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Old 06-17-2007   #1 (permalink)
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Default Light Infantry

I've been considering making an Imperial Guard army based on the U.S. 75th Rangers Battalion (With supporting Stormtroopers I will base on Delta Force).

I've been considering using the Doctrines:

Storm Troopers
Light Infantry
Sharpshooters
Cameleoline

Any advice?
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Old 06-17-2007   #2 (permalink)
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you still have one more doctrine point! I would use that...how about...Iron disapline or Veterans or Special weapon squads or die hards

thats what I can think of
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Old 06-17-2007   #3 (permalink)
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I'd have to go with Iron Discipline for that last doctrine point.
It would be a real benefit to the army.

Can you post a list so we can go through it with a fine tooth comb and discuss its every possible failing?
Seriously though I like the sound of this. I might scribble up a few light infantry lists myself.
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Old 06-17-2007   #4 (permalink)
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yea i think it's always a good idea to use all the doctrine points, especially for things like close order drill, which is free! :] or perhaps some special weapons squads or something like that, which has already been suggested.
good luck! and yea, a list would be good as well. :]
-ant
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Old 06-17-2007   #5 (permalink)
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i would go with iron discipline cause rangers are the best of the best (in the army anyways. right?)
this would be a cool modeling opprotunity. some forge world flyers representing black hawk transports or cobra gunship strikes.
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Old 06-18-2007   #6 (permalink)
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I've not written a list yet

And yeah, I was thinking about Iron Discipline. But anyway, my thoughts on the transport subject are to use a Valkyrie Gunship in 2000pts games to fly in the Storm Troopers, since the Rangers can infiltrate when the mission allows. In missions with higher points costs, I'd of course begin including Vulture's and some more Valkyries.

The main tactic would be to infiltrate defendable points or near objectives, and make use of Grenade Launchers and Heavy Bolters to deal with infantry and enemy transports. For enemy armour I'd like to make use of the Gunship and perhaps a Special Weapons team (if I don't choose Iron Discipline).
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Old 07-07-2007   #7 (permalink)
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I am making a light infantry army. It is a "scouting/sniper/recon" type army. My doctrines are

Light Infantry
Sharpshooters
Cameleoline
Ratlings
Special Weapons squads

I use mortars, hvy bolters, missile launchers (in the command squad) to give support to my squads. Sentinals are used with lascannons for antiarmor. Sniper rifles, grenade launchers are regular in my units. and the special weapons are usually snipers as well. Sometimes I use ogryns instead of special weapons as they give me a pretty good assault unit (i put them in a chimara)
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Old 07-07-2007   #8 (permalink)
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in all honesty, i'd drop sharpshooters unless you're going to take 3 or more non-mortar heavy weapon support teams... for it's cost, sharp shooter is generally a waste on infantry. (more guns is much better than slighty more accurate ones!)

definately drab iron discipline - it's truely evil for it's pts cost, essencially giving you a near-marine equivalent Ld ability! (combine this with a company standard & veteran sergeants in every squad, and your men will hardly ever run for it unless they're horribly outnumbered...)

special weapon squads are best left for either mechanised forces or drop troops... simply put, 99% of players have heard the tales of terror the demo charge causes! that and again most players look at the small squad of T3, 5+ save troops and use it for target practice...
without a decent fast & (reletively!) safe deployment option, you'll be lucky to get these guys to do anything usefull... (unless you plump for 3 sniper rilfes) while infiltrate can get you close, you're still 'in the open' so to speak as you can likely be shot at...

hope this helps,
cheers!
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Old 07-08-2007   #9 (permalink)
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Quote:
Originally Posted by experiment 626 View Post
simply put, 99% of players have heard the tales of terror the demo charge causes!
I've never heard of this terror...the closest I've ever came to seeing the terror of a demo charge was during a tournament when the special weapon squad deep-striked in front of my army...threw the charge and it scattered back, killing the guy who threw it and nothing else.

Basicly I think hardened veterans are better, and their special weapons are cheaper too, aren't they?
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Old 07-08-2007   #10 (permalink)
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vets get the plasma gun option where as special weapon teams get the sniper rifle & demo charge options... and yes, their upgrades are slightly cheaper.
i too prefer hardened vets simply because they're BS4 & you can have upto 10 in the squad to give you a few more ablative wounds... (oh, and they have Ld8 as well!)

still, it is widely known by most veteran players what can happen if a special weapon squad gets close! few players want to take the chance that an ap2 pie-plate will land on something of theirs and thus target special weapon teams if they can...

cheers!
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Old 07-09-2007   #11 (permalink)
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hey what about
drop troops?
Rangers are airborne
and dont forget the black berets
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Old 07-18-2007   #12 (permalink)
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Out of the four you listed I'd say Sharpshooters. I tend to use them as much as possible.
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Old 08-10-2007   #13 (permalink)
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For Rangers I would go with Veterans, 75th usually has a higher percentage of elite trianed individuals.
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Old 03-07-2008   #14 (permalink)
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Default Re: Light Infantry

iron discipline for your extra doctorine and sence you have the ability dont forget to utilize the sniper rifel in the IP's and AFS

very fluffy in the lite of the unit your modling arround

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