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Made in us
Regular Dakkanaut





Rocking the Suburbs, MA

So I kinda lied, I wanna make a "hive world" army, that is not necromunda.

So I have a few questions:

1.)  In order to have a commisar attach to a conscript squad, do I need to take the independant commisar doctrine or no?
2.)  By selecting warrior weapons to represent the "ganger" in the conscripts do I need to take warrior weapons with the regular infantry platoons or no?
3.) With a horde army like this, would it be worth it to hide a powerfist in my commisar in the mob of conscripts?
4.) By using conscripts I am essentially forgoing the opportunity to create a SAFH, but at the same time I dont want to gimp out my Anti-Vehicle ability.  I have 2 doctrines to play with (light infantry, conscript platoon, warrior weapons) so what would be a good choice.
5.) I plan on using this army (if i work out the kinks) come games day so anyone with experience with an army like this would be very helpful
   
Made in us
Regular Dakkanaut




Warrior Weapons is, sadly, one of the crappier doctrines in the IG list. It costs +20pts for a full 10-man squad, which then becomes a mediocre-to-poor close combat unit for 8pts/model. The doctrine forces you to abandon all mobility (no Drop Troops, Mechanized, or Grenadiers in combination) to bring said troops to the front quickly, allowing their low toughness and save to work their magic as they get shot up at range.

If you could apply it selectively, sure, it might be good...but your normal infantry platoons, heavy weapons platoons, and even your BS4 veterans all HAVE to take it.

My suggestion to represent a hive army would be:
Light Infantry
Hardened Fighters
Sharpshooters OR Conscripts OR Independent Commissars
Veterans
Special Weapons Squads

Light Infantry represents the mean-n-sneaky aspect of these guys, many of them tough after years of creeping through the ruined underhive.

Hardened Fighters is obvious (you can, incidentally, apply it selectively, so that only those squads which can always have CCw, like commandsqauds and vets, take it), since these are low down roughnecks, and mostly used to close quarters brawls.

Sharpshooters, Conscripts, and Independent Commissars can just represent three different kinds of gang, really. Indy Commissars are like heroic underhive leaders, conscripts are juves, and a gang with Sharpshooters would be Cawdor or something -- tech-gangs or highly experienced ones.

Veterans and Special Weapons Squads just ensure you have some good, characterful units to play with. Squads of Vets with Hardened Fighters, all armed with CCw and with three assault weapons, could make a great 'elite core' to represent the oldest gangers. And really, what's more urban-gang than 3-flamer-toting special weapons squads, or tatooed nutcases with demo charges jumping from windows and sewers?

Hope that helps.

-Adso
   
Made in us
Regular Dakkanaut




Here's a tech-gang army I thought could be interesting:

HIVE GANG ARMY ? Tech-Gangers

HQ (241)
Big Harken, Junior Officer (40) w/Honorifica (25), Power Fist (20), Laspistol (1), Trademark Item (5)
4 Veterans (24), Medic & Standard Bearer (10), 2 Plasma Pistols (20).
DOCTRINES: Light Infantry, Hardened Fighters (20)

Special Weapons Squad: Aces High. (75)
6 Guardsmen, 3 Demo Charges, Light Infantry, Vet Sgt (6)

ELITES (310)

10x Veterans (80) with Hardened Fighters, Light Infantry (20), all armed with CCw, Autopistol (-), 2 Plasma Guns (20), 1 Meltagun (10), Vet Sgt (5) with Powerweapon, Plasma Pistol (20), Meltabomb (5)

5x Veterans (40), 1 Lascannon (25)

5x Veterans (40), 1 Lascannon (25)

TROOPS (516)

Gus Backhand?s Boy?s (Infantry Platoon 1) (63, 91, 91)

Junior Officer (40) w/Shotgun (1)
2 Guardsmen with Shotguns, 2 Flamers (12)
DOCTRINES: Light Infantry (10)

Infantry Squad: 10x Infantry, Vet Sgt with Meltabombs (11), Meltagun (10), Light Infantry (10)
Infantry Squad: 10x Infantry, Vet Sgt with Storm Bolter (11), Heavy Bolter Team (10), Light Infantry (10)

Long Louis' Boy?s (Infantry Platoon 1) (60, 92, 92)

Junior Officer (40) w/Stormbolter (5)
2 Guardsmen with Lasguns, Sniper Rifle (5)
DOCTRINES: Light Infantry (10)

Infantry Squad: 10x Infantry, Vet Sgt w/ Bolt Pis., CCW (7), Plasma Gun (10), Sniper Rifle (5) Light Infantry (10)
Infantry Squad: 10x Infantry, Vet Sgt with Bolter (7), Plasma Gun (10), Sniper Rifle (5) Light Infantry (10)


If you want a less tech and more gritty feel, just swap out the Plasma Guns for Grenade Launchers or Meltas, drop the Snipers for Heavy Bolters, etc.

-Adso
   
Made in us
Regular Dakkanaut





Rocking the Suburbs, MA

Well what I am really looking for is a 2 full squad conscript army (400 points for 100 models? yes please) But I really like the thoughts on the elites and the HQ squad
   
Made in ca
Dakka Veteran




The Hammer

1.) In order to have a commisar attach to a conscript squad, do I need to take the independant commisar doctrine or no?
Yes. But this sucks as he will only be attacked and destroyed in melee.

2.) By selecting warrior weapons to represent the "ganger" in the conscripts do I need to take warrior weapons with the regular infantry platoons or no?
Yes. I believe the only way around this is by using the abhuman rules, but even in this case, the fact that they only have five doctrines means there is rarely room for it.

3.) With a horde army like this, would it be worth it to hide a powerfist in my commisar in the mob of conscripts?
You can't hide powerfists in conscripts ever, but if you could it would be okay. The only way to get a hidden powerfist outside of Hardened Veterans is a Commissar NOT chosen by the Independent Commissar doctrine.

4.) By using conscripts I am essentially forgoing the opportunity to create a SAFH, but at the same time I dont want to gimp out my Anti-Vehicle ability. I have 2 doctrines to play with (light infantry, conscript platoon, warrior weapons) so what would be a good choice.
*shrugs* As long as the mission allows deep strike, your tri-plasma vets/drop sentinels can get some flank shots. Plus, you are required to buy one infantry platoon per conscript platoon, so for an army with 100 conscripts that would give you four lascannon and four plasma guns. (4xinfantry squad)

5.) I plan on using this army (if i work out the kinks) come games day so anyone with experience with an army like this would be very helpful
The conscript company should deploy around and in front of you CHQ (with flag) and your HI PHQ. LD 10 with a reroll is a LOT better than LD 6. One other word about the abhuman doctrines - if you can track down a copy, there is one doctrine that allows IG to upgrade to Beastmen, represented with FC. In the context of Necromunda, you might represent this by converting and recasting Scavvies and the like. FC + COD makes for 2A I5 S4 per four-point consript on the assault. Also, look out for templates - those really negate a lot of the conscripts advantages. Once an enemy unit locks in melee with one of your 50-man squads, he's not going anywhere for at least a turn or two. If in playtesting you find you'd prefer to divide your conscript company into two tarpits, Chem Inhalers + CHQ with HSO, Master Vox and a Commissar will have them testing at unmodified LD 10 anywhere on the board according to RAW - but will shave about 100 points off the rest of your army for the added flexibility.

When soldiers think, it's called routing. 
   
 
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