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![[Post New]](/s/i/i.gif) 2008/08/07 21:06:31
Subject: 2000 guard
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Evasive Eshin Assassin
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any input is appreciated.
FYI... i dont like the idea behind the doctrines so i dont use them. i dont want to create a list that will most likely change with the new dex.
HQ with heroic officer and master vox - just here for leadership.
hvy weap squad #1 3x hvy bolters
hvy weap squad #2 3x hvy bolters
hvy weap squad #3 3x autocannons
hvy weap squad #4 3x autocannons
spec weap squad - 3x flamers
command squad #1
4x flamers
3x infantry platoons
plasma gun
heavy bolter
vox
command squad #2
4x flamers
4x infantry platoons
plasma gun
heavy bolter
vox
command squad #3
4x plasma guns
3x heavy weapon squads
3x lascannons in each
command squad #4
3x plasma guns
3x heavy weapon squads
3x autocannons in each
161 men
13 heavy bolters
15 autocannons
9 lascannons
15 flamers
11 plasma guns
its pretty immobile so im not sure what to do when i need to move except run the infantry.
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![[Post New]](/s/i/i.gif) 2008/08/07 23:33:14
Subject: 2000 guard
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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You don't need Voxes. Leadership bubbles are free.
You're not taking any restricted units besides Special Weapon Squadsn and HW platoons, so you might as well take Doctrines just so you can take Iron Discipline. It's 25 points in your whole army and worth every point.
Furthermore, ditch the HSO in favour of a JO w/Honorifica. Nets you the same thing for 5 less points.
With the points you save ditching the useless Vox Casters, you can also afford a Standard Bearer.
You're going to have trouble with tanks with only 9 Lascannons. Those 9 Lascannons can't even kill a single AV14 target that's sitting in 4+ cover. You'd need 12 Lascannons firing over 6 turns to do that. You need Meltaguns in there, Meltaguns that can get within range quickly.
H-Vets are the way to go, but you need Drop Troops. Or you can take Storm Troopers, which are considerably worse.
Not taking Doctrines hurts this list.
BYE
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![[Post New]](/s/i/i.gif) 2008/08/07 23:44:57
Subject: Re:2000 guard
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Evasive Eshin Assassin
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thanks HBMC.
why are stormtroopers worse than vets?
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![[Post New]](/s/i/i.gif) 2008/08/08 00:25:44
Subject: 2000 guard
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Fixture of Dakka
.................................... Searching for Iscandar
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Stormtroopers don't get to infil or deep strike for free.
Vets get 3 special weapons.
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![[Post New]](/s/i/i.gif) 2008/08/08 01:10:40
Subject: Re:2000 guard
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Evasive Eshin Assassin
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thanks Stelek.
for some reason i read stormies as getting 3 as well, im glad you pointed it out.
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![[Post New]](/s/i/i.gif) 2008/08/08 01:47:41
Subject: Re:2000 guard
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Monstrous Master Moulder
Sacramento, CA
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Pedantic rules issue: You are limited to a maximum of two fire support squads on the command HQ, but you have four. Reshuffling the squads so two antitank squads from the heavy weapons platoon get swapped for two of the HQ's support squad fixes this problem with no other changes necessary.
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Agitator noster fulminis percussus est |
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![[Post New]](/s/i/i.gif) 2008/08/08 03:00:02
Subject: 2000 guard
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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The reason why Storm Troopers are no good is quite simple - it's down to points value.
Storm Trooper Squad w/2 BS4 Meltaguns & Deep Strike - 75 Points
Hardened Veteran Squad w/3 BS4 Meltaguns & Deep Strike - 75 Points
Platoon HQ w/4 BS3 Meltaguns & Deep Strike - 80 points
The latter two will hit with 2 Meltaguns. The third one has the potential to hit with more. The Stormies will hit with 1, maybe get two hits, yet cost the same as the second.
The H-Vets are the best choice. The Platoon HQ is the next best. Stormies come in a distant third.
BYE
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![[Post New]](/s/i/i.gif) 2008/08/09 01:52:16
Subject: Re:2000 guard
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Fresh-Faced New User
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I never realised how good a Meltagun was. It is the tank killing weapon with an extra d6 penetration and +1 on the result table.
The benefit for the Storm Toopers is they can deploy at the start of the game. This would help with taking out assault vehicles before they reach your lines. They absorb more hits when they infiltrate close to a tank. They could also deploy in a Chimera and move to intercept an incoming vehicle. They could continue to attack afterwards.
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