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Made in us
Navigator





Chicago

In 4th Edition, I often made use of IG suicide squads (Command squads on chimera w/ 4 plas or melta, for those who aren't cool IG players). Now in the new edition, with the new value of officers giving orders, I'm starting to reevaluate this tactic.

On one hand, a cheap Chimaera cruising up to an enemy vehicle or powerful unit can really swing the momentum in my favor early on in the game. But, as the name implies, they are a one trick pony, rarely lasting more than 1 or 2 rounds. Plus, I always have vets and (though a bit pricey) Stormtroopers to get in and drop some firepower where I need it.

On the other hand, officers' orders can be pretty nifty. I could take my Plasmagun figures and put them in with standard troop units and fire a volley of fire or two before that unit is assaulted. The downside to that is that my opponent will be able to take advantage of cover, negated Plasma guns' AP. If I took the initiative with a suicide squad, I have the advantage of attacking a unit when and where so that coversaves are less likely.

As for my melta guns, should I phase them out in terms of using them on regular guard models? They're no good on a static line. Should I maintain one committed suicide squad (Junior officer unit) to drive meltas up against any armor the opponent might have?

And for perspective, my general set up in the old codex usually had 2 platoons, 3 squads in each (3 with Heavy Bolters, 3 with Autocannons) and the JOs would either be in a chimera w/ meltas or running up a table edge with 4X plasma (or also with a chimera). I also always included a LasCannon squad attatched to the HQ.

What I was thinking was that I could break rearrange the platoons so that I have 3 platoons of 2 squads, giving an extra JO to bark orders while still being able to send in one suicide squad.

Thoughts? Comments?
   
Made in gb
Towering Hierophant Bio-Titan



UK

Creed.

Creed > 4 platoon command squads. 4 > 1x4 (of poorer quality orders). 24" > 6".

'For the honour of cadia' makes assaulting suicide squads pretty hardy. Chuck in a priest & you have an actual threat to most things.

My point is, if you wanna run an infantry heavy guard list, Creed is the way to go. Likewise, company command squads in general are better than platoon command sqaud. Platoon command squad are generally best with suicide missions (4xflamers + valkyrie) or/and simply sitting in vendettas making them scoring. I think thier a slight liability being bs3, unattachable to larger combined squads & 5models. Chimera-ing them up is good but expensive & again compounds the problems with KP's.

With that in mind - go for maxed sized infantry platoons, to make the most of the very awesome imperial guardsmen. 2 Full platoons, creed, 2 vendetta gunships, 2 PCS with flamers and a big old bunch of weapons for the platoon squads is a very workable core. Comes to roughly 1010pts before weapons, commissars & priests (includes creed, his chimera, his ccs, 10 infantry platoons, 2 PCS, 2 vendettas).

In terms of squadificiation - Two blobs of three squads & two blobs of two squads with a nice array of weapons. Try & include throw-away guard, lascannon guard, plas (and lascannon) guardsmen & ofcourse autocannon/h.bolter/grenade launcher guardsmen. Lots of the latter. One 3-strong las, one 2-strong plas, & one 2&3-strong autocannon/h.bolter + grenade launcher - if you get me?

Melta & vets love each other for a reason. Company command squads kinda love meltas but thier not scoring, properly equipped (regimental standard, vox, heavy weapon, chimera) they generally wont have any/much room for special weapons. This is with infantry heavy lists in mind. You can treat em like cheaper vets (non-scoring) and they will also work better deep-striking from a valkyrie as they are fewer in number meaning they can fit into tighter drop-zones.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Navigator





Chicago

I usually don't play a guard heavy army. traditionally 2 platoons w/ 3 squads each.

The rest was filled out with Tanks and a few miscellaneous units.

I guess this is a good opportunity to try a few different builds. I already have a Valkyrie (FW, picked it up 4 or 5 years ago) and a good variety of IG units/models/whatever.

One more thing...is the only way Vets can get behind enemy lines is to use a valkyrie now, or do they have any other special rules?
   
Made in us
Rough Rider with Boomstick





CCS being BS4 now makes them excellent meltagun platforms, in addition they can give BiD! to themselves making them pound for pound one of the best tank hunters in the game.

PCS can take 4 cheap flamers and ride in a chimera (w/ a hull HF) all for 105pts, they're scoring and can give an order. They are also a great value imo.


In our previous codex these were called "Suicide Squads" because they usually were DS in unsupported and we hoped that they would take out more points than they cost.

However, in this codex, imo "suicide" is not the most accurate description. We can have *many* mounted squads (CCS, PCS, Vets, ect) that pack a big punch who can support each other. While losses are still expected (the norm with IG), these units move as part of the whole.

But ultimately it comes down to personal choice. Try out aggressive CCS/PCS, and then try out more static/support CCS/PCS and find out what works best for you


The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Awesome Autarch






Las Vegas, NV

special weapons squad, 3 demo charges, bail out of the back of an outflanking vendetta.

Death and mayhem ensue.

But true suicide squads as we had them last edition have gone the way of the dodo, unfortunately. I had an all deep striking guard army and it was chalk full of suicide squads. It was a great army. Sadly now it is gone. The chimera idea works but it dramatically increases the cost per squad and doesn't have the mobility.

   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

Spiff wrote:One more thing...is the only way Vets can get behind enemy lines is to use a valkyrie now, or do they have any other special rules?


If they have camo cloaks they can outflank.
   
Made in us
Longtime Dakkanaut




Long Beach, CA

I've personally been torn between Creed and Iron Hand.

Iron Hand is better because he give ALL units FC and STubborn within 12 with no test needed.

Creed has the ability to scout a vehicle, and can give 2 extra orders per turn. However can only give FC via an order albeit LD10 with Kell. I do like the thought of BaneWOlfing a marine squad after a 12" outflank move. All dead on +2's no cover &gt

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in us
Hardened Veteran Guardsman



The vast open plains of North America

MasterSlowPoke wrote:
Spiff wrote:One more thing...is the only way Vets can get behind enemy lines is to use a valkyrie now, or do they have any other special rules?


If they have camo cloaks they can outflank.


This is incorrect. "Forward Sentries" gives them camo cloaks and defensive grenades. That is all.
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

Sorry, got Stealth and Infiltrate mixed up.

smart_alex wrote:Iron Hand is better because he give ALL units FC and STubborn within 12 with no test needed.

It's FC and Counter Attack; Stubborn would be just be ridiculous.

   
Made in us
Ambitious Acothyst With Agonizer





Murfreesboro, TN

Chenkov gives everyone within 12" stubborn.

This message was edited 1 time. Last update was at 2009/05/14 14:46:05


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