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Made in us
Arch Magos w/ 4 Meg of RAM






KplKeegan wrote:
Grundz wrote:The issues I have are primarily with immortal/warrior spam (which is viable it seems) bringing the thunder down /and/ seemingly being more resiliant per-point than guardsmen in cover, which is somewhat horrifying.

And Scarabs w/ Tomb Spiders. Unless you give your blobs power fists, you're going to be in a long, losing fight.


against scarabs, I would sac the squad and then unload onto it at close range, but you're right, a scarab farm army also provides some problems. Its very tempting to try and cram more melta or grenade launchers for ID, or on the extreme end, a nuclear SWS (3 detpacks) or rough riders/ogryns. But that is a great example of how the whole ig army could be focusing scarabs with tons of autocannons and such, necs could just soak it up.

also, current guard codex you can't give blobs fists, which makes me sad.
Here's hoping that 6thed guard codex, if it comes out, gives more infantry options

This message was edited 1 time. Last update was at 2011/12/19 16:56:58


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Made in us
Dakka Veteran




Somewhere in the Galactic East

Grundz wrote:
KplKeegan wrote:
Grundz wrote:The issues I have are primarily with immortal/warrior spam (which is viable it seems) bringing the thunder down /and/ seemingly being more resiliant per-point than guardsmen in cover, which is somewhat horrifying.

And Scarabs w/ Tomb Spiders. Unless you give your blobs power fists, you're going to be in a long, losing fight.


against scarabs, I would sac the squad and then unload onto it at close range, but you're right, a scarab farm army also provides some problems. Its very tempting to try and cram more melta or grenade launchers for ID, or on the extreme end, a nuclear SWS (3 detpacks) or rough riders/ogryns. But that is a great example of how the whole ig army could be focusing scarabs with tons of autocannons and such, necs could just soak it up.

also, current guard codex you can't give blobs fists, which makes me sad.
Here's hoping that 6thed guard codex, if it comes out, gives more infantry options


Flamers and Mortars and Blast Templates are the ideal thing for killing Swarms, save the Autocannons and some meltas for the Spiders. Although spiders are cheap and can take 3 per slot, their still Monstrou Creatures.

Meh, I just hope the next Guard Codex actually gives the sergeant a las gun. Everything else I could care less about.

182nd Ebon Hawks - 2000 Points
"We descend upon them like lightning from a cloudless sky."

Va'Krata Sept - 2500 Points
"The barbarian Gue'la deserve nothing but a swift death in a shallow grave." 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Curious, why would you care if the sarge has a lasgun?

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Made in us
Dakka Veteran




Somewhere in the Galactic East

Its fits better with the Guardsmen mentality of volume of fire. Why shoot nine Guardsmen and be stuck with a sergeant that just waves his chain-sword around? An extra las gun is hardly a game breaking factor to exclude it, which I honestly believed that its a typo and was overlooked.

182nd Ebon Hawks - 2000 Points
"We descend upon them like lightning from a cloudless sky."

Va'Krata Sept - 2500 Points
"The barbarian Gue'la deserve nothing but a swift death in a shallow grave." 
   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

I roll with two vet squads of 3 sniper rifles and a las cannon that infiltrate into cover. That will murderize pretty much anything. (And you have defensive grenades and camo cloaks.)

Sit them back in some 4+ cover (3+ because of camo cloaks) and plink away at them with the sniper rifles. (4+ wound on all models and rending/pinning)

Keep a command squad close for "BRING IT DOWN" on the heavier stuff, I usually use strakkan so they have fearless and counter charge.

Is your army completely un-mechanized? I have alot of fun with armored sentinals with plasma cannons.

 
   
Made in us
Fresh-Faced New User





omerakk wrote:

Well, now that you've successfully stomped the worst models and/or combinations in the codex, let us know how you do vs the better ones


Well, since he's got models for most of the stuff in the 'dex, and we don't mind a proxy here and there, so I'll let you know how it goes.
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

KplKeegan wrote:Its fits better with the Guardsmen mentality of volume of fire. Why shoot nine Guardsmen and be stuck with a sergeant that just waves his chain-sword around? An extra las gun is hardly a game breaking factor to exclude it, which I honestly believed that its a typo and was overlooked.


I believe it was in an effort to buff the sarge's melee, a power weapon and because he has a pistol, gets an extra Close combat attack. 3 Power weapon attacks seem to be pretty decent. (4 on the charge)

+ Thought of the day + Not even in death does duty end.


 
   
Made in au
Fresh-Faced New User




Grundz wrote:
Flamers aren't useful, since scarabs have a very long assault distance the only way you'll get to use them is if a squad gets wiped and the scarabs are stuck out in the open
Forcing scarabs to grind through 23 points of armor per squad of walkers seems like an effective tarpit though!



actually it wont take the scabs more than 1 turn to nail 3 walkers.
scabs charge. walkers have 1 or 2 attacks each at what str? lets say 2attacks at str5 (sorry dont remember). 6 attacks = 3 hit = 2 wounds. none saved.

10 scabs = 50 attacks.
4s to hit = 25 hits
4s to entropic = 12 lost points. spread evenly over the unit that means -4 each.

walkers are now AV6. scarabs pen on a 4+ = 12 pens 4 glances = 4 glances and 1 pen on 1 walker, 5 and 6 pens on the other 2 walkers each. as they are a unit, immobilse is also a death sentence so kill on a 4+. my maths may be dodgey tho.

scarabs will make walkers sad.


Automatically Appended Next Post:
sfshilo wrote:I roll with two vet squads of 3 sniper rifles and a las cannon that infiltrate into cover. That will murderize pretty much anything. (And you have defensive grenades and camo cloaks.)

Sit them back in some 4+ cover (3+ because of camo cloaks) and plink away at them with the sniper rifles. (4+ wound on all models and rending/pinning)

Keep a command squad close for "BRING IT DOWN" on the heavier stuff, I usually use strakkan so they have fearless and counter charge.

Is your army completely un-mechanized? I have alot of fun with armored sentinals with plasma cannons.


be wary of
wraiths and scabs tho. wraiths ignore the rending ignore armour rule and scarabs dont care if they drop a couple of wounds.
destructor arcs as the vehicle may target a unit not in cover and it will jump onto the camo guys on a 6.
Lord on a CCB: no cover saves against it
the mind flamer str8 ap1 weapon.
counter infiltrating flayed ones

this unit may be very expensive and actually achieve very little.

This message was edited 1 time. Last update was at 2011/12/20 06:42:27


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






I'm not remembering how vets can infiltrate, but the squad should come in around 125ish pts 70 base +15 rifles +20 lascannon +20 camo cloaks and def grenades package

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Made in gb
Death-Dealing Ultramarine Devastator




England-upon-Tees

Foot Guard are hard to beat imo. I play them fairly regularly and no matter how many get boltgunned down there's always another 50 of the buggers. They grind down my Space Marines and make no mistake.

3000 -3500 points. 50% Painted.
150 points (Work in progress) 40% painted
 
   
 
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