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Old 11-14-2007   #1 (permalink)
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Default Crazy Fun Imp Guard I have come up with!

Doctrines;
Carapace Armor
Close Order Drill
Rough Rider Squadrons
Hardened Fighters
Warrior Weapons!

It is a medieval guard army! I can see it working too with each squad having a meltagun as its only ranged weapon. (They wanted the boys to have SOME defense against tanks!)

So, what you think?
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Old 11-14-2007   #2 (permalink)
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Originally Posted by Imperial Commander Gent View Post
Doctrines;
Carapace Armor
Close Order Drill
Rough Rider Squadrons
Hardened Fighters
Warrior Weapons!

It is a medieval guard army! I can see it working too with each squad having a meltagun as its only ranged weapon. (They wanted the boys to have SOME defense against tanks!)

So, what you think?
i'd choose some different doctrines in all honesty;
a) carapace armour: all well and good and probably needed in your case... just keep in mind that for every 3 units you buy the carapace armour for, that's 1 entire 10-man squad you're not taking because of it!
you need to remind yourself you'll be short on boots due to the much higher pts cost of your basic grunts...

b) close order drill: is more of a handi-cap than a help really... unless your opponent doesn't have a single template and/or blast weapon, it's best to actually avoid this doctrine at all costs! (ie: the only reason my lawn darts use it is because they must deep strike into close order formation!)

c) rough riders: are a true 'one-hit-wonder'. they'll be gold the first time they charge! after that, their lances are used up and they're simply expensive punching bags for your opponent to happily beat to death! perhaps 1 squad to act as the 'knights' though.
hardened vets, while not as fast, are a better option IMHO - especially as you can give the sergeant a power fist!!!

d) hardened fighters: again, watch your pts cost sore and for little gain overall! the best thing it'll do is make your opponents hit you on 4's as well... again though, it's not something you want to give to every squad, else you'll litterally end up with only about 55 men in your army!

e) warrior weapons: handy for an assaulty army!

one way to get around your potential lack of bodies, is to take both the independant commissar & conscript platoon doctrines... think of them as a low-born knight leading the peasent rabble to the slaughter?! handy for throwing at your opponent's best assault unit as the conscripts will keep fighting untill pretty much every last one of them has been killed.

priests might also be a nifty idea as they would undoubtably be the ones who've whiped the low-born soldiers into a frenzied state of bloodlust!

cheers!
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Old 11-14-2007   #3 (permalink)
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First rule of 40kterra: agree with Stitch!
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Old 11-14-2007   #4 (permalink)
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not really though.

but i dont know anything about guard so i dont count.
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Old 11-14-2007   #5 (permalink)
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First rule of 40kterra: agree with Stitch!
we should trademark that i think?!

i can see it now; the tactica stitch r: the terran tactics which still won't save you as your dice rolls are always 1's!

cheers!
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Old 11-14-2007   #6 (permalink)
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i'd choose some different doctrines in all honesty;
a) carapace armour: all well and good and probably needed in your case... just keep in mind that for every 3 units you buy the carapace armour for, that's 1 entire 10-man squad you're not taking because of it!
you need to remind yourself you'll be short on boots due to the much higher pts cost of your basic grunts...

b) close order drill: is more of a handi-cap than a help really... unless your opponent doesn't have a single template and/or blast weapon, it's best to actually avoid this doctrine at all costs! (ie: the only reason my lawn darts use it is because they must deep strike into close order formation!)

c) rough riders: are a true 'one-hit-wonder'. they'll be gold the first time they charge! after that, their lances are used up and they're simply expensive punching bags for your opponent to happily beat to death! perhaps 1 squad to act as the 'knights' though.
hardened vets, while not as fast, are a better option IMHO - especially as you can give the sergeant a power fist!!!

d) hardened fighters: again, watch your pts cost sore and for little gain overall! the best thing it'll do is make your opponents hit you on 4's as well... again though, it's not something you want to give to every squad, else you'll litterally end up with only about 55 men in your army!

e) warrior weapons: handy for an assaulty army!

one way to get around your potential lack of bodies, is to take both the independant commissar & conscript platoon doctrines... think of them as a low-born knight leading the peasent rabble to the slaughter?! handy for throwing at your opponent's best assault unit as the conscripts will keep fighting untill pretty much every last one of them has been killed.

priests might also be a nifty idea as they would undoubtably be the ones who've whiped the low-born soldiers into a frenzied state of bloodlust!

cheers!
the power fist is only strength six though.....
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Old 11-14-2007   #7 (permalink)
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the power fist is only strength six though.....
it still kills most enemy infantry on 2's and ignore's armour saves, plus you can dent nasty gribbly things like carnifexes or wraithlords! (melta bombs won't dent those gribblies!)

the hunting lances work only on the first charge, after which they're compleatly useless. (and most people know just how deadly those hunting lances can be so expect the rough riders to take alot of enemy fire!)

cheers!
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Old 11-14-2007   #8 (permalink)
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Beware of falling into the trap I see many stumble into. They field all these specialists; buffered up by doctrines, but they complete throw the balance off key. Balace is what wins the games. Yes, fluff wise, they sound cool, and are probably fun to play.

Two points I'd wach for.

-Points

-Diversity.
You have a lot of assault oriented troops. You'll be a lot like the tyranids, running in for the kill, but guard are weaker in close combat, and more importantly, they are slow and cumbersome. If you use assault troops, pick another doctrine to replace carapace or close order drill with somthing to complement your force, such as light infantry to close the gap between you and your opponent mutch quicker. Otherwise, mix it up. Use Heavy weapons platoons and plenty of tanks and other elites to deal with the other threats.

Balance is usually why I go pure vanilla guard; no doctrines.

And as for powerfists, might as well give them out to the units with below WS4, since they would be usually be hitting last and need the powerboost. Anything at or above WS4 should get a power weapon.

Last edited by That_Guy; 11-14-2007 at 09:25 PM.
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Old 11-15-2007   #9 (permalink)
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And as for powerfists, might as well give them out to the units with below WS4, since they would be usually be hitting last and need the powerboost. Anything at or above WS4 should get a power weapon.
rather, anything that's an 'independent character' should get a power toy! mind you, it's surprising how many opponents forget your officers can be targeted in combat, so i still give my HSO a power fist anyways. it looks damn cool and he can actually hit back!

don't worry too much about WS in a guard force. you're going to hit on 4's typically... worry instead about your crappy I3! so hug cover, bring along frag grenades and always co-ordinated you assaults with as many bodies as possible!

cheers!
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Old 11-15-2007   #10 (permalink)
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I like that conscripts and independant commisars idea! It would be funny!!! So, lots of changes to make! I also think I will be removing the carapace to get more bodies in the fight. 3 Reasons why I picked close order drill; 1. Its fluffy with medieval formations. 2. +1 Initiative, I strike just as fast as space marines. 3. I have plus one LD, which this army is going to need! Still thank you for all the help thus far. I want to try to hammer out this list!
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Old 11-15-2007   #11 (permalink)
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don't assume close order formation 100% of the time though... obviously if your opponent has no blast/template weapons at all then have a field day with! but if there's any of those nasty types of guns in the enemy army, stay spread out!!!
keep in mind you can always assume close order formation when you assault just make sure all your models end up in base-to-base contact with eachother!

iron discipline can also be an army saver... it basically allows your officers to give a near-marine equivalent Ld ability to all your squads in range.
also, look into die-hards if you're worried about your men legging it once they get stuck in. i've had a single guardsman outnumbered litterally 20:1 stay and fight thanks to that doctrine!

cheers!
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Old 11-15-2007   #12 (permalink)
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Ok, so shall we hammer this out?

Doctrines;
Close order drill
Warrior weapons

Those two are definates. Now, where else should we go?
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