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Old 11-02-2007   #31 (permalink)
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that might work but will get very expensive what with all the other stuff you're loading them down with
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Old 11-02-2007   #32 (permalink)
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i think mechanized could work ? i don't know how well the logistics of that would fit in with your iron discipline toting officers though, seeing as to how you might get separated quickly. then again, you could have quick leadership boosting potential.

hmm...on second thought, your base guard aren't terribly expensive yet ...mechanized of course would drive it up.

but is there some special trooper that you would like to include ? the restricted troops section is kinda nice when you can't pick a different doctrine.
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Old 11-02-2007   #33 (permalink)
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Which are there? I'm at moms, so no access.

I could see maybe rough riders or such.. Maybe something that would fit the roman-esque civilization?
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Old 11-02-2007   #34 (permalink)
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hmm perhaps. i'll pick out a few that might make sense-naturally, some like ratlings or tech priests wouldn't fit

special weapons squads ? heavy weapon squads? rough riders might be cool actually, allow for a lot of conversion as well. maybe priests ? those are the only ones that seem to make sense..hmm, maybe restricted troops isn't such a great idea : / i'll wait to see what you think though :]
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Old 11-02-2007   #35 (permalink)
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hmm perhaps. i'll pick out a few that might make sense-naturally, some like ratlings or tech priests wouldn't fit

special weapons squads ? heavy weapon squads? rough riders might be cool actually, allow for a lot of conversion as well. maybe priests ? those are the only ones that seem to make sense..hmm, maybe restricted troops isn't such a great idea : / i'll wait to see what you think though :]
Don't priests kinda make your squads go wacky?
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Old 11-02-2007   #36 (permalink)
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haha umm yea. they give fearless though i think ! and they can have eviscerators...yum, guts...and a chainsaw powerfist !

i believe he makes you charge at anything in range, and there may or may not be a re-roll failed hits ability. or am i wrong ? hrmmm
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Old 11-03-2007   #37 (permalink)
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priests are similar to chappies in that they allow you re-rolls when you assault... however, you always count as moving so no heavy weapons, and rapid fire weapons become much less usefull!

i'd say drop troops as it's free and give you tactical flexability... (despite my loathing of those who combine tanks & drop troops, but i'm a purest so!)

i can tell you that i really messed up our local dark eldar player today by pulling the 'ol, "okay i'm deployed!" trick where i simply put 100% of my army in reserve & deep struk the bulk of them on turn 3!
rather dirty, but it worked a charm and he had no scoring units by turn 6 while i still had 6 scoring units out of 13 total!

the key to dark eldar is crippling their transports with your longer ranged stuff, and then use your shorter ranged troops to hit the stuff that isn't yet 'entangled'...

cheers!
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Old 11-03-2007   #38 (permalink)
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Stormtroopers maybe? IDK your army fluff so tell me if those fit in or not
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Old 11-04-2007   #39 (permalink)
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priests are similar to chappies in that they allow you re-rolls when you assault... however, you always count as moving so no heavy weapons, and rapid fire weapons become much less usefull!

i'd say drop troops as it's free and give you tactical flexability... (despite my loathing of those who combine tanks & drop troops, but i'm a purest so!)

i can tell you that i really messed up our local dark eldar player today by pulling the 'ol, "okay i'm deployed!" trick where i simply put 100% of my army in reserve & deep struk the bulk of them on turn 3!
rather dirty, but it worked a charm and he had no scoring units by turn 6 while i still had 6 scoring units out of 13 total!

the key to dark eldar is crippling their transports with your longer ranged stuff, and then use your shorter ranged troops to hit the stuff that isn't yet 'entangled'...

cheers!
My idea for drop troops was: The planet is commonly raided by Dark Eldar. The troops have developed ways of dropping in to cripple and hold the enemy in until the heavy armor and Space Marine forces on tha planet (in a hoem defense kinda action) are deployed. Hence why I was thinking valkyries? But stitch, you kept saying something about them. I was just thinking a flying transport, light armor and guns, would be awesome for this idea.
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Old 11-04-2007   #40 (permalink)
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Sorry for double post, but here is the list, finally! this does NOT include the FW tanks or such!

1493/1500 pts.

Command Platoon: 266 pts.

Command Squad: Die Hard + Carapace Armor. 161 pts.
Junior Officer: Honorifica Imperials, Bolt Pistol, Carapace Armor, Power weapon, trademark item
Veteran: Carapace Armour, Standard bearer, Lasgun (I just wanted a standard bearer!!!)
Guardsman(3x): Grenade launcher? (not sure.. I was thinking flamers w/ 1 grenade laucnher?)

Mortar-Squad: Die-Hards, Carapace Armor. 105 pts.


Hardened Veterans(3x): Die-Hards, Carapce Armour. 157 pts.

Veteran Sergeant: Bolt Pistol, Power Fist, Carapace Armour
Veteran: Carapace Armour, Flamer
Veteran(2x): Carapace Armour, Meltagun
Veteran(3x): Shotgun. Carapace Armour
Veteran(3x): Carapace Armour, Laspistol & CCW

Infantry Platoon(2x): Die Hards, Carapce Armour (i'm not re-typing for each guardsman!!): 254 pts.

Command Squad: 95 pts.
Junior Officer: Bolt Pistol, Power weapon
Guardsman(4x): Flamer

Infantry Squad 1: 100 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Grenade Launcher
Guardsman(8x): Lasgun

Infantry Squad 2: 98 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Flamer
Guardsman(8x): Lasgun

Leman Russ Battle Tank: 175 pts.
Battle Cannon, Heavy Bolter, Heavy Bolter Sponsons, Extra Armour, Pintle Heavy Stubber, Smoke Launchers
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Old 11-04-2007   #41 (permalink)
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1493/1500 pts.

Command Platoon: 266 pts.

Command Squad: Die Hard + Carapace Armor. 161 pts.
Junior Officer: Honorifica Imperials, Bolt Pistol, Carapace Armor, Power weapon, trademark item
Veteran: Carapace Armour, Standard bearer, Lasgun (I just wanted a standard bearer!!!)
Guardsman(3x): Grenade launcher? (not sure.. I was thinking flamers w/ 1 grenade laucnher?)

i'd stick with the 'nade launchers and aim at light transports as you're gonna keep a reasonable distance from the enemy

Mortar-Squad: Die-Hards, Carapace Armor. 105 pts.

alright i suppose although i din't think you'll get much use out of them. i'd swap them for a special weapons squad with a demo charge, a melta and a flamer at 94pts.

Hardened Veterans(3x): Die-Hards, Carapce Armour. 157 pts.

Veteran Sergeant: Bolt Pistol, Power Fist, Carapace Armour
Veteran: Carapace Armour, Flamer
Veteran(2x): Carapace Armour, Meltagun
Veteran(3x): Shotgun. Carapace Armour
Veteran(3x): Carapace Armour, Laspistol & CCW

nice

Infantry Platoon(2x): Die Hards, Carapce Armour (i'm not re-typing for each guardsman!!): 254 pts.

Command Squad: 95 pts.
Junior Officer: Bolt Pistol, Power weapon
Guardsman(4x): Flamer

4 flamers might be overkill. i run with 2 and have pistols and ccws on the other 2, wich works fine. up to you though

Infantry Squad 1: 100 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Grenade Launcher
Guardsman(8x): Lasgun

Infantry Squad 2: 98 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Flamer
Guardsman(8x): Lasgun

all groovy here

Leman Russ Battle Tank: 175 pts.
Battle Cannon, Heavy Bolter, Heavy Bolter Sponsons, Extra Armour, Pintle Heavy Stubber, Smoke Launchers

the setup is fine but i think you'll struggle to explaine it in terms of your fluff. why would a lone russ just happen to be hanging around waiting for a DE raid? it's not a big enough target for the DE to bother with so saying that it's bait in a trap is a bit far fetched. sentinels would be more in keeping with the theme i think, a couple of squadrons with either heavy flamers of multilasers would do the trick. if you decide to keep the russ then add improved comms to better co-ordinate the drop.
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Old 11-04-2007   #42 (permalink)
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Hmmmm.... So sentinels would work better? What would you advise to equip them with. I've never played against them, so I don't really know.

Edit: I could always toss in one w/ autocannon, armoured crew compartment, extra armor and imrpoved comms, and another w/ the same upgrades but a las cannon.

And I could drop the mortar squad off for a sentinel squadron to accompany the command platoon. 1 sentinel, with same upgrades as other two, another lascannon, and improved comms. w/ those three w/ improved comms, I can reroll 3 rolls a turn, which ain't half bad. Though maybe the autcannon could be a las cannon too?That would help put some anti-tank punch to the army. Plus, I dropped one nade launcher for a melta, just for that in case.
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Old 11-04-2007   #43 (permalink)
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well if you are going for drop troops, which ithink would be an interesting idea, then i guess sentinels would work better. i remember something about being able to DS them ? maybe that's only in imperial armor/for elysian IG, but i think it would really go well with the fluff for you to use sentinels. they're a fraction of the cost of that tank of yours and get all these cool scouty rules :]
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Old 11-04-2007   #44 (permalink)
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time to work my magic, yes?!

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Originally Posted by Lord Commander Erus View Post
Sorry for double post, but here is the list, finally! this does NOT include the FW tanks or such!

1493/1500 pts.

Command Platoon: 266 pts.

Command Squad: Die Hard + Carapace Armor. 161 pts.
Junior Officer: Honorifica Imperials, Bolt Pistol, Carapace Armor, Power weapon, trademark item
Veteran: Carapace Armour, Standard bearer, Lasgun (I just wanted a standard bearer!!!)
Guardsman(3x): Grenade launcher? (not sure.. I was thinking flamers w/ 1 grenade laucnher?)

+++ add iron discipline. best damn doctrine and even i'll admit it's friggin' broken for it's pts cost!

as for the special weapons; it depends on what role you invision for your squad... if you want them to sit back and stay fairly safe, do for either the GL's, or 2x plasma gun + medic upgrades for a bit of ap2 punch and anti-skimmer ability...+++


Mortar-Squad: Die-Hards, Carapace Armor. 105 pts.

Hardened Veterans(3x): Die-Hards, Carapce Armour. 157 pts.

Veteran Sergeant: Bolt Pistol, Power Fist, Carapace Armour
Veteran: Carapace Armour, Flamer
Veteran(2x): Carapace Armour, Meltagun
Veteran(3x): Shotgun. Carapace Armour
Veteran(3x): Carapace Armour, Laspistol & CCW

+++ nasty! plain nasty...+++

Infantry Platoon(2x): Die Hards, Carapce Armour (i'm not re-typing for each guardsman!!): 254 pts.

Command Squad: 95 pts.
Junior Officer: Bolt Pistol, Power weapon
Guardsman(4x): Flamer

Infantry Squad 1: 100 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Grenade Launcher
Guardsman(8x): Lasgun

Infantry Squad 2: 98 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Flamer
Guardsman(8x): Lasgun

Leman Russ Battle Tank: 175 pts.
Battle Cannon, Heavy Bolter, Heavy Bolter Sponsons, Extra Armour, Pintle Heavy Stubber, Smoke Launchers
i'd say find a way to get some sentinel squads worked in there; improved coms are key to a successful deep strike. plus, a single heavy flamer sentinel can work miracles! (and is the best thing for breaking a 'fish of fury' army...)
you can take upto 4 sentinels as single squadrons, so as you have no other use for you fast attacks slots, i'd say 3 squads of 1 sentinel + 1 more in your HQ platoon.

cheers!
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Old 11-04-2007   #45 (permalink)
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Yer I would stick with the grenade launchers for that anti tank weapons. Also take drop troops for that last one it fits really well with your type of army being cbt and its free.
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Old 11-05-2007   #46 (permalink)
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hmmmm... one last thing;

take remnent squads for your platoons. a bit more expensive in your case due to the carapace armour, but they're still a cheaper unit. 5 men + flamer = filthy, dirty annoyance unit! throw them away with careless abandon! use them simply to harass your opponent by burning up a few enemies...
if your opponent thinks they can ignore them, then they're letting you run about with a flamer! if they gun the poor suckers down like dogs, then they're not shooting your larger and more dangerous squads! either way, for you it's a win/win senario.

cheers!
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Old 11-05-2007   #47 (permalink)
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hmmmm... one last thing;

take remnent squads for your platoons. a bit more expensive in your case due to the carapace armour, but they're still a cheaper unit. 5 men + flamer = filthy, dirty annoyance unit! throw them away with careless abandon! use them simply to harass your opponent by burning up a few enemies...
if your opponent thinks they can ignore them, then they're letting you run about with a flamer! if they gun the poor suckers down like dogs, then they're not shooting your larger and more dangerous squads! either way, for you it's a win/win senario.

cheers!
Though of this.. However, I have dropped the mortar for my command squad, as really it didn't fit fluff. I took a sentinel w/ them, and 2x fast attack sentinels. All have armoured crew compartment, extra armour, lascannon, and I believe smoke launchers. Oh, and Improved Comms. So at 3x re-rolls a turn, I will be able to get some units in w/ drop troops with regularity. I am now goign to however, have to bumpy this list to 2K. There are just too few men to fit the vision I had originally. A Chapter Serf/Planetary PDF of an SM homeworld would be much more plentiful, imho. that said, I'll porbably bulk out exising platoons, add remnants, and probably another sentinel.
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Old 11-05-2007   #48 (permalink)
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1500/1500 pts. - Second List, edit button wouldn't work again.

Command Platoon: 266 pts.

Command Squad: Die Hard + Carapace Armor. 161 pts.
Junior Officer: Honorifica Imperials, Bolt Pistol, Carapace Armor, Power weapon, trademark item
Veteran: Carapace Armour, Standard bearer, Lasgun (I just wanted a standard bearer!!!)
Guardsman(3x): Grenade launcher? (not sure.. I was thinking flamers w/ 1 grenade laucnher?)

Sentinel Squad:
Lascannon, Improved Comms, Extra Armor, Armoured Crew Compartment


Hardened Veterans(3x): Die-Hards, Carapce Armour. 157 pts.
Veteran Sergeant: Bolt Pistol, Power Fist, Carapace Armour
Veteran: Carapace Armour, Flamer
Veteran(2x): Carapace Armour, Meltagun
Veteran(3x): Shotgun. Carapace Armour
Veteran(3x): Carapace Armour, Laspistol & CCW


Infantry Platoon(2x): Die Hards, Carapce Armour (i'm not re-typing for each guardsman!!): 254 pts.

Command Squad: 95 pts.
Junior Officer: Bolt Pistol, Power weapon
Guardsman(4x): Flamer

Infantry Squad 1: 100 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Grenade Launcher
Guardsman(8x): Lasgun

Infantry Squad 2: 98 pts.
Veteran Sergeant: Bolt pistol & CCW
Guardsman: Flamer
Guardsman(8x): Lasgun

Sentinel Squad:
Lascannon, Improved Comms, Extra Armor, Armoured Crew Compartment

Sentinel Squad:
Lascannon, Improved Comms, Extra Armor, Armoured Crew Compartment
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Old 11-05-2007   #49 (permalink)
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OK ok ok let us tear this one.

First off, I guess carapace armour is good, considering that you are the type of guy that takes fluff seriously, and it may work out in your favor.

Take out Warrior Weapons and please put in Iron Discipline its the best, THE BEST one you can take.

Ogryn Squads are fun, I use 6 of these guys and they are the best thing that I have ever used!

Die Hards, I wouldnt take if Im taking Iron Displine Take Drop Troops instead ITS FREE

Xeno Fighters... meh... your really making the base troops more expensive Guardsmen are cheap cheap they need to be. Take Close Order Drill it will help them in CC just as well.

I would say take:
Drop Troops, Carapace Armour, Close Order Drill, Iron Discipline, Veterans
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