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![[Post New]](/s/i/i.gif) 2011/08/15 04:01:44
Subject: A-typical IG
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Horrific Howling Banshee
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Hey all. I recently had a ton of Guard models returned to me from a looong time ago and I want to play them. But not like everyone else does. Here's what i was thinking of running roughly:
Command-carapace, power weapon, plasma pistol, 2 plasma guns, medic
Chimera
Infantry Command-shotgun, 2 plasma guns, medic
Squad 1-Meltagun
Squad 2-Meltagun
Squad 3-Flamer
Veterans-carapace, 2 plasma guns, autocannon
Veterans-carapace, 3 grenade launchers, heavy bolter
Veterans-carapace, 3 grenade launchers, autocannon
Veterans-carapace, 2 flamers, melta
Chimera
Veterans-carapace, 2 meltas, flamer
Chimera
Manticore
Demolisher-plasma cannons, heavy stubber, heavy bolter
2 Leman Russ Battle Tanks-heavy bolters, heavy stubbers
Hellhound
TOTAL- around 2000 points
No real plan here, I just made a list with what I have really. I spent all this time making carapace armored troops for the old codex and I want to use them as such, and I don't want a hundred chimeras. I like tanks that are real tanks. I guess I could get a commissar and blob the platoon or something...I want to add some heavy weapons teams eventually with missile launchers and autocannons, and mortars. Cause they're neat.
What do you guys think? Will a slapped together, not really at all spammy infantry heavy and transport light list survive or will I get smashed?
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http://perilsofthewarp40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/08/15 04:15:30
Subject: A-typical IG
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Shunting Grey Knight Interceptor
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It is highly dependent on two things:
one, does your opponent have template weapons?
two, does your opponent have the means to get near enough to ya to threaten close combat?
if either of those occur, you seem a little boned no offense...
remember, with the imperial guard you always have a back-up for your plans, redundancy is how the IG work, ironically... BEAURACRACY FTW!
plus, a lack of long-range anti-tank support at 2000 points puts you at a HUGE disadvantage
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1500 pt grey knight termie army W: 1 L: 1 T: 1
2000 pt DraigoStrike Pally army W: 3 L: 1 T: 1
750 point Black Templar smashmouth army
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![[Post New]](/s/i/i.gif) 2011/08/15 10:07:08
Subject: A-typical IG
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Member of a Lodge? I Can't Say
WI
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IMO, Melta and Plasma are the Special weapon of choice, with Flamers on BS 3 troops coming in third. Only real rule I follow is never leave a slot empty.
Same kinda goes for heavy weapons... AC or Lascannon. If you drop 50 bucks on a HWS, get some magnets as well so you can swap out the weapons at least. Reason for saying AC and LC is simple, LC gives you the only real chance to hurt AV 12+ vehicles at Str 9. AC gives you two shots (so you got a good chance with a BS 3 guy to get at least one hit) and is really just as effective as anything else against AV 12- vehicles (great transport popper) and infantry/MCs at Str 7. HBs and Mortars are pretty much strictly anti-infantry so miss out on the versitility of the AC as anti transport. MLs kinda do the same thing as the AC, but with less shots. Str 8 single shot vs 2 Str 7 means both weapons only want to shoot av 12- vehicles. You rarily kill more than 1-2 guys with a frag, even if you hit more (due to the Str 4 marker), so again, the AC is really just as effective, for 5pts less.
Don't sweat the Carapace, as body armor is body armor, specially if you have old school IG. I have really found that Camo Cloaks/Sentries is a better form of armor, as Cover doesn't give a damn about AP. The only thing you worry about is the /very/ few things that ignore cover, and most of those (flamers) have a super short range. If you let a flamer unit get /that/ close, you failed the list. If your really that worried about flamers, Carapace will give you a save most of the time, except against Heavy Flamers and things better than that (named special flamers).
I would drop the GLs, as now days they are dogs compaired to eariler editions... str 3 frag and str 6 krak where power armor still gets it save against the krak... not even worth it unless you got absolutily nothing else.
Don't mix special weapons. If your Vet unit is using meltas against a tank the flamers are worthless and really a waste on BS 4 troops anyways. Lasguns have rapid fire and "First Rank Fire, Second Rank Fire!" only works with Lasguns, giving them 3 shots at 12" at BS 4. That will be more devistating than a flamer for a squad not in a Chimera. If your in a Chimera, hull HF for assaulting chimera units, Hull HB for camping. Again, you have only 3, so they probably should be assaulting due to 2/3s of the games being objective based games currently.
I would suggest for your PCS 4x flamers. If you do a CCS with plasma, do 4x plasma or 4x Melta. If your worried about 'Get's Hot!', Carapace is 20pts for a 4+ save vs 30pts for a 4+ FNP from the medic. Personally, I would drop the Chimera and give it to Melta vets and use a 3+ Cover save from Camo Cloaks. Then give them a Lascannon and you have a hard little fire base that is static so the Plasma can Rapid Fire against guys within 12" and a Str 9 BS 4 LC that can be Twin linked from 'Bring it Down!' (which you can't do if your in a Chimera).
3 Chimeras isn't alot for melta Vets, but you do have some Russes going with them. At least give them Hull Heavy Flamers for anti-hoard. Remember the ML is Str 6 with 3 shots, so far better than a HB, but targets the same things.
As for your Russes, I strongly suggest you drop the sponsons as you can only fire one weapon plus the turret (and defensive weapons) if you move due to Lumbering Behemoth, and you want to keep moving if your have Chimera mounted troops. Besides, each sponson counts as a single weapon, even though you bought them as a pair. Even if you sat still, it is hard to get both sponsons on one target. Besides, Russes are really anti-Infantry vehicles. If you want tank tanks, Vanquishers and/or hull Lascannons are it. Even the Demolisher ends up being a SPG than a tank due to the rules of blast markers vs AV.... if you don't hit with the center of the marker, your attack damages the side (front, side, rear) the marker hits at half strength (pg 60 BRB).
For the PIS, I do think you should blob them. Get a single Commissar, 3 heavy weapons (probably ACs due to the BS 3) and 3 melta guns. Get 4x Power weapons, 3x Melta bombs and wrap them around your Manticore as a defensive bubble to keep DSing units and Drop pods further than 6" away so they are out of melta range and can't assault it. The heavy weapons and the Commissar means they have Ld 10 for Orders and can pop transports or wittle down hoards. The Meltas give them anti-vehicle/walker/terminator defence and the meltabombs are strictly a defensive weapon incase of walker assault/tank shock. Alot of people will say GLs due to the range instead of meltas, but then if you have a skimmer, DSing Land Raider, or drop podded Dread plop down next to you, you have /nothing/ to stop it.
You will probably losing a vet squad or two to pay for these changes, but your list will be better off for it. Hope this gives you some food for thought, good luck!
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This message was edited 1 time. Last update was at 2011/08/15 10:51:08
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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