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So i wanted to build a list based around a ranger type expedition force and i wanted to include my sniper count as ratlings with a power blob as the main scary target
so here is goes
HQ CCS 70
4X sniper rifles
Elites -30
Ratlings x3
Troop 1
PCS-60
PW, 4x flamers
Infantry squad 1 - 70 \_
Melta, AC \
Infantry Squad 2 - 70 < in a Power Blob with a Commissar 35 points
Melta, AC _/
Infantry squad 3 - 70 /
Melta, AC
Troop 2
Vets -95
x3 GL, AC
now i know sniper rifles are kinda bad by general consensus (from what ive read) so is this a decent enough list? i can switch the Meltas and Grenade launchers and keep the same points
thoughts?
3k+ IG
Chimeras > rhinos (course then again piling a regular squad out of a chimera usually creates a scene similar to Omaha beach during D-Day)
Yeh, i'd swap the Meltas and grenade launchers as grenade launchers and autocannons work well together and the meltas will be more useful in the hands of veterans.
2000pts
5000 pts
1 squad
Leigen_Zero
"Armour? orks have armour? 6+ you say?
I don't think I've ever had to roll an armour save for my boyz outside of CC "
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
Its actually pretty similar to the list I just got done playing with (played against mech IG, DE, and CSM) I'm also new to Imperial Guard and Play a mostly foot horde. For reference my 600 pt list is as follows
Spoiler:
ccs- las cannon, 2 sniper rifles pcs- commissar, 2 fists, medic IS- Commissar, 2 power weapons, flamer, auto cannon IS- power weapon, flamer, auto cannon HWS- 3 Las Cannons Vet Squad- Plas Pistol, Grenade Launcher, auto cannon
Yes I have some inefficient choices, but I have a plas pistol sarge, and I don't have any more special weapons, and the tooled out pcs is loads of fun even if they are hilariously terrible
Anyway, things I've noticed. You don't actually ever really fire las guns. Or special weapons for that matter. Las Cannons and Auto Cannons are really all I was shooting against most opponents. Even when the stars aligned and I got a FRFSRF off I failed to kill a single Berserker...
Your blob is important. As by far the most survivable thing in your army, it is the only unit you have which can, with a straight face, march across the table and take your opponent's objective. Its also got 2-3 auto cannons in it, and is a hell of a lot more durable than a heavy weapons squad. You need to develop a sense as to when you need the extra fire support, and when you need to begin moving. Remember to make use of that 2 inch coherancy, and spread the squad out. Bubble wrap your more fragile units.
As for the ccs, be careful. they are only 5 models strong, and I've found that my opponents can bring him down pretty quickly even in cover. Orders are really useful. Here are some useful combos I've found besides BiD and FoMT. - When somebody shoots at a squad, go to ground for the 3+ cover, then issue Get Back in the Fight and fire away! - Incoming is great for casting on your vets when they absolutely need to hold that objective - move move move, is excellent for making sure your blob has some good speed when they make their sprint on turn 3 or so for your opponent's objectives. Making use of 2 inch coherancy can put the front of the blob close to the enemy, while the rear of the blob is in range for more orders.
Keep your meltas on the blob and don't put them on the vets. GL + Auto Cannon is the way to go for veterans. In this style list you want them as ranged fire support. If you try to run them up to a tank they'll get scythed down. The blob is at least big enough to get their meltas in range.
Also I don't think you have a power blob? Power blob implies buying power weapons for all your Sergeants and your attached Commissar. They are worth every point too, my blob got charged by Kharn the Betrayer (the 2 zerkers stayed put on the objective). In two rounds of combat the blob was still standing and Kharn got cut down by the commissar and 2 Sarges.
This message was edited 1 time. Last update was at 2011/12/14 06:53:37
Odd you mention never firing lasguns. I dont thing ive ever had a game where i didnt shoot them alot. The Emperors flashlights do damage in bulk. And i only have like 5 games where i didnt issue FRFSRF! Of course i play orks and marines alot, so there always in my face.
" When somebody shoots at a squad, go to ground for the 3+ cover, then issue Get Back in the Fight and fire away!"
Just letting you know you can't do that, if a squad has been issued an order it can't do anything more that shooting phase. It says so in the codex on page 29 when it explains orders.
Automatically Appended Next Post: Don't worry though when I first started with guard I use to make lots of mistakes with my orders.
This message was edited 1 time. Last update was at 2011/12/14 09:23:04
2000pts
5000 pts
1 squad
Leigen_Zero
"Armour? orks have armour? 6+ you say?
I don't think I've ever had to roll an armour save for my boyz outside of CC "
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
yeah the reason i didnt have the snipers in the PCS is because of the BS 3 it seems too much of a liability to not move the PCS around when they are capable of giving orders just the same. plus 4 flamers means the BS 3 dont matter and they will score hits based on template. The flamers are also there to deal with my IG brothers blobs
3k+ IG
Chimeras > rhinos (course then again piling a regular squad out of a chimera usually creates a scene similar to Omaha beach during D-Day)
akaean wrote:- When somebody shoots at a squad, go to ground for the 3+ cover, then issue Get Back in the Fight and fire away!
DarbNilbirts wrote:Actualy Get back in the fight specificaly says that the unit my shoot and assult normaly that turn. Last line of get back, bottom of page 30
Your both wrong here... read the rules about Orders on page 29...
"Orders cannot be issued to squads that are embarked in a transport vehicle, or units that have already run, made a shooting attack, or have already received an order that turn (weather or not the prior order was successful)."
You can only issue one Order a turn, successful or not, to any given unit. That was the context Darb, incase you mis-understood. Otherwise, 'Get back into the Fight!' is the only Order you can give to a unit that is falling back or has gone to ground, and in that reguard, your correct. You just can't issue two Orders a turn to a single unit.
Automatically Appended Next Post: On the subject on hand (Dreadfury)...
Drop the PW in the PCS, drop the ratlings and use those 40pts to get 4 power weapons for your blob. Switch out the Flamers for sniper rifles. Due to the limited Orders the PCS can issue, I would rather use the CCS to run with the blob, but obviously flamers /really/ waste the BS 4, so maybe 4x Plasma and caripace to give them a punch.
Personally, if I run camping vets, I hate to waste the BS 4 on subpar weapontry... I go Plasmas and a Lascannon with Sentries to make a hard camping unit that can deal with armor and the 3 plasmas can deal with anything else (and work wells with the rapid fire lasguns).
Now, I know this is hard to do at 500pts, so let me give this a shot...
CCS - 110pts
4x Plasma guns
PCS - 50pts
4x Sniper Rifles or 2x Sniper Rifles, AC
They're only being issued one order. You don't need to use a second order to make them shoot something. You just won't be able to FRFSRF or BID or such.
Blk Tom, you have (I am assuming) a typo in your proposed list; the second PIS should not have a Commissar in it, and if it does have one, you are severely off on points.