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Old 03-10-2008   #1 (permalink)
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Default conscripts

you have to have one infantry platoon for every conscript platoon you field. but both are 2-5 squads does this mean I can have a 2 squad IP and a 5 squad conscript platoon . this is how I understand the rule someone please correct me if I am wrong
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Old 03-10-2008   #2 (permalink)
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Default Re: conscripts

yes, you can have a 25-man infantry platoon as 1 Troops choice and then take a conscript platoon which can number between 20/30/40 or 50 men.

the only ratio you need to worry about is the actual 1 infantry platoon:conscript platoon. the actual unit sizes don't matter!

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Old 03-10-2008   #3 (permalink)
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Default Re: conscripts

this almost seems unfair for the points I get 50 lasguns rapid fire 100 shots are going to kill something I would think
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Old 03-10-2008   #4 (permalink)
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Default Re: conscripts

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Originally Posted by lynxrpken View Post
this almost seems unfair for the points I get 50 lasguns rapid fire 100 shots are going to kill something I would think
well, keep in mind that you're shooting at BS2 and those conscripts are only Ld5!

your either need to keep an officer nearby to babysit them, or else you're spending 2 of 5 doctrine pts to use the independent commissar to lead the tarpit!

cheers!
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Old 03-10-2008   #5 (permalink)
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Default Re: conscripts

i would spend the two doctrnie points makes for interesting battle-fluff.
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Old 03-10-2008   #6 (permalink)
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Default Re: conscripts

i could just use vox right. heroic sr officer ld9 master vox would keep them in line and becides when I say line i mean line 50 gaurdsman firing 2 shots a piece should cause at least 50 hits even at bs 2 and 50 hits is going to be 20 wounds even at s3 no one is going to make every save. is this a bad plan
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Old 03-10-2008   #7 (permalink)
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Default Re: conscripts

I know it is not a good stratagy for every game but as for my sisters problem, see other post, this seems like a easy answer. firing line in fromt of the tanks use the conscripts to tie up the saraphan in CC take out the other stuff with heavy bolters and lemans anti tank squad. although if I where going to try this with doctorins I would also take drop troops and infeltrate with a whole conscript platoon
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Old 03-10-2008   #8 (permalink)
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Default Re: conscripts

can conscripts take vox's i didn't think so.
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Old 03-10-2008   #9 (permalink)
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Default Re: conscripts

fine then if not could I just line up IP next to them and stack the IP officer in the middle conscripts would use the leadership of the jr officer and IP would use the HSO via vox no doctorins needed unless i drop troops
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Old 03-10-2008   #10 (permalink)
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Default Re: conscripts

lynx there consripts, you'll be okay. what you should do is make them warriors and the doctrine that increases there WS. then you'll have angry aborginees (spelling)
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Imperial Guard 5300pts. (no doctrine) 0/0/0
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Old 03-10-2008   #11 (permalink)
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Default Re: conscripts

lol doctorin use will always make troop selection limited. for this reason im tring to stay away from them
if i use warrior whatever
conscripts
ratlings
grenaders
heavy weapons platoons
and whatever it is that akes there WS go up there is 6 doctorins soI have to loose part of my army

keeping doctorins out I get everything I use without them and looks like I have to conced ethere giong to flea from combat but thats ok because 50 conscripts are going to make a hole in something before they go
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Old 03-10-2008   #12 (permalink)
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Default Re: conscripts

I also have tecpriests
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Old 03-10-2008   #13 (permalink)
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Default Re: conscripts

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Originally Posted by word bearers 81007 View Post
lynx there consripts, you'll be okay. what you should do is make them warriors and the doctrine that increases there WS. then you'll have angry aborginees (spelling)
You can't give the Conscripts any doctrines.
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Old 03-10-2008   #14 (permalink)
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Default Re: conscripts

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You can't give the Conscripts any doctrines.
right, i don't think they coutn as guard infantry.

lynx, i dunno if techpriests are really necessary for your army, unless it's fluff. i know, the doctrine system presents LOTS of tasty options, when i wrote my first IG list i had a huge headache trying to sort that out. in the end you just gotta pick the ones you like more...haha alas :[
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Old 03-10-2008   #15 (permalink)
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Default Re: conscripts

the reason i field techpriests is because I field 3x russes with sponson and hull heavy bolters. well one of them has a lascannon. i also give them hunter killer missles. also I have a AFS. I play sisters more than any other army in my home games and my tanks get taken out right off. ef I move full distance he has to roll a 6 to hit after i deploy smoke after the first turn (all glancing) I am all but gaurented there use on the second turn. but that is that now it is the top of turn 3 and all 4 tanks almost 550 points of my 1500 point list is all but distroyed. the thought is if the priest can repair just one russ for one turn it could help to provide coverfire and stabilization for advancing troops or help to create a line of fire before a large push to take a objective
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Old 03-18-2008   #16 (permalink)
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Default Re: conscripts

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Originally Posted by lynxrpken View Post
the reason i field techpriests is because I field 3x russes with sponson and hull heavy bolters. well one of them has a lascannon. i also give them hunter killer missles. also I have a AFS. I play sisters more than any other army in my home games and my tanks get taken out right off. ef I move full distance he has to roll a 6 to hit after i deploy smoke after the first turn (all glancing) I am all but gaurented there use on the second turn. but that is that now it is the top of turn 3 and all 4 tanks almost 550 points of my 1500 point list is all but distroyed. the thought is if the priest can repair just one russ for one turn it could help to provide coverfire and stabilization for advancing troops or help to create a line of fire before a large push to take a objective

How does this tactic exactly work? You move your vehicle the max 12", does that downgrade the hit it can take to a glance? I am sorry for what may seem like a dumb question by I don't play with vehicles very often.
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Old 03-18-2008   #17 (permalink)
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Default Re: conscripts

smoke launchers are a 1 use/game item that make it so that any hit is a glancing hit.

at least until 5th then they provide cover for the tank.
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Old 03-18-2008   #18 (permalink)
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Default Re: conscripts

Thanks Steve, makes sense with the Smoke Launchers.
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Old 03-18-2008   #19 (permalink)
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Default Re: conscripts

also is a vehicle moves its full distance they have to ool higher to assault it. have to roll a 6 to hit
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Old 03-18-2008   #20 (permalink)
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Default Re: conscripts

Quote:
Originally Posted by experiment 626 View Post
well, keep in mind that you're shooting at BS2 and those conscripts are only Ld5!

your either need to keep an officer nearby to babysit them, or else you're spending 2 of 5 doctrine pts to use the independent commissar to lead the tarpit!

cheers!

I know I asked this another thread but I haven't seen a response yet.
Can't you bybass using a doctrine for Independant Commisars by including Gaunt in your list? He is only 75 points, comes with MasterCrafted Power Weapon that adds 1 to strength, camelioline and can be attached to any unit! It seems like a no brainer if you don't want to waste a doctrine for one commissar.
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Old 03-18-2008   #21 (permalink)
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Default Re: conscripts

it is not that useful to use commisars unless you are doing more than one. as for your question gaunt yarrak and a few others are independent characters and follow the rules as such taking gaunt means you have a independent commisar on the board but all of the other commisars in your army must follow the standard rules for commisars and remain attached to the unit they are advising

ie lets say you field gaunt and two other commisars gaunt is independent but the other two commisars must be attached starting with the first standard commisar to the command squad and the second to the IP in this case I would give gaunt to my storm troopers or conscripts to make a fearless wall
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