Spooner6 wrote:I will have 7 Chimera’s in which I will have a company command and two platoons with two squads each. That fills up the Chimera’s. Each Chimera will be Multi-laser and heavy flamer. I will also have 3 Leman Russ with Las-cannon and H-Bolter’s. I don’t have a specific point total but this will put me over 1500 without weapons for the infantry. I probably won’t be doing any tournaments or competitive play, but I would like the force to be flexible with its combat power. That is why I don’t want to go with all meltagun’s all the time.
It is sort of a waste to put so many chimera into units. Put your valuable units into chimera, stuff that the enemy wants to shoot, then have the low priority targets footslog behind the chimera. Regular infantry are cheap. They are useless. They don't deserve a chimera, as a matter of fact, you would do better to just strap guardsmen to your chimera so you don't break the tank.
Las and
HBs don't mix. One is for lots of weak dudes, one is for one big dude, or AV14 tanks. Save yourself some points, and specialise the tanks. That way, when you pick a target to shoot, all the weapons on it will work.
Spooner6 wrote:I am thinking of going with G launcher and Autocannon in each of the squads. I am thinking that they stay mounted, if the Chimera moves the G Launcher will still have a decent range of engagement. While yes the Chimera’s have an H flamer my intent is to move away from threats (trucks bearing gifts of orks). If there is no close combat threat the chimera can stop and fire the Autocannon out of the firing point.
IMO, you would have better luck avoiding orks by setting up as far away as possible, in cover, on the top of a building... then putting the other half of your force on the other side of the board... as far away as possible, in cover, on the top of a building.
GLs and
ACs are great weapons, for high tough units and light vehicles. They aren't that great against
MEQs as they are only AP4, or against horde... because they have too few shots. (Altho the
GL can do a blast, it usually is only about 3 hits... templates work better for anti-horde.) If you want to bring heavy weapons, you should find a stratagy that will let you keep them stationary, so you can get as many shots out of them as possible. Not saying that you shouldn't run when orks show up... but you should definately not be crusing around in Chimera... you want to shoot!
Spooner6 wrote:I was maybe thinking that I might equip two of the infantry squads with a melta gun to go tank hunting, but with them not being veterans they would be quit weak in this regard. Maybe a Las-cannon and hang back in the Chimera. But both options are not great. AV 14 would be tough with this force even considering the three Russ tanks.
One of any weapon in this army is awful. BS3 means you miss 50% of the time. And you can still roll badly on pen, or vehicle damage. Which means you are going to break a tank less than 50% of the time. That means you need to have several options for breaking tanks... only 1 Las just won't cut it. Just one melta just won't cut it. It seems like, by your own admission, bringing 2 platoons... and not vets... seems to be your biggest weakness. Why not just bring vets?
Spooner6 wrote:For command I was thinking of giving the company command squad 4 plasma guns and have the commander give his squad the twin-linked order to allow for 3+ to hit with a re-roll. I was thinking of going with one less and a medic to help out with the gets hot rule, but the re-roll will help out a bit. Plus they are just guardsmen, they are expendable.
Twin linked only works versus vehicles and monstrous creatures. Twin linked with plasma is GOD, as it basically reduces the chances of you killing yourself to 1/36 instead of 1/6 and raises the chances of a hit from 4/6 to 8/6. I think if you were only shooting
MCs and Vehicles with your plasma, the
BiD order would be plenty... but the medic is a good idea because it gives you the option to shoot infantry. Even though it doesn't increase your chances to hit, it at least drops your chances to kill yourself from 1/6 to 1/12. As for guardsmen being expendable, they are... but these guys are supposed to be expendable... taking shots for your Company Commander, who isn't.
Spooner6 wrote:But what about the platoon command squads? Should I go with two melta guns, and two las-pistol and CCW plus a commissar. I am just not sold on that since they are bad in hand to hand, a couple extra attacks won’t make a difference. So what am I lacking that I could make up for in the platoon commands? Do I really want to give them 4 melta guns and then make them expendable? With all the dead platoon commanders who will I promote to company commanders?
I have been drifting away from platoons lately, simply because vets are so much better, and because
PCS have no use... I can never find a situation where I want a
PCS squad. In the past I generally just load them up with flamers and grenade launchers, put them in a chimera... and use the chimera to cap and hold points. 12 front armor with 3-4 special weapons... the enemy won't get that point back too easy.
Spooner6 wrote:What about getting two body guards, Ogryn special character, and a commissar and equip all the guardsmen with las-pistol and CCW in the company command squad? Or again, are the guardsmen just too crappy to even try to make a hand to hand group?
If you take Nork, you can't take other bodyguards. I've used bodyguards to great effect in
Apoc games (squad survived a entire Baneblade salvo, and just lost 1 bodyguard). Commissars are great for in combined squads of 50 guardsmen... not so much in the
CCS. Guardsmen are just pretty much gak in
CC.
WS and S are too low to do any damage, and T3 and W1 just me we die in droves. If you want melee from a
IG list, bring Ogryn. Another option is to bring Creed, who can give your squads Furious Charge and Fearless (+1S and +1I)... and Ministorum Priests let you re-roll hits in
CC, on the assault... which mostly fixes our gak
WS... and they can bring Eviscerators... which is better than an ork
PK. With re-rolls to hit, furious charge and fearless... you basically have some right propa humie orks. But it is just far more expensive than is resonable. Maybe with a squad of 50 guard, Creed, and an Priest... it might be interesting...