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Made in gb
Reverent Tech-Adept






Northampton, UK

Ok, having never played the game before i was wondering if anyone could help me with my soon to comish army

hq
power weapon
plasma pistol
vox
plasma gun
carapace armour
2 body guards

troops
infantry platoon
command
commisar-power weapon
comander - bolt pistol
vox
plasma gun

infantry x 2
flamer
krak grenades

heavy weapons squad
3 x las cannons

special weapons
3 x sniper rifles

veteran squad
carapace armour
shotguns
power fist
flamer
flamer
heavy flamer

have i gone way over the top here

 
   
Made in cn
Wicked Warp Spider






OK, one of the obvious things about cityfight is that (even more than the ordinary current rules) everyone gets cover saves, assuming you've got a board with the necessary amount of terrain. This reduces the value of armour, and of armour-piercing weapons. Also, I doubt you will face much serious armour (tanks) at this points level.

So, I recommend the following changes. A lot of these have to do with (a) keeping prices down to fit in more units - this is a good thing to do with all armies, but especially with imperial guard. Quantity over quality! (b) getting more hits/wounds onto the enemy, as opposed to low-ap hits (see the note above about cities of death).
5P0G wrote:

hq
power weapon
plasma pistol
vox
plasma gun
carapace armour
2 body guards
I'd say just take a vox, and 3 flamers/GLs. Power weapons on such small squads are a bit useless - all the IG die before it gets to do much. Plasma pistols' short range and only 1 shot make them a poor value.

troops
infantry platoon
command
commisar-power weapon
comander - bolt pistol
vox
plasma gun
commissars should go in the infantry squads, not in the command squads - stubborn helps more there because a big blobbed squad may actually start taking morale checks in combat - command squads will just get wiped out in 1-2 turns. Also, the executions will only take off sergeants, not officers. Again, vox and 3 flamers/GLs is a cheap and nasty unit.

infantry x 2
flamer
krak grenades
Good stuff, I like the grenades. If you stick the PCS's PW commissar in here, you have the start of a decent close combat unit. With points saved elsewhere you can do the following: 30 guardsmen w/krak grenades, 3xPW, 3xflamer, vox, commissar w/PW. That's a unit that will stick around in close combat - as the enemy hacks away at the lasgun-carriers, the power-weapon guys whittle him down.

heavy weapons squad
3 x las cannons
At this points level, autocannons are a cheaper and better buy.

special weapons
3 x sniper rifles
Sniper rifles are cool, but not too good, especially on BS3 models. If you like snipers, I suggest you use the rules for ratlings. You can still use human models, just say that their low T/WS/LD is due to being trained and ready to snipe, not fight up close. (as opposed to actually being space hobbits) A ratling unit will do a lot more damage, since you'd get 5 BS4 rifles for these points, and it's about as tough since it has stealth.

veteran squad
carapace armour
shotguns
power fist
flamer
flamer
heavy flamer
Good unit, the flamers are great. But, I would again take off carapace and probably the powerfist as well. The demolitions upgrade could be a good choice instead.
have i gone way over the top here


OK that's it, in summary: strip a lot of upgrades, switch weapons to some cheaper options, bulk up the infantry blob, it makes a much better combat unit that upgraded command squads. I made my suggestions on the assumption that you play with a fairly normal bunch of opponents, who wouldn't field really heavy tanks at this small points level. If you do, just stick some meltaguns on the BS4 units (CCS, veterans). Good luck with the army!

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

BTW, sniper rifles always hit on a 2+ don't they, correct me if I'm wrong, so the snipers are fine. I have to disagree with the lascannons because they are the only things to take out tanks. Take away the heavy flamer in the veteran squad because if you get close to flame people you might as well charge or get shot at and charged next turn. That's why you have shotguns as well. Take off the plasma pistol, they always fail and if you have it on a special character he will just die and be a waste of points. It doesn't matter about the infantry plasma guns because they'll probably get slaughtered any way!

 
   
Made in cn
Wicked Warp Spider






phantommaster wrote:BTW, sniper rifles always hit on a 2+ don't they, correct me if I'm wrong, so the snipers are fine. I have to disagree with the lascannons because they are the only things to take out tanks. Take away the heavy flamer in the veteran squad because if you get close to flame people you might as well charge or get shot at and charged next turn. That's why you have shotguns as well. Take off the plasma pistol, they always fail and if you have it on a special character he will just die and be a waste of points. It doesn't matter about the infantry plasma guns because they'll probably get slaughtered any way!


Sniper rifles used to hit on a 2+ in previous editions of the rules, now they roll to hit like any other weapon.

I think that against light armour, autocannons are better than lascannons, against heavy armour, get some meltaguns. Lascannons are perfectly good weapons, but they're generally overpriced, and their high cost emphasizes how fragile a HWS is.

I more or less agree about the plasma pistols (not the most scientific way of looking at it maybe )

I have no idea what your point is about the heavy flamer. "If you're close enough to use the flamer, you might as well charge?" You are aware it's an assault weapon right? He can flame things and still charge.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in ca
Longtime Dakkanaut





The sniper rifles now wound on a 4, no saves on a 6, regardless of toughness. Ratlings would be more effective.

I pretty much agree with Ibby's suggestions, the lack of long-range anti-tank isn't so bad in cityfights (tank and anti-tank alike have poor LoS). In my experience a single lascannon battery will not reliably stop AV14 anyways (although BiD helps). Autocannons would save points and be able to handle most vehicle threats for you. If someone does bring AV14, the krak grenades will hit on rear armour, and so will the powerfist or the meltabombs. I think demos would be more useful than the powerfist for the vet unit - meltabombs will kill vehicles even better. If you are going to assault something, the fist will help, but I'd rather throw a big pieplate on it first.

Probably don't need any carapace armour - there should be lots of 4+ cover around and you don't really want to be in combat anyways. Also expensive for a 5 man command squad at this pts level.

By the way, if you're bringing vox's, don't you want them on your inf and vet squads too? Or did you pay and forget to post maybe?

Fun and Fluff for the Win! 
   
Made in gb
Reverent Tech-Adept






Northampton, UK

thanks people im am revising the army list as i write!

 
   
Made in gb
Reverent Tech-Adept






Northampton, UK

murdog wrote:

By the way, if you're bringing vox's, don't you want them on your inf and vet squads too? Or did you pay and forget to post maybe?


I think i just forgot all together but im half way through re doing the army list i have some things i need to do today but it should be finished soon, il repost it up later.

 
   
 
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