques, I just couldn't avoid using it. Would most people consider the shotguns a better choice for assaulting then pistol/CC?? Also, I took the frag grenades thinking they'd be useful for guys along for the ride with the power fist monster, giving them some use in both assualting heavy weap teams dug in and vehicles/artillary (as they can infiltrate, maybe they could scratch rear armor?? If I am wrong or others have tried this please let me know its a bad idea. Alrighty, thats it. I've been extremely impressed with the detailed advice on the other lists, is good to see that those in the know really dig through the lists.... the advice I got from those helped shape mine alredy without buying a single model or playing a single round (like hidden pwr fist, sharpshooting heavy weaps ect.). I tried to get enough boots on the ground, while still getting some armor and versatility. Would love to have any glaring army weakness's pointed out before I plunk down the dollars. Thanks for your time!! Last edited by nova9; 11-17-2007 at 01:12 PM. |
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| | #2 (permalink) | |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| Quote:
also, there's a bit of a lack of mobility... you've got 2 infiltrating units + 1 dedicated transport. ask yourself, 'what do i do if i'm playing a recon mission or escaltion is in effect?'... can you respond to multiple threats reasonably well with mainly foot sloggers?! as cool as gaunt is, he's eating up alot of pts... i'd lose him to tool out your command squads and add more vets to the first squad. maybe even try and get a cheap sentinel in there! hope this helps, cheers!
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| | #3 (permalink) |
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| Very nice, loads of info. I did keep the units very bare bones, as I was trying to get 6 full units of "boots on the ground" as I had read was a good idea. I could scale back some on gaunt and maybe drop a unit and use those points to better equip the others. I also could drop my little vet squad, the vet doctrine and pick up drop troops... I hadn't even thought of using the special squads with demo's for that , could be scary. The sentinals were the next thing I'd wanted to add, but didn't see a way to put them in, I had wanted 2 with multilasers (don't know why, I like multilasers). |
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| | #4 (permalink) |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| autocannons are better. S7 ap4 heavy 2. lovely! you can hunt smaller infantry units like those scout snipers who tend to be only 5 or 6 man squads, plus the autocannon is the single best weapon for downing skimmers! cheers!
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| Couple quick follow ups. 1. Whats this about medics?? I can't find medics mentioned anywhere in my codex, can someone tell me what page to look at cause I don't see em. 2. Ok, Meq means marine equivalent right?? So to negate their armor save I'd need 3 or less for AP... so wouldn't a heavy bolter still give you less of a chance to kill MEQ then a multilaser? 3. Armored fist squads, they don't go in an infantry platoon? So are they an entire troop selection on their own, even though they are a squad and not a platoon? 4. Although not addressed here, I've always wondered how Chimera's lasgun ports work. Since they are 3 to a side and you still have to have a vehicle fire at the same unit, wouldn't that make only 3 of them usable in any given turn max? 5. After looking I should use the HQ platoon for some more weapons, and the mortar sounds nice for the pinning. Is it only weapons that say ordanance that use the big blast marker though?? |
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| | #6 (permalink) | |
| Soldaten ![]() ![]() ![]() ![]() | Quote:
For starters: I take it that this is your first list I see things like sharpshooters Senior officers in your infantry platoon and such. Here is a few tips (now these are tips not offical rules and what not) All your guard infantry squads should have Las/Plas combo be that your heavy weapon is the lascannon and your special is a plasma gun Nothing else should be in the squad If you must take a Senior officer or HSO use the Honorifica and give it to a Junior Officer you save 5 points from the original cost of a HSO. Dont take doutrines such as sharpshooters, camoline cloaks etc. You want your infantry to be at base cost as much as possible MORE MEN = Guard Army Finally if your taking hardened Vet. Squads the best thing to do with these guys is take them 5 men with 3 meltas Deep strike them (being a suicide squad) THIS is the best tactic that I ever used btw having 3 plasma guns and a medic in a platoon HQ squad and deep striking them is a good thing too (even having 4 is awesome) I've been playing guard for 6 years heed my words cheers
__________________ To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. Not just a Tale but a Legend Hey BTW Need Advice on some Games?! Heres what I play: Imperial BFG, Imperial Guard, Space Marines, Sisters of Battle, Orks, Tau, Chaos Marines PP- Khador, Cygnar No Im not a nut, I just live in the past: To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. Last edited by Steellegioncpt; 11-18-2007 at 02:54 PM. | |
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| | #7 (permalink) | |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| Quote:
when looking at the weapon profile, note the difference between 'ordinance' and 'large blast'.+++ Here is a few tips (now these are tips not offical rules and what not) All your guard infantry squads should have Las/Plas combo be that your heavy weapon is the lascannon and your special is a plasma gun Nothing else should be in the squad +++ see, i personally hate putting lascannons into infantry squads... why? well, guardsmen are all about specialising to 1 role. your infantry squads excell at killing enemy infantry. give them guns to better compliment that role! thus, heavy bolters or autocannons work well. plus, if you do shoot at that tank with your one-shot weapon and miss, then you've just wasted 9 good men for absolutely nothing!+++ If you must take a Senior officer or HSO use the Honorifica and give it to a Junior Officer you save 5 points from the original cost of a HSO. +++ however, in this case, that honorifica is being used elsewhere! but yes, never ever use a senior officer as he's total garbage...+++ Dont take doutrines such as sharpshooters, camoline cloaks etc. You want your infantry to be at base cost as much as possible MORE MEN = Guard Army +++ sharpshooters applied only to support squads is a good deal... they pack the weapons you want the skill to compliment and they pack them in numbers! but yes, never give sharpshooters to anyone else as it's typically wasted pts... (the more men = better wins out here!)+++ Finally if your taking hardened Vet. Squads the best thing to do with these guys is take them 5 men with 3 meltas Deep strike them (being a suicide squad) THIS is the best tactic that I ever used +++ hardened vets require some skill to use well. while it's all well and good to use them as throw-away tank-killers, you could just use a 5 man storm trooper unit who will do the same thing cheaper... vets will overcome anything and they are also the one unit you can have multi-task and still be effective! (i typically take 8 vets w/power fist, 1 flamer & 2 meltas + a combination of shotguns and ccw's. they've never failed to be a real throne in my opponents' sides!)+++ btw having 3 plasma guns and a medic in a platoon HQ squad and deep striking them is a good thing too (even having 4 is awesome) I've been playing guard for 6 years heed my words +++ i've only guard for 3 years now, but i play a pure infantry drop troop army and thus i am totally mental!+++ cheers!
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