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Made in us
Executing Exarch






Odenton, MD

Well I just ordered a Cadian and Catachen Battle force, one Basilisk, and a 3 snipers. I really like the fluf for slavar chem dogs, but most of there doctrines are lame and don't really fit the idea I have of them. I so I was thinking of making my own regiment based off of the idea of army formed out of a penal colony, motivated by the rights to loot anything they come across "in the name of our lord-god the emperor!"


here are some of my thoughts from paging through the codex:

Good:
cheep heavy weapons, (auto cannons)
cheep cannon fodder
cam cloaks
standards and officers seem good
tanks
Iron Discipline (really only 5 pts?!?!)

Bad:
vox caster
psykers
medics
grenade launchers
groups of sentinels
tanks can't move and shoot well in 5th
all the equipment for officers (why bother with it?)
commissars


So I have available:

45 guards men
6 heavy weapons teams
2 sentinels
1 Leman russ
1 Basilisk
3 snipers


I think I will go with the doctrines:

Light Infantry
Cam cloaks
Iron Discipline
__________________

The last two are up in the air....


I am going to model gas masks on all of them because I think it looks cool, so I might add chem inhalers if i am going through the trouble.... though I will have to get rid of Iron Discipline which seems like a bad move.

So heres the list so far!

HQ:

1 x Junior Officer w/Honorifica Imperialis 65 Pt
1 x mortar 10pt
1 x standard bearer 11 pt (is it just me or is this the best 11 pt ever spent in an IG army)
1 x Guardsmen (I like to call him meat shield) Free
3 x mortars 80 pt
Iron disc 5pt


Troop:

Platoon #1


Squad #1

1 x JO 40pt
1 x las cannon 25 pt
2 x guardsmen
Iron disc 5pt

Squad #2

1 x sniper 5pt
1 x plasma 10 pt
8 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt

Squad #3

1 x sniper 5pt
1 x plasma 10 pt
8 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt

Platoon #2

Squad #1

1 x JO 40pt
1 x las cannon 25 pt
2 x guardsmen
iron disc 5pt

Squad #2

1 x sniper 5pt
1 x flamer 6 pt
8 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt

Squad #3

1 x las cannon 25pt
1 x melta 10pt
7 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt

Fast attack

1 x sentinel w/ auto cannon pt 50
1 x sentinel w/ auto cannon pt 50

Heavy:
1 Basilisk w/ ind 125 pt
1 leman rus 3 x Heavy Bolter 155pt


Total: 1087

Thats using all my models. (well to be far I will be +1 guardsman - 1 Heavy weapons crew) I can see now that I will need quite a few more weapons crews, and guards men, maybe I will buy another Cadian BF, that will give me 20 guard another Leman russ and 3 more heavy weapons.

Any advice for a new guard player? Also what should I buy next? I am going to convert a HQ from the guard that come out of the battleforce boxes.

This message was edited 1 time. Last update was at 2008/11/30 05:25:58


 
   
Made in us
Nigel Stillman





Austin, TX

Check out the doctrines page again, you have to give Cameleoline to all available infantry squads.

This is going to be kind of scatter-brained, so I apologize if you can't follow!

Drops lascannons in line squads, and give them Heavy Bolters. In 5th, the more shots, the better is what I've found.

Drop autocannons on the Sentinels and give them Lascannons. They're fairly mobile and can pop heavily armored tanks.

Good call on plasma by the way for your squads.

For Squad #2 in Platoon 2, drop the flamer and give them something else. In my opinion if you want sniper rifles, get a Ratling squad. Drop all of the sniper rifles.

In Squad #3 for Platoon 2, I don't have my codex at the moment but I didn't know that you could have heavy weapons in a light infantry squad. Oh well. Again, drop the Lascannon, and change the melta to a plasma gun.

So yeah, for the most part, change your line squad lascannons to heavy bolters or rocket launchers, possibly even mortars. If you go against Orks/hordes a lot, then make your special weapons flamers or grenade launchers.

Very good call on the Mortar squad in your HQ.

Sorry for that huge amount of typing.

This message was edited 1 time. Last update was at 2008/11/30 18:09:00


 
   
Made in us
Executing Exarch






Odenton, MD

Thanks for the advice... I did overlook that one squad with Heavy weapons, but I can take the weapons team and use the points for cam. I will be playing Tyranids, orks, and SM the most. The Nids is zilla based so that was the thought on the auto cannons / snipers and the flamers were for the orcs, plasma for sm/nids or well that was my thought process.


I kinda feel like a power gamer taking Iron disc and cam, but from what I see in the codex thats all guard has going for them in 5th...
   
Made in us
Executing Exarch






Odenton, MD

Oh the box on Cam. cloaks says that it has to be taken on on infantry units, I was taking that to mean just the basic guard since they are labeled infantry squads, I would be glad to pay the 10pts for my HQ and JOs if its allowed. So the question is, Do all IG on foot count as infantry?

This message was edited 1 time. Last update was at 2008/11/30 19:54:18


 
   
Made in us
Stalwart Veteran Guard Sergeant






i have other comments on you list, but let me clear up the cameleoline issue....page 57 of the codex reads:

IG Codex page 57 wrote:
SPECIAL EQUIPMENT

If this doctrine is taken then each special piece of equipment must be applied to every available model so if you choose cameleoline then every model that can have it, must have it.


So yes, your command squads, line squads, heavy weapons support squads, special weapons squads, mortar squads, anti-tank squads (you get the idea here)....every squad that can take it must take it....thats why using special equipment doctrines get expensive...because you HAVE to give it to everyone.

~Bart


Praise the Emperor and pass the ammunition!!!  
   
Made in gb
Hardened Veteran Guardsman





drop the snipers out of the line squads and put them in a special weapon squad, basically they miss most of the time when you are usingg them in line squads and it limits your ability to march forwards and shoot (this is done to sacrafice one unit to shield the rest from combat)

clumped together they'll do a little more, not a lot but a little more.

or get another three and phys-rep ratlings with them which are better.

Vompire, welcome to Dakka. Please use punctuation in the future. You’re arguments will be sign with greater merit and you’ll avoid people calling you on it.

Jfraz (MOD)
Jfraz thinks this phrase is 'more gooder'. 
   
Made in us
Executing Exarch






Odenton, MD

The snipers are there because they are only 5 points, I figure they will make that up if one of them rends just once, I figure with 3 if I kill one SM out of range of las guns they made up there points. I don't think I can take anything else and still have them infiltrate.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Clthomps wrote:Well I just ordered a Cadian and Catachen Battle force, one Basilisk, and a 3 snipers.


The Snipers won't help you much, but we can work with the rest...

Clthomps wrote:Good:
cheep heavy weapons, (auto cannons)
cheep cannon fodder
cam cloaks
standards and officers seem good
tanks
Iron Discipline (really only 5 pts?!?!)


All correct, although I fully expect Iron Discipline to go the way of the Chaos Legions come the new Guard Codex, so don't get too comfortable using it (then again, we may get Colonel Iron McDiscipline, a new special character that gives you that rule in the new Codex).

Clthomps wrote:Bad:
vox caster
psykers
medics
grenade launchers
groups of sentinels
tanks can't move and shoot well in 5th
all the equipment for officers (why bother with it?)
commissars


Add Mortars and Missile Launchers to that list.


Clthomps wrote:So I have available:

45 guards men
6 heavy weapons teams
2 sentinels
1 Leman russ
1 Basilisk
3 snipers


You've got more than that.

To start with you've got two extra men thanks to accessory sprues that come with the Bassie and Russ - two extra men that make excellent officers. Next, the 6 HW teams you've got make far more than 6 HW teams. I've bought 15 HW Teams since that kit was released and I have 7 Lascannon Teams, 7 Heavy Bolter Teams, 3 Missile Launcher teams and 8 Autocannon Teams. And I still have one full spare sprue that I haven't built yet, from which I can build another Lascannon, another Autocannon and another Missile Launcher.

Of course your biggest problem will be Lasgunners. You're going to need a minimum of 27 (4 squads w/6 each + 3 in the CHQ) and if you intend on stretching the HW kit beyond the simple 6 teams, you'll need two extra guys per HW.

Say, as you can as it's the easiest, you built 6 Lascannon Teams and 6 Autocannon Teams, you need a further 12 regular Guardsmen to do that as the HW teams only come with 2 crewmen each. If that's done you'll be left with 8 guys, enough to make 2 Officers and 6 more guys, but that's about it.

So what you really need is:

20 more Cadians
1 more Leman Russ (nets you the third Officer as well)
Standard Bearer Blister
3 More Cadian Heavy Weapon Teams.
4 Cadian Plasma Gun/Meltagun blisters

Optional:
3 more Catachan Heavy Weapon Teams.

Now if you don't mind mixing Catachans and Cadians in the same squads (or even using the bitz to make hybrids of the two), then that's cool, otherwise this becomes a little more complicated, especially when it comes to special weapons. Unless you plan on bitz ordering a bunch of plasma guns to make your own out of the plastic ones (requiring even more plastic Guardsmen than you have), you simply will not find Catachan Plasma Gunners. They are more rare than the Catachan Female Grenade Launcher model. Flamers (which you won't need given you get plastic ones on the sprue) and Meltaguns are easy, but Plasma Guns are a pain (pity too, as the metal Catachan Plasmagunner was a really nice model).

I've done a lot of 'from scratch' builds for people starting Guard, so I'm confident in saying I know the in's and out's of what to buy, what you can convert, and what you can't avoid buying. It also depends on how willing you are to convert models. If you're going to build every heavy weapon team exactly as the instructions tell you, then you're going to need to buy a lot more HW team kits. If you're willing to use the bi-pod for all your Autocannons (believe me it's both easy and looks ace), then you can make that kit go a whole lot further. Also depends if you're planning to convert special weapons or buy special weapons (Meltas and Plasmas, specifically). That will determine what bitz orders you need to do (if any).

So get back to us on your aims and goals in how you intend to build this army, and we can go from there.

In the meantime, I'll look at the list.


Clthomps wrote:Light Infantry
Cam cloaks
Iron Discipline
__________________

The last two are up in the air....


Light Infantry can work, depending on your application of it. It's very much like Sharpshooters in that it needs to be applied to the correct squads in the correct quantity. It's not something you give to all your squads. Infiltration, in the Guard, is not a tool for deploying forward, it's a tool for deploying last. Use it as a strategic tool, allowing you to position key units in response to your opponent's deployment. That it is not is a way to give your squads Sniper Rifles, but more on that in a moment.

Camo Cloaks is great for 5th Ed, so enjoy it while it lasts (until we have to take Major Camo McCloak as a special character to give us the rule in the new Codex). Iron Discipline, again, the single mandatory choice in the Codex (until they take it away or tie it to a Special Character).

As for the other two, the obvious choices are Veterans and Drop Troops. The simple fact is Guard need anti-tank, and the 225 points it costs you for 9 BS4 Meltaguns dropping behind enemy tanks is a complete steal. Guard have no other way of delivering such reliable anti-tank for that many points. A Suicide Melta Command Squad w/Sharpshooters sets you back 90. Storm Troopers with Deep Strike and 2 Meltaguns cost 75 (ie. the same cost as the 3 Meltagun H-Vet Squad). Nothing else can get that concentration of Meltaguns for that price at BS4, which why (until they're taken away next Codex) we need them.


Clthomps wrote:I am going to model gas masks on all of them because I think it looks cool, so I might add chem inhalers if i am going through the trouble.... though I will have to get rid of Iron Discipline which seems like a bad move.


You don't need to take Chem-Inhalers if you model gas masks. Death Korp and Steel Legion don't...

So heres the list so far!

Clthomps wrote:1 x Junior Officer w/Honorifica Imperialis 65 Pt
1 x mortar 10pt
1 x standard bearer 11 pt (is it just me or is this the best 11 pt ever spent in an IG army)
1 x Guardsmen (I like to call him meat shield) Free
3 x mortars 80 pt
Iron disc 5pt


You've got 6 HW kits and you're going to spend 4 of them on Mortars?

No.

Mortars are not an item you should be taking. They missed in 4th a lot, they miss more in 5th, and they hit worse than a bolter. This is 40 points that will be doing sweet-FA throughout the entire game. Plus, just from a modelling perspective, it is a complete waste of your HW kits.

As I said in this thread, CHQs cost 81 points - JO w/Honorifica + Iron Discipline, Vet w/Company Standard, 3 Mooks w/Lasguns. Not a point more and not a point less unless you're giving them a useful Doctrine like Light Infantry or Camo Cloaks.

The Mortar unit is 90 points. The Mortar in the CHQ is 10 points. I just saved you 100 points and also quite a few $$$ in wasted HW kits.


Clthomps wrote:Squad #1

1 x JO 40pt
1 x las cannon 25 pt
2 x guardsmen
Iron disc 5pt


Classic mistake here. Again, referring back to this thread, Command Units exist to hide, provide leadership (something you clearly understand, hence the Iron Discipline), and then sell themselves valiantly in a storm of flamers when the enemy finally gets close. To do this they need to stay alive. To stay alive they need to be hidden. To be hidden they must be out of the enemy LOS. Having a Lascannon means that this squad has to have LOS to the enemy to use it. If you have LOS, the enemy has LOS, and if the enemy has LOS, you're not hiding!!!

Command Sections cost:

45 Points (JO w/Iron Discpline + 4 Mooks w/Lasguns)
69 Points (JO w/Iron Discpline + 4 Mooks w/Flamers)
80 Points (JO w/Iron Discpline + 4 Mooks w/Meltaguns)

Again, with the standard +'s or -'s for things like Light Infantry, Camo Cloaks, or if you can only afford 3 Flamers, or whatever.

They don't sit in LOS shooting heavy weapons. They are far too important, far too fragile and worth far to many KP's to be out in the open.


Clthomps wrote:Squad #2

1 x sniper 5pt
1 x plasma 10 pt
8 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt

Squad #3

1 x sniper 5pt
1 x plasma 10 pt
8 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt


As I said before, the application of Doctrines like Light Infantry and Sharp Shooters is often as important as the special rules they give you. The two squads above represent an incorrect application of the Doctrine. Let me explain why:

1. Infiltration - It's a nice ability and gives you that strategic advantage that Guard Commanders so often need. However, these are Infantry squads. They're a dime a dozen and having strategic options with them isn't a must. This is something you'd only give to infantry squads after you've given it to squads that would benefit form it more (HW units and Command units).
2. Sniper Rifle - When you take Light Infantry, it's for the Infiltration ability and that's it. Nothing more. The Move Through Cover is a nice bonus, but really unnecessary given how often Guard armies move around. But you do not take the Sniper Rifle.

The thing about Sniper Rifles, and this has been true of them since 3rd Ed, is that Sniper Rifles in 40K act nothing like Sniper Rifles do in real life. Rather than being precision accuracy weapons that will one shot/one kill someone from a huge distance, leaving the target squad hugging the ground as their point man's head explodes, Sniper Rifles in 40K have to come in batteries. You need to have a large amount of them to cause any damage at all, and the new Rending ability only exacerbated the problem (you now want to roll loads of 6's, so you take them in huge amounts).

So a single Sniper is pointless, as it will cause so little damage during the game that it's not worth bothering with. Worse, it replaces the heavy weapon. For the same 10 points you could get a Heavy Bolter, a weapon you can use every turn for much greater effect.

Do not take Sniper Rifles in Line squads. Do not take Light Infantry in Line Squads. By converting the Light Infantry and Sniper Rifle to an Autocannon (a weapon that is fantastic and works really well with the S7 Plasma Gun) you get back 5 points per squad. With the 25 points from the Platoon Command Section's Lascannon, you have 35 points. 4 Flamers costs you 24 points, leaving you 11 spare.

You now have 111 points spare and we're not even half-way through yet.

Clthomps wrote:Squad #1

1 x JO 40pt
1 x las cannon 25 pt
2 x guardsmen
iron disc 5pt

Squad #2

1 x sniper 5pt
1 x flamer 6 pt
8 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt


Ditto here again. Here you want a Heavy Bolter, not a Sniper, so that's a straight swap. You save 35 points again (25 for Lascannon + 10 for Light Infantry on the squad), 24 for 4 Flamers.

122 points spare.

Clthomps wrote:Squad #3

1 x las cannon 25pt
1 x melta 10pt
7 x guardsmen
Light Infantry 10 pt
Cam. cloaks 10pt


Another classic mistake, and one that isn't easily apparent when you first look at it. You're probably thinking

"But the Meltagun and Lascannon are both great anti-tank weapons! It makes sense to pair them with one another."

It doesn't.

The Lascannon has an effective range of 48". The Meltagun has an effective range of 12". They both kill tanks, yes, but the range difference is so huge that the Meltagun will sit there doing nothing all game. Moreover, if you move to get the effective range of 12" on the Meltagun, you can't fire the Lascannon. These might be anti-tank guns, but they are mismatched anti-tank guns.

"But hold on," I hear you say. "They've got Light Infantry! I can put them forward and in range!"

And as I said before, Light Infantry is not something you take to put squads forward, it's something you take to place squads last.

Finally, a single squad-based Lascannon isn't going to change the world. Lascannons have become quite ineffective in 5th Ed, meaning that if you run into an entrenched AV14 vehicle, or something like a Hammerhead with its 4+-save-giving Disruption Pod, half of your shots will miss, half of your shots will just bounce off their cover save, less than half of what's left will cause damage and only a third of that will actually destroy the tank. This is why you need Meltaguns that can appear next to tanks, and not line-squad Lascannons.

Line squads in 5th come in two configs:

Sergeant w/Laspistol + CCW
Guardsman w/Plasma Gun
2 Guardsmen w/Autocannon
6 Mooks w/Lasguns
85 points (+other Doctrines like Camo Cloaks)

- - or - -

Sergeant w/Laspistol + CCW
Guardsman w/Flamer
2 Guardsmen w/Heavy Bolter
6 Mooks w/Lasguns
76 points (+other Doctrines like Camo Cloaks)

The Las/Plas squad just doesn't work unless you take all Las/Plas Squads (6-8 of them in a single list, and concentrate on a single target at the exclusion of all else).

Clthomps wrote:1 x sentinel w/ auto cannon pt 50
1 x sentinel w/ auto cannon pt 50


Nothing inherently wrong with these guys, as long as they're in separate squadrons that is. I'd be careful though. If you're planning on making Autocannons by converting the spare ones from the HW teams, let me advise against that. You're going to need those Autocannons.

Clthomps wrote:Heavy:
1 Basilisk w/ ind 125 pt
1 leman rus 3 x Heavy Bolter 155pt


Nothing wrong there.

Clthomps wrote:Total: 1087


I'm not going to do a rebuild for you because I don't know what points value you're aiming for as well as a few other key details I'll get into in a second. What I'll do instead is sum up where this list has gone wrong:

1. Mortars.
2. Sniper Rifles.
3. Incorrect application of Light Infantry.
3. Insufficient heavy weapons of any sort.
4. No anti-tank ability whatsoever.
5. Limited anti-infantry capability.
6. Command Units that are just targets as they have to sit in the open to fire their heavy weapons.


Now, in order to help you further I need to know a few things:

1. What points level are you aiming for? 1250? 1550? 1850? 2050? Apoc (ie.3000-5000)?
2. Do you intend to convert all Officers?
3. Do you intend to mix parts between Catachans and Cadians.
4. Do you intend to convert special weapons?
5. Are you willing to stretch the contents of the Heavy Weapon box as far as it will take you, or are you just going to stick to the instructions and make them all as shown on the picture?
6. How much are you willing to buy.

Once you have the answers to the above, we can proceed.

BYE

This message was edited 1 time. Last update was at 2008/11/30 23:37:56


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
Huge Hierodule






Outflanking

I find lots of blast templates more worrisome than lots of BS3 shots. 'Course, I play 'Nids, so thats probably just me (and 'Nids)

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Executing Exarch






Odenton, MD

Now, in order to help you further I need to know a few things:

1. What points level are you aiming for? 1250? 1550? 1850? 2050? Apoc (ie.3000-5000)?
2. Do you intend to convert all Officers?
3. Do you intend to mix parts between Catachans and Cadians.
4. Do you intend to convert special weapons?
5. Are you willing to stretch the contents of the Heavy Weapon box as far as it will take you, or are you just going to stick to the instructions and make them all as shown on the picture?
6. How much are you willing to buy.

Once you have the answers to the above, we can proceed.



Thank you for all the valuable advice, I don't care what everyone says about you.... your alright in my book

Q / A:

Q1. What points level are you aiming for? 1250? 1550? 1850? 2050? Apoc (ie.3000-5000)?
A1. I think I want to shoot for around 3k so I can play 1.5-2k games with all sorts of options.

Q2. Do you intend to convert all Officers?
A2. Yes.

Q3. Do you intend to mix parts between Catachans and Cadians?
A3. Yes, I want to make a Salvar Chem Dogs Army, But I think the doctrines are rubbish so they are going out the window in favor of a more playable set of doctrines.

Q4. Do you intend to convert special weapons?
A4. Yup

Q5. Are you willing to stretch the contents of the Heavy Weapon box as far as it will take you, or are you just going to stick to the instructions and make them all as shown on the picture?
A5. I am willing to convert everything.

Q6. How much are you willing to buy?
A6. I am willing to spend a couple hundred dollars (US)


My plans for the conversion is to use GS to sculpt 10-15 heads that I like and make Silicone molds of them so I can duplicate them in resin. I might go as far as making bodies as well and just using the GW arms, legs, and weapons. If you have a link to some of the conversions you spoke of I would appreciate it.

So from your suggestions it seems that a cadian BF would be a good buy (20 mooks, Leman Russ, 3 Heavy teams), Standard Bearer Blister, 4 Cadian Plasma Gun/Meltagun blisters, Thats about $132 from the war store, what else should I grab while I am ordering?

would it be cheaper to get plasma / melta bits and make my own? $15 for two is a little pricey in my book.

*edit* just got two more sentinels they are already assembled so I can't tell what weapons the have atm I will let you know when they arrive ($10 Shipped not to bad of a deal... cheaper than a blister of plasma gunners ;P ) *edit*

This message was edited 1 time. Last update was at 2008/12/01 01:37:53


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

If you're converting your own special weapons, then yes, bits order the weapons themselves rather than getting actual blisters.

My Guard, or, to be more accurate, the part of my Guard army made up of new Cadians, I've specifically gone and got the metal Special Weapons (8 Meltas, 8 Plasmas). I was lucky as this was back when you could still bits order things, so I have the exact amount, rather than extras floating around.

You can't do that anymore, which really sucks, but it would be better in the long run if you converted them anyway, especially as you'll be mixing kits (how do Catachans look when merged with Cadians?).

I'll go over this in a bit more detail when I get home a few hours from now, but I will say that 3000 points gives you heaps of room. Means you can the units you need and the units you want, plus put in some redundancies and the odd fun unit.

Are there any units you know you want to take, and any you don't want to take?

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Executing Exarch






Odenton, MD

I love the Idea of mortars and grenade launchers... but I know under the current rules this is not in anyway a good idea.... I like templates! I play eldar as my main army so I don't get any good template weapons. I really like sentinels they seem so appropriate heavy weapons strapped to a flimsy walker.

As for how they will look. I am not sure yet, I imagine that the cadian bodies with the cat. arms will look good for a chem dog army but I will have to GS a jacket and shave off the shoulder pads to do a cat. with cadian arms.... Hense the reason I am thinking about making my own torsos, also that way I can make some female guard that don't look like crap.

I have a weird question: With a hell-hound can I place the template sideways? The way the rules are written it seems like I can.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Yeah, you place it to cover as many models as possible, even if that's backwards towards the tank. As long as the whole template is in range, you can put it any which way you like.

I love the Idea of mortars and grenade launchers...


Grr... well, the Mortars I'll give you. This is 3000 points after all, so, as I said, there's some room for some 'fun units' in there. Grenade Launchers I cannot and will not tolerate. They rank up there with Voxes on my lists of things to never take.

If they were 5 points each, or 6 points with a 36" range, then they'd be worthwhile... but 8 points? Forget it.

BYE

This message was edited 1 time. Last update was at 2008/12/01 06:00:28


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Executing Exarch






Odenton, MD

LoL that doesn't make any sense at all.... Backwards fire its no wonder that Guard run from every thing.... Heck if I saw a gout of fire coming out of my tank backwards I would head for the hills too!

This message was edited 1 time. Last update was at 2008/12/01 05:58:48


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Ok, made a list. 3000 points exactly:


Doctrines
Iron Discipline
Drop Troops (all that can have it are assumed to have it, including the Sentinels)
Veterans
Cameleoline (all that can have it are assumed to have it)

(Only 4 I know, but you could take Close Order Drill if you wanted as its free, I didn't take it initially because I don't think it fits your fluff)

Command Platoon
CHQ
Junior Officer w/Bolt Pistol + Honorifica Imperalis + Iron Disipline
Veteran w/Company Standard
3 Mooks w/Lasguns
Fire Support Squad #1
6 Guardsmen w/3 Autocannons
Fire Support Squad #2
6 Guardsmen w/3 Autocannons
Mortar Section #1
6 Guardsmen w/3 Mortars
Mortar Section #2
6 Guardsmen w/3 Mortars
Sentinel Squadron
2 Sentinels w/C.S.Goto-Pattern MULTILAZ0RS

Hardened Veteran Squad #1
Veteran Sergeant w/Meaningless Weapons
1 Veteran Mook w/Lasgun
3 Veterans w/Meltaguns

Hardened Veteran Squad #2
Veteran Sergeant w/Meaningless Weapons
1 Veteran Mook w/Lasgun
3 Veterans w/Meltaguns

Hardened Veteran Squad #3
Veteran Sergeant w/Meaningless Weapons
1 Veteran Mook w/Lasgun
3 Veterans w/Meltaguns

Infantry Platoon #1
Platoon Command Section
JO w/Iron Discipline
4 Guardsmen w/Flamers
Infantry Squad #1.1
Sergeant w/LP + CCW
1 Guardsman w/Flamer
2 Guardsmen w/Heavy Bolter
6 Mooks w/Lasguns
Infantry Squad #1.2
Sergeant w/LP + CCW
1 Guardsman w/Flamer
2 Guardsmen w/Heavy Bolter
6 Mooks w/Lasguns
Infantry Squad #1.3
Sergeant w/LP + CCW
1 Guardsman w/Flamer
2 Guardsmen w/Heavy Bolter
6 Mooks w/Lasguns

Infantry Platoon #2
Platoon Command Section
JO w/Iron Discipline
4 Guardsmen w/Flamers
Infantry Squad #2.1
Sergeant w/LP + CCW
1 Guardsman w/Flamer
2 Guardsmen w/Heavy Bolter
6 Mooks w/Lasguns
Infantry Squad #2.2
Sergeant w/LP + CCW
1 Guardsman w/Flamer
2 Guardsmen w/Heavy Bolter
6 Mooks w/Lasguns
Infantry Squad #2.3
Sergeant w/LP + CCW
1 Guardsman w/Flamer
2 Guardsmen w/Heavy Bolter
6 Mooks w/Lasguns

Infantry Platoon #3
Platoon Command Section
JO w/Iron Discipline
4 Guardsmen w/Flamers
Infantry Squad #3.1
Sergeant w/LP + CCW
1 Guardsman w/Plasma Gun
2 Guardsmen w/Autocannon
6 Mooks w/Lasguns
Infantry Squad #3.2
Sergeant w/LP + CCW
1 Guardsman w/Plasma Gun
2 Guardsmen w/Autocannon
6 Mooks w/Lasguns
Infantry Squad #3.3
Sergeant w/LP + CCW
1 Guardsman w/Plasma Gun
2 Guardsmen w/Autocannon
6 Mooks w/Lasguns

Infantry Platoon #4
Platoon Command Section
JO w/Iron Discipline
4 Guardsmen w/Flamers
Infantry Squad #4.1
Sergeant w/LP + CCW
1 Guardsman w/Plasma Gun
2 Guardsmen w/Autocannon
6 Mooks w/Lasguns
Infantry Squad #4.2
Sergeant w/LP + CCW
1 Guardsman w/Plasma Gun
2 Guardsmen w/Autocannon
6 Mooks w/Lasguns
Infantry Squad #4.3
Sergeant w/LP + CCW
1 Guardsman w/Plasma Gun
2 Guardsmen w/Autocannon
6 Mooks w/Lasguns

Sentinel Squadron
2 Sentinels w/C.S.Goto-Pattern MULTILAZ0RS

Hellhound #1
Inferno Cannon + Heavy Bolter + Extra Armour + Smoke

Hellhound #2
Inferno Cannon + Heavy Bolter + Extra Armour + Smoke

Leman Russ #1
Battlecannon + 3 Heavy Bolters

Leman Russ #2
Battlecannon + 3 Heavy Bolters

Basilisk
Earthshaker Cannon + Indirect Fire + Heavy Bolter

Total
3000 Points


More details in a bit.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Executing Exarch






Odenton, MD

Just one question (for now) about the list:

How come the auto cannons and Sentinels on the CHQ? in this many points do we not bother hiding him?
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

You can still hide the CHQ. The presence of the Autocannons and Sentinels doesn't change that. The Autocannons are there for standard anti-tank work (anything AV12 and below, especially skimmers), and the Sentinels because you wanted them.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
 
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