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![[Post New]](/s/i/i.gif) 2010/06/04 13:39:49
Subject: Re:Imperial Guard Ordnance Batteries
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Lone Wolf Sentinel Pilot
Sitting on the roof of my house with a shotgun, and a six pack of beers
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The medusa is uber cool, only thing that put me off is it a FW kit. Was rally hoping when they did the relaunch of the Basilisk they were going to add at least one of the other variants (thought collossus as the model dosn't exist) but was hugely disappointed.
When I first started to get to grips with the codex I wanted to make a arti regiment with 3x giffons, 3x basilisks, 3x medusa.
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PM me and ask me about Warpath Wargames Norwich or send me an email
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan
33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)
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![[Post New]](/s/i/i.gif) 2010/06/04 13:50:58
Subject: Re:Imperial Guard Ordnance Batteries
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Boom! Leman Russ Commander
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Medusa is not barrage. It is basically a cheaper demolisher
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![[Post New]](/s/i/i.gif) 2010/06/04 14:28:56
Subject: Imperial Guard Ordnance Batteries
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Plastictrees
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It's page 58 of the main rulebook under "Ordinance Barrage."
I remember there being a rules issue with the griffon + basilisk thing. I don't remember the specific problem--it's probably searchable in YMDC.
Also forgot to mention that, fired indirectly, barrage weapons cause a pinning test at -1. Works well in conjunction with a Weaken Resolve from a PBS.
The major weakness of the basilisk is that it doesn't really threaten terminators or other models with a 2+ save. They just get their armor save.
Medusas work less like artillery and more like light tanks (or tank destroyers), since you have to get relatively close and can't hide.
The major weakness of the colossus is that it can't fire directly. So it can never move & shoot, and always has to deal with the minimum range 24" issue.
Overall, GW did a good job of balancing out the artillery batteries. Each one has some strengths and some weaknesses, and they're priced accordingly.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2010/06/04 15:48:28
Subject: Re:Imperial Guard Ordnance Batteries
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Lone Wolf Sentinel Pilot
Sitting on the roof of my house with a shotgun, and a six pack of beers
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I remember there being a rules issue with the griffon + basilisk thing. I don't remember the specific problem--it's probably searchable in YMDC
Had a look it seems to have fallen in with the whole MoO and Mortar argument. For some reason it sound more plausable though than the MoO + Mortar, although I suppose the argument is the same for both. Both have speacial rules in respects to firing a specific unit only.
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PM me and ask me about Warpath Wargames Norwich or send me an email
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan
33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)
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![[Post New]](/s/i/i.gif) 2010/06/04 16:20:20
Subject: Imperial Guard Ordnance Batteries
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Heroic Senior Officer
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Flavius Infernus wrote:
I remember there being a rules issue with the griffon + basilisk thing. I don't remember the specific problem--it's probably searchable in YMDC.
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Issue is the range differential. Basically, due to their differing ranges, you only have a 12" useful range where the Griffon can 'spot' for the Bassie. Mulitple Barrage rules do not change the weapon profiles, meaning that the minimum/maximum ranges are still in effect.
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2010/06/04 18:59:57
Subject: Imperial Guard Ordnance Batteries
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Snord
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Also when firing salvos the vehicle closest to the target fires first and so fourth, which could foil some ranging.
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![[Post New]](/s/i/i.gif) 2010/06/05 06:07:51
Subject: Re:Imperial Guard Ordnance Batteries
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Unhealthy Competition With Other Legions
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Love the Avi and Sig image..
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There is no art more beautiful or diverse than the art of Death.
3000 pts Word Bearers
3500 pts Tanith 1st & Only
UC
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![[Post New]](/s/i/i.gif) 2010/06/08 10:11:02
Subject: Imperial Guard Ordnance Batteries
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Hard-Wired Sentinel Pilot
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Medusa and bassies make a good battery combination, hopefully i'd get the chance to test out a bassie soon.
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![[Post New]](/s/i/i.gif) 2010/06/08 10:32:36
Subject: Re:Imperial Guard Ordnance Batteries
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Tzeentch Veteran Marine with Psychic Potential
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Personally Guard lists that rely heavily on AP 2-3 5" blasts to kill Marines are my favourite to play against since for once Tzeentch's "4+ invulnerable save on everything" gimmick comes in handy against the no cover save artillery guard can field.
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Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2010/06/08 13:41:17
Subject: Re:Imperial Guard Ordnance Batteries
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Lone Wolf Sentinel Pilot
Sitting on the roof of my house with a shotgun, and a six pack of beers
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Personally Guard lists that rely heavily on AP 2-3 5" blasts to kill Marines
Isn't that most guard lists
seriously vehicle blast templates are the only real thing to be relied on to kill marines. Most infantry weapons just ain't going to cut it, melta limit range and shots, plasma gets hot and Lascannons limited shots. Other than that your relying on sheer volume of fire.
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PM me and ask me about Warpath Wargames Norwich or send me an email
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan
33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)
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![[Post New]](/s/i/i.gif) 2010/06/11 09:37:10
Subject: Imperial Guard Ordnance Batteries
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Rough Rider with Boomstick
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Volume of fire is the most intimidating way to do it though, and there's nothing I love more than whittling down Marines with Lasguns.
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Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop |
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![[Post New]](/s/i/i.gif) 2010/06/11 14:08:39
Subject: Re:Imperial Guard Ordnance Batteries
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Lone Wolf Sentinel Pilot
Sitting on the roof of my house with a shotgun, and a six pack of beers
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Volume of fire is fun, the other week I dropped some termies with storm shields with Las fire the other guy was horrified. It just not as reliable as nice fat S8/9 AP3 template.
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PM me and ask me about Warpath Wargames Norwich or send me an email
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan
33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)
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![[Post New]](/s/i/i.gif) 2010/06/11 15:21:27
Subject: Imperial Guard Ordnance Batteries
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Decrepit Dakkanaut
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So, we got all of this shiney new HS stuff, and the thing to note is that we got a lot of specialized options. That said, most HS pieces got a woefully narrow role, or are better accomplished by things that aren't artillery.
For example, medusas look neat at killing enemy vehicles, but then you do the math. Likewise Colossuses are nifty, but have a very narrow role (killing devestators and rangers).
The only two pieces I really like are the griffon (very cheap, and very reasonably effective anti-light-infantry), and the manticore (anti-vehicular nemesis that can take down crowds in a pinch). Otherwise I'd consider taking the deathstrike (if I knew I was playing against lots of gunlines), or the basilisk (cheap, still effective against vehicles, and great for absolutely smearing people who get smug about cover).
I've never run them in batteries myself, and I don't think I'd bother unless playing very high point games where I want to include more than 3 pieces. Generally speaking, artillery misses horribly or obliterates what it hits, making the inability to target seperate units seem unworth it.
And, IMHO, artillery are really the only things worth taking in the HS slot. Tanks are generally twice as expensive and do half as much damage (cover). Their front armor upgrade really only helps against one type of incoming fire, while they're just as vulnerable to deepstriking meltaguns and close combat.
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![[Post New]](/s/i/i.gif) 2010/06/11 21:57:57
Subject: Re:Imperial Guard Ordnance Batteries
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Kid_Kyoto
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But Ailaros, your primary argument has always been that the Guard are cheap enough they can afford to specialize!
Seriously though, I agree with you. The only thing I take exception to is the deathstrike. It sounds awesome, but every time I've tried using it, the other player always makes it his life's goal to keep the thing shot up enough that I have low chances of it firing. At least it can be said that it draws fire though.
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![[Post New]](/s/i/i.gif) 2010/06/12 02:14:01
Subject: Imperial Guard Ordnance Batteries
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Decrepit Dakkanaut
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exactly.
The deathstrike has a narrow field of things it can do, which is why I usually pass it over (as I'm not up against things which it's good against), but even when there isn't its specific niche, it definitely looks scarier than everything else on the field.
It's worth the points just to be a deepstriker magnet on objective missions (unless your opponent isn't dumb, in which case it isn't).
Plus, every once in awhile you will come across someone running a gun line, and then you get to lol.
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![[Post New]](/s/i/i.gif) 2010/06/12 02:52:37
Subject: Imperial Guard Ordnance Batteries
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Potent Possessed Daemonvessel
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Ailaros wrote:
I've never run them in batteries myself, and I don't think I'd bother unless playing very high point games where I want to include more than 3 pieces. Generally speaking, artillery misses horribly or obliterates what it hits, making the inability to target seperate units seem unworth it.
That's why I absolutely love Manticores. They are like batteries all on their own, except better since by RAW each shot scatters individually.
And, IMHO, artillery are really the only things worth taking in the HS slot. Tanks are generally twice as expensive and do half as much damage (cover). Their front armor upgrade really only helps against one type of incoming fire, while they're just as vulnerable to deepstriking meltaguns and close combat.
I agree for the most part, except with one exception: Executioner. This thing is incredibly lethal to absolutely everything, cover or no, and 14/12/11 rather than 12/10/10 DOES make a difference against meltas and close combat. It's not an enormous difference, but certainly noticeable.
Granted you can buy a trio of griffons or hydras for the cost, but those are for completely different targets.
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![[Post New]](/s/i/i.gif) 2010/06/17 18:05:27
Subject: Re:Imperial Guard Ordnance Batteries
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Furious Raptor
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how come more people arent metioning the master of ordanance? He is a very useful tool in an arti army or any army as far as that goes. for 35 points he does his fair share of damage. I highly suggest you field one.
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![[Post New]](/s/i/i.gif) 2010/06/17 19:47:31
Subject: Imperial Guard Ordnance Batteries
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Sadistic Inquisitorial Excruciator
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He is only 30 points and while I add him in huge games if I have nothing better to do, he rarely is worth it.
He's just way too inaccurate unless you're facing an opponent that's flooding the table with 100s of troops. Plus, my CCS is usually armed with at least 2 special weapons and is constantly redeploying to either fire, or to get within order range of various units.
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![[Post New]](/s/i/i.gif) 2010/06/17 19:53:29
Subject: Imperial Guard Ordnance Batteries
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Rough Rider with Boomstick
Finland
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Terminus wrote:He's just way too inaccurate unless you're facing an opponent that's flooding the table with 100s of troops.\
This. Even against hordes the inaccuracy means you rarely get maximum effect from the shot. I have relegated the MoO to Apocalypse duty only.
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12001st Valusian Airborne
Chrome Warriors
Death Guard
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