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| Well, after discussing my army ADD with r4wr89 tonight, he challenged me to make both a fluffy and moderately effective IG force.. Oriented around my special-ite of.... CC! So, without further ado, the Odiron (Black Saints homeworld) Aspirant Guard. These boys are made up of Aspirants who failed to gain access to the ranks of a Space Marine. Doctrines: Carapace Armor Warrior Weapons Die-hards Hardened Fighters Veterans HQ: Command Platoon: 95 pts. Heroic Senior Officer - Power weapon, storm bolter, carapace armor, trademark item Guardsman (3x): Laspistol & CCW Elites: Hardened Veterans(3x): 170 pts Veteran Sergeant: Carapace Armor, Power Fist, Bolt pistol Veteran(6x): Laspistol & CCW Veteran(3x): Meltagun Troops Infantry Platoon(3x): 702 pts. Command Squad: 86 pts. Junior Officer: Bolt-Pistol, Power Weapon, Carapace Armor, Hardened-Fighters Guardsman(4x): Laspistol & CCW Infantry Squad(3x): 124 pts. Die-Hards Carapace Armor Hardened Fighters Warrior Weapons Sergeant: Laspistol & CCW Guardsman(8x): Laspistol & CWW Guardsman(1x): Grenade launcher Infantray Squad(2x): 122 pts. Die-Hards Carapace Armor Hardened Fighters Warrior Weapons Sergeant: Laspistol & CCW Guardsman(8x): Laspistol & CWW Guardsman(1x): Flamer Heavy Support Leman Russ Battle Tank (obligatory choice!): 160 pts. Battlecannon, Heavy Bolter, Heavy Bolter Sponsons, Extra Armour Basilisk: 126 pts. Earthshaker Artillery Gun, Heavy Bolter, Indirect Fire, Camo netting Well, there it is. I don't have the IG codex near by, so I'm sure I messed up somewhere. Comments are welcome, but remember.. This is supposed to be fluffy too! Also, this is a 3K pts. list, as is standard at my stomping grounds. Last edited by Lord Commander Erus..; 06-03-2007 at 12:02 AM. |
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| One of strangess ![]() ![]() ![]() Join Date: Nov 2006 Location: Turn around... (if I'm not there I'm usually in Bangladesh)
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| hmm... interesting. Of course, it would be more interesting if I knew what all these different doctrine meant... seeing as I don't.
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| Carapace Armor- Guard infantry units and Rough Rider Squadrons upgrade their normal flak armour with carapace armour at +20 points per unit. This means that their armour save will change from 5+ to 4+. Sometimes this will be conventional carapace armour, alternatively it may be bulky feral platemail. May not be combined with Light Infantry or Jungle-fighters. Warrior Weapons- The regiment is recruited from primitive warriors. Any model normally armed with a lasgun that does not have access to the armoury replaces it with a laspistol and close combat weapon or a pair of close combat weapons at a cost of +2 points per model. May not be selected with Drop Troops, Mechanised or Grenadiers. Die-hards- The Regiment is so firmly indoctrinated into the Imperial faith and its own martial traditions that they will stand against overwhelming odds. Any Imperial Guard Infantry unit or Rough Rider Squadron may be given this ability at a cost of +5 points. Die-hard squads do not count negative morale modifiers for being outnumbered in close combat. May not be combined with Special Gear (Chem-inhalers). Hardened Fighters- The Regiment's members are recruited from particularly violent societies' and backgrounds and are particularly adept hand-to-hand combatants. Available to any Guard Infantry Squad or Sentinel Squadron at a cost of +15 points per infantry unit or +10 points per Sentinel. Hardened Fighters add 1 to their WS. Sentinels additionally gain +1 attack as their machine is fitted with chainsaw blades, rams and other accoutrement's. Veterans- The Regiment has been in service for several campaigns and includes a far higher ratio of Veterans than normal. The normal 0-1 limit on Hardened Veteran units does not apply to this Regiment. Hope that helps! |
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| well, first off about those listing pts values & rules posting... ![]() as for the list, i've always thought it would be fun to see an assaulty guard army! one problem with your list - the carapace armour. as it's an equipment doctrine in must be applied to every squad that can take it... (see the last bit in the paragraph about special equipment!) i'd honestly work on getting a few more special weapons into the command squad however & a veteran w/company standard in the hq command. (re-rolls save the day!) it also wouldn't hurt to take a few support squads as part of your hq either... some rocket launchers to cover your advance perhaps?! i'd also forget about hardened fighters personally. yes it fits the background nicely, but overall it's a fairly worthless doctrine... (you'll still hit most things on 4's so just get more bodies instead!) a hellhound or two would be ace, as would some sentinels for some more long ranged anti-tank... hope this helps, cheers!
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