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![[Post New]](/s/i/i.gif) 2011/12/14 20:37:59
Subject: Imperial Guard 1750 needs help
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Screaming Shining Spear
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Mean to be an All Comers list
HQ 115
Company Command Squad + Master of Ordinance + Officer of the Fleet + Vox Caster
Troop 565
Veteran with x3 Meltaguns in a Chimera
Veteran with x3 Meltaguns in a Chimera
Veteran + 2 Sniper Rifles + Autocannon + VoxCaster
Penal Legion (in Vendetta)
Penal Legion (in Vendetta)
Fast Attack 390
Vendetta
Vendetta
Bane Wolf with Heavy Flamer
Heavy Support 680
Leman Russ Battle Tank + Heavy Bolter Sponsons + Pintle-Mounted Heavy Stubber
Leman Russ Demolisher + Pintle-mounted Heavy Stubber
Leman Russ Executioner + Pintle-mounted Heavy Stubber
Basilisk
The idea is that it gives me plenty of mobile troop choices for capturing and contesting points while still having strong fire power.
Vendettas bring twin-linked anti-tank while being able to move Flat Out to capture objectives and (if needed) drop off the Penal squads to hang out there or to use them as a mobile melee screen as needed and depending on how they rolled for their bonus.
Veterans with meltaguns go for MC/IC/Vehicles as needed before going for any points of interest
CCS hides out while ordering Veterans Sniper rifles and Autocannon to focus on any MCs or light vehicles they can see.
Bane Wolf moves fast as it can to target MEQ troops and possibly even try some Tank Shock/Ramming as it can move 12" and still open up with both templates.
Single LRBT sits in the middle and stations stationary to dish out some damage.
The 2 LR squad just focuses on moving in close on high priority infantry targets (or troops emptied from a transport a Vendetta cracks open).
Basilisk shoots stuff.
I own none of these units I'm just planning out what I'd like to run as I start building my IG force. I was considering a much more Mech armies but I'm not sure that 9 LRs are really the best idea haha that's tons of fire power but might be too much concentrated fire power =(.
Lemme know what you think!
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This message was edited 1 time. Last update was at 2011/12/14 20:39:48
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/14 22:08:31
Subject: Re:Imperial Guard 1750 needs help
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Fixture of Dakka
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I really don't like the Vets as snipers or with HW.
I'm of a mind if i don't have Vets mobile in something(Chimera usually),
maxed with 3 Plasma/Melta, i'll use Platoons. I've not tried Penal troops.
Too risky on what you get. plus no weapon upgrades. If you drop the Penal
troops and the Sniper vets, you'll have enough points for a small platoon to
protect your Bassy.
I don't like Tank squadrons that are mixed. All LRBT, Demolishers, etc...
and i never do more than 2 tanks max per squadron. Some people will advise
against it completely.
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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
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![[Post New]](/s/i/i.gif) 2011/12/14 22:34:47
Subject: Imperial Guard 1750 needs help
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Pyromaniac Hellhound Pilot
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I like the use of penal troops. Most people will never use them, and will tell you this list is junk do to their inclusion in this list. They are a fun unit to play and can always turn nasty. The only thing I would do, is to take out the Bassi, and put in at least a commissar lord with one of those penal groups.
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265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2011/12/14 23:35:48
Subject: Re:Imperial Guard 1750 needs help
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Screaming Shining Spear
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alarmingrick wrote:I really don't like the Vets as snipers or with HW.
I'm of a mind if i don't have Vets mobile in something(Chimera usually),
maxed with 3 Plasma/Melta, i'll use Platoons. I've not tried Penal troops.
Too risky on what you get. plus no weapon upgrades. If you drop the Penal
troops and the Sniper vets, you'll have enough points for a small platoon to
protect your Bassy.
I don't like Tank squadrons that are mixed. All LRBT, Demolishers, etc...
and i never do more than 2 tanks max per squadron. Some people will advise
against it completely.
The idea is having the sniper/auto squad sit on an objective and if there is cover nearby than only those guys stay within view while the rest hide giving the cover save, once again I can't test this yet, just an idea.
As for the Penal troops, if they get Gunslingers then I can try and drop them in the back or just keep the Vendetta a scoring unit, otherwise they're a good melee unit (either get to attack at the same time as MEQ at STR4 or they get 3 attacks each on the charge and can take away armor and FNP) for pretty cheap! Once again though I haven't played them yet and I feel like they'll be very different on the board as they are on paper haha
I was hesitant on mixing the LR but I feel like they would rarely ever need to fire at something the other is no good at (unless I absolutely needed the Demolisher to target a Land Raider or Monolith) since they both cut through Sv, and most of my opponents in the friendly local tournament are MEQ. I was really hesitant about the squad at all, coming from Eldar I've lost too many War Walkers to Immobilize to be really comfortable with using a squadron unless it's necessary. Do you think I would be better off dropping the Basilisk to give the extra Heavy Support slot?
Automatically Appended Next Post:
martin74 wrote:I like the use of penal troops. Most people will never use them, and will tell you this list is junk do to their inclusion in this list. They are a fun unit to play and can always turn nasty. The only thing I would do, is to take out the Bassi, and put in at least a commissar lord with one of those penal groups.
Yeah, I feel like that combo I have is the closest thing to my Dire Avengers in a Wave Serpent from Eldar possible and I know first hand how big of a difference that can make! Have you used them often? And how have they turned out?
I was thinking about dropping the Basilisk, I could get a Lord Commissar and a Priest (stick with a Penal Legion and cross my fingers, maybe the LC in the other if I felt like I needed to have heavier CC) with 10 points left (another Pintle mounted or maybe PW for the LC?)
And what do you think about that stationary Vet squad?
I appreciate both of your help and suggestions =D
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This message was edited 2 times. Last update was at 2011/12/14 23:43:02
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/15 03:59:19
Subject: Imperial Guard 1750 needs help
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Whiteshield Conscript Trooper
Los Angeles, California
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The only problem with the stationary vet squad that I can see is that they would have to move to get there, and in my experience (I run a vet squad with autocannon) those guys have to cover a bit of ground and can easily get chewed up when they do so.
I love my Bassie, but it draws a lot of fire so I'll normally use at least one squad for cover. It's a great asset to have on the table though.
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This message was edited 1 time. Last update was at 2011/12/15 04:00:12
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![[Post New]](/s/i/i.gif) 2011/12/15 15:09:04
Subject: Imperial Guard 1750 needs help
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Tower of Power
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I do not see the point of the CCS besides filling a HQ slot. They are doing nothing. Add some special weapons to them and also a Chimera.
Sniper rifles aren't that good. If you want a autocannon it is best to take a Platoon unit. The whole point of Veterans is to max out those special weapons
Vendettas are cool, and yes they can carry troops, but this is only good for objective purposes. Do not use them to deliver troops! This will put the Vendetta into range of your opponents guns i.e meltas and make it easier to kill. They should be sitting at the back of the board and then in later turns move flat out to contest objectives.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2011/12/15 16:49:10
Subject: Re:Imperial Guard 1750 needs help
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Pyromaniac Hellhound Pilot
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felixander wrote:alarmingrick wrote:I really don't like the Vets as snipers or with HW.
I'm of a mind if i don't have Vets mobile in something(Chimera usually),
maxed with 3 Plasma/Melta, i'll use Platoons. I've not tried Penal troops.
Too risky on what you get. plus no weapon upgrades. If you drop the Penal
troops and the Sniper vets, you'll have enough points for a small platoon to
protect your Bassy.
I don't like Tank squadrons that are mixed. All LRBT, Demolishers, etc...
and i never do more than 2 tanks max per squadron. Some people will advise
against it completely.
The idea is having the sniper/auto squad sit on an objective and if there is cover nearby than only those guys stay within view while the rest hide giving the cover save, once again I can't test this yet, just an idea.
As for the Penal troops, if they get Gunslingers then I can try and drop them in the back or just keep the Vendetta a scoring unit, otherwise they're a good melee unit (either get to attack at the same time as MEQ at STR4 or they get 3 attacks each on the charge and can take away armor and FNP) for pretty cheap! Once again though I haven't played them yet and I feel like they'll be very different on the board as they are on paper haha
I was hesitant on mixing the LR but I feel like they would rarely ever need to fire at something the other is no good at (unless I absolutely needed the Demolisher to target a Land Raider or Monolith) since they both cut through Sv, and most of my opponents in the friendly local tournament are MEQ. I was really hesitant about the squad at all, coming from Eldar I've lost too many War Walkers to Immobilize to be really comfortable with using a squadron unless it's necessary. Do you think I would be better off dropping the Basilisk to give the extra Heavy Support slot?
Automatically Appended Next Post:
martin74 wrote:I like the use of penal troops. Most people will never use them, and will tell you this list is junk do to their inclusion in this list. They are a fun unit to play and can always turn nasty. The only thing I would do, is to take out the Bassi, and put in at least a commissar lord with one of those penal groups.
Yeah, I feel like that combo I have is the closest thing to my Dire Avengers in a Wave Serpent from Eldar possible and I know first hand how big of a difference that can make! Have you used them often? And how have they turned out?
I was thinking about dropping the Basilisk, I could get a Lord Commissar and a Priest (stick with a Penal Legion and cross my fingers, maybe the LC in the other if I felt like I needed to have heavier CC) with 10 points left (another Pintle mounted or maybe PW for the LC?)
And what do you think about that stationary Vet squad?
I appreciate both of your help and suggestions =D
I do run a penal squad in my list, among other odd units (I try and have more fun with the game than the average person on here). They have been used in two purposes depending on what abilities they get. If they get the knife fighters rule, they load into the Lord Commissars chimera and go look for a fight. If they get the other two, they usually just sit on an objective and wait. In my list at 2000, I have 2 LRBT, 1 Demolisher, 1 Hydra, 3 Armoured Sentinels, and 4 Chimeras. My opponent usually ignores them for the most part, seeing as how they are not a true "strong" unit. In objective games, that helps.
As far as the sniper vet squad. I have nothing against it. It is different than the norm. I understand why you do it too. If you keep with that, ensure you take the Forward Sentries option, that way you can at lest get some good cover saves. Automatically Appended Next Post: If you remove your Bassilisk and two heavy stubbers, that is 145 points. Replace with:
Lord Commissar w/ power weapon, melta bomb 85 points
Ministorum Priest: 45 ponts w/ eviscerator 60 points
Put those two with one of your penal troops, makes them a much better unit. This is just what I would do, but, others will disagree.
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This message was edited 1 time. Last update was at 2011/12/15 16:53:08
javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2011/12/15 17:09:50
Subject: Imperial Guard 1750 needs help
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Flashy Flashgitz
CT
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Try giving the sniper vet squad sergeant Harker. Ability to inflitrate and stealth may come in handy when capturing objectives, and he comes with a HB. Add in another HW and if you want keep your snipers and you have a nice infiltrating scoring unit with a good coversave..
just an idea..
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I'm a latin bro, so my slampiece cooks me quesadillas. |
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![[Post New]](/s/i/i.gif) 2011/12/15 20:34:44
Subject: Imperial Guard 1750 needs help
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Decrepit Dakkanaut
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You're only spending 38% of your points on troops and HQ. Lists that forsake core units for fancy toys in other slots tend to have poor staying power.
Once you suffer a couple of weapon destroyed or vehicle wrecked results, your firepower is going to take a nosedive. By later in the game, when your heavy hitters have been largely neutralized by enemy action, you're going to have to rely on how much damage you did on turn 1, and on an anemic troops section, either of which is risky.
I'd consolidate down some of your support choices (starting with chucking the banewolf), and bulk up your troops some more.
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![[Post New]](/s/i/i.gif) 2011/12/16 04:12:00
Subject: Re:Imperial Guard 1750 needs help
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Screaming Shining Spear
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Thanks all for the responses!
I know Sniper Rifles are a very uncommon thing for Vets but the idea is that #1 it gives them that extra 12" range #2 it's also a pinning weapon, if something is coming at me it gives me a chance to hold them still for a turn #3 it makes for another very good MC squad and since they have rending they also have a chance of taking off armor saves and FnP. Think it's still not worth it to have it sit back and protect the Basilisk?
I know the HQ choice seems out of place, I should have mentioned that I play against DE and deepstriking MEQ, so having that Officer of the Fleet seems like it'd be really helpful to make sure their troops come in at a rate I'm comfortable with ;D
Automatically Appended Next Post:
Mr. DK wrote:Try giving the sniper vet squad sergeant Harker. Ability to inflitrate and stealth may come in handy when capturing objectives, and he comes with a HB. Add in another HW and if you want keep your snipers and you have a nice infiltrating scoring unit with a good coversave..
just an idea..
Nice! I never thought of adding Harker! And when you say add in another HW... I thought I could only switch out two guys for a HW once, can you do it multiple times in a Veterans squad?
And yeah this is a "toys" kind of army and I worry about all the AV12 vehicles. I'm used to it with Eldar but without my HoloFields or Energy Fields it worries me a little bit. And yeah if I am dropping something it's the Basilisk or the Bane Wolf, the BaneW was the last thing I put in and I'm thinking about dropping that more and more...
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This message was edited 2 times. Last update was at 2011/12/16 04:20:43
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/16 05:54:24
Subject: Imperial Guard 1750 needs help
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Pyromaniac Hellhound Pilot
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With Harker, your squad will look something like this:
Harker w/ hvy bolter
3 vetereans w/ special weapons (sniper rifles)
1 hvy weapon team (another hvy bolter)
he basicly is a hvy weapon team. I use him with a veteran squad, 3 flamers, shotguns, and demo doctrine. Expensive unit, but, fun.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2011/12/16 08:58:26
Subject: Re:Imperial Guard 1750 needs help
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Member of a Lodge? I Can't Say
WI
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I will just say this out of hand... make sure you have the IG Codex and you have read it if your serious about getting a IG Army. I would say this about any army, but since you seem confused over Harker, I am lead to believe you do not have access to a Codex.
I rather run Harker with 3x Plasma guns, a Heavy Bolter, and Demolitions. Harker can move and shoot his heavy bolter as he has Relentless so the HWT does start to restrict the squad alittle, but since Harker has Stealth, he gives the whole unit 3+ cover saves... so I like to place them 18" away from a enemy heavy weapon squad or some other infantry unit (if I win Init) and make sure I am in cover and blow them out of the water with rapid fired shots and HB shots.
But what I think the jist of what folk are telling you is that the BS 4 of the Vets should not be wasted on a gun with limited armor piercing value. You say you run Eldar, so how well have your Pathfinders and Rangers done against power armor? Or worse yet, dealing with Fearless units? Sure, roll that 6 and they are magic... but it is a inconsistant roll. I will point out Plasma guns do the same thing... sure, shorter range and for 10pts more, but the ability to fire twice due to the Rapid Fire rules and having everything else your looking for, specially on a BS 4 troop, and weather you roll a 6 or not, is the better solution.
The same thing goes for the Penal troops. I have run them myself, and I still like them... Stubborn and Scout means you can Outflank them and they have a chance to stay in close combat. But they get these Str 3 lasguns you see...and nothing else. For 80pts, I could have a Platoon infantry squad with a Melta gun, AC, and a Power weapon. A solution to Penal to give them a power weapon that they despertly need is by using a IC, either a valubale HQ slot or a Priest that has T 3 and 1 wound. ICs can be targeted in CC so those guys rarily last long enough to actually do their job. Also the IC doesn't have Scout, so the Penal squad loses it's Scout ability. I have found that to use them you should either be running a Outflank list or running them in mass (like 5-6 squads) with enough ICs for all of them. Give the CC Penal troops the Priests and any Gunslinger ones the Lord Commissars and effectivily use wave assault tactics and try to get multiple ICs involved in the fights... either you will roll them or get crushed...either way the games are quick!
I think your missing Mercer's point on your CCS. Your CCS are Vets (BS 4) that can have 4 Special weapon slots. Special weapons are the backbone of IG, and empty special weapon slots are wasted special weapon slots. Also remember they can give Orders to /themselves/! Read over the Order rules carefully (pg 29) and looks at 'Bring it Down!' under the CCS.
Basilisk... if it is unprotected, it is a waste. Why spend 125+pts on something that may only shoot once?
There is a saying vet players of IG say about LRBTs... a stationary LRBT is a dead LRBT. Auto hits in CC on AV 10-11 means death. Sponsons are also a sucker's bet because to fire both of them, your not moving. If your moving, you can only fire one weapon plus the turret weapon due to the 'Lumbering Behemoth' special rule. If that one weapon isn't a sponson, your wasting points or your wasting the perfectly fine free weapon your allrady given. Leave the HB and be done with it. LRBTs are attacking vehicles that attack enemy troops (not vehicles) and need to be supported by infantry in some way (in Chimeras or on foot). You do not use LRBTs as a defensive weapon. I have to agree about mixing tanks because they are squadroned up they /have/ to fire at the same target. Pick the Demolisher or Executioner and take two of them if you are going to Squadron them up, but you will be better served by having one tank per slot.
Try this out... Since you want LRBTs and are already heading in a mech direction, I will base a list off of that for you.
CCS - 195pts
4x Plasma guns, OotF, Chimera with hull HF
Vets - 155pts
3x Melta guns, shotguns, Chimera with hull HF
Vets - 155pts
3x Melta guns, shotguns, Chimera with hull HF
Vets - 155pts
3x Melta guns, shotguns, Chimera with hull HF
Vets - 210pts
Harker, 3x Plasma guns, lasguns, HB, Demolitions
PCS - 50pts
AC, 2x Sniper Rifles, Plasma Pistol
PIS - 115pts (in Vendetta)
Commissar, 2x PW, Flamer, Melta bomb
PIS - 115pts (in Vendetta)
Commissar, 2x PW, Flamer, Melta bomb
Vendetta - 130pts
Vendetta - 130pts
LRBT - Demolisher - 165pts
LRBT - Demolisher - 165pts
1750pts
This list is a mix of Vets and a Platoon. The Platoon squads can blob up in a kill point game giving you a second commissar with power weapon in the blob. If you do run them as a blob, march them up with the Chimeras. The PCS looks alittle clunky, but the AC and sniper rifles give you a home objective camper and if you get some deep strikers the plasma pistol might mean they can maybe get a kill before they go down. This unit needs to be in cover no matter what. The four Chimeras (keep the CCS in the rear and someone protected) and two Demolishers should drive forward 6" and shoot, rince, wash, repeat. Use Harker's Vets as I discribed... pretty much as a forward fire base. I suggest you throw Harker out on a flank and make sure you don't fire your Demolishers to close to Harker's unit so you don't scatter over on them.
Hope this helps and at least gives you some ideas.
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/12/16 09:28:32
Subject: Imperial Guard 1750 needs help
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Fighter Pilot
Townsville, Queensland
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What BIKTOM said.
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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.
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![[Post New]](/s/i/i.gif) 2011/12/16 14:55:17
Subject: Re:Imperial Guard 1750 needs help
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Screaming Shining Spear
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THank you for such a lengthy response, BlackTom. I do have access to the Codex and the only thing I was confused about was when someone made it sound like you could add in more than one HWS into a Vet unit. I do run pathfinders/rangers and I'll agree that they are pretty hit or miss, selective memory has probably made me forget about all the terrible times haha but I am curious as to why you contradicted yourself by putting Sniper rifles on the PCS as you'll be using them in a very similar role. I am over cautious with Plasma Guns simply because Gets Hot! ruined a surprising number of enemies shooting at me in the last tournament, though that isn't indicative of the entire weapon.
I also have had terrible luck with Outflanking, but once again a few bad cases don't ruin the ability.
The Penal Legion is seeming less viable as per the points you noted. I'm not as worried about them loosing the outflanking because of an IC as I really liked the idea of having them in the Vendetta, which wouldn't get the Scout move anyways. I also liked them because I could take them as a single troop choice, rather than having to take a Platoon, but once I get to two squads it would have been 30 points cheaper to get a Platoon and I'd have the Platoon command as well.
The Basilisk wasn't unprotected, it had the stationary Vets squad back there
My last question/response would be curiosity about the Shotgun... it's 12" S3 AP - Assault 2 and at 12" the Lasgun is S3 AP- and gets 2 shots and you can move while firing those, essentially making it Assault 2 when within 12".... so what are the benefits to taking a shotgun over a lasgun? I know I've gotta be missing something....
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/17 06:34:14
Subject: Imperial Guard 1750 needs help
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Member of a Lodge? I Can't Say
WI
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Not a problem Felix.
The reason why I have Sniper Rifles on the PCS is because the real options for a static BS 3 unit like that are...
Plasma guns - to expensive for 50% hit chance
Melta guns - an excellent choice but to short a range and alittle more expensive. This would be my second choice just to be able to deal with drop pod walkers and DSing Terminators and the like.
Grenade Launchers - Str 3 frag on a small marker and a Str 6 Krak that still gives power armor their saves means this weapon blows IMO. Other people love it, I don't, but the 36" is nice.
Flamers - If the PCS was attacking, I would make it a toss up between 4 flamers or 4 melta guns. For a static unit the range is to short to be useful on such a small squad.
Sniper Rifles - The only good thing Sniper Rifles are good against are things like Wraithlords, Avatar, and other large MCs with a high toughness and iffy armor save that a GL at Str 6 still would have alot of problems with. They are heavy (as is the AC) and combined fill a nitch in your list as dedicated MC hunters. The rending means they have a chance to glance AV 12 (same as a GL) and kill infantry (same as a GL), but the added versitility with dealing with MCs gives them the deciding edge IMO.
The Outflanking for IG is better to deal with because of the Astropath, giving you a +1 on the roll and a re-roll the table edge. But I feel a Astropath should only be bought if you have 3+ units Outflanking to justify the cost.
The shotgun is a Assault weapon and the lasgun is Rapid Fire weapon. You can not charge with a unit that has fired a Rapid Fire weapon. So the PIS I have in the list I gave you can only fire pistols and the flamer if they decide to follow up shooting with a charge. Automatically Appended Next Post: I can dig the concern over bad dice karma and 'Gets Hot!', but the rule is you can use any save for 'Gets Hot!' (to quote, 'Normal saves apply.'). So you can use a Invulnerbility save or a Cover save. Since Harker gives his unit a +3 cover save as their best save, it is a no brainer, combined with the BS 4 (meaning they /should/ hit more often than not).
The CCS with 4x Plasma is because it is 4 plasma that can fire 8 shots at anything if it moved 6" in the Chimera and a enemy unit is 6" away, which will destroy most units, specially Marine units. Blowing points for Carapace (4+ armor save) is an option if your really that worried about it, but those 20pts could be spent upgrading weapons IMO.
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This message was edited 1 time. Last update was at 2011/12/17 06:55:51
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/12/17 14:26:59
Subject: Re:Imperial Guard 1750 needs help
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Screaming Shining Spear
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Thanks again for the response, I was completely ignorant about no charging on Rapid Fire and I really appreciate the clarification! But on Gets Hot! if "Normal saves apply" and the unit is not in area cover wouldn't the LoS be drawn from the unit itself not giving the shooter cover?
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/17 14:47:46
Subject: Imperial Guard 1750 needs help
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Tunneling Trygon
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Are your leman russes all in one squadron, they should be, otherwise, I don't se any major problem except your veteran squads may be missing some necissary range. I don't use meltas a lot because of this.
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Hive Fleet Aquarius 2-1-0
http://www.dakkadakka.com/dakkaforum/posts/list/527774.page |
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![[Post New]](/s/i/i.gif) 2011/12/17 17:32:03
Subject: Imperial Guard 1750 needs help
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Screaming Shining Spear
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Squidmanlolz wrote:Are your leman russes all in one squadron, they should be, otherwise, I don't se any major problem except your veteran squads may be missing some necissary range. I don't use meltas a lot because of this.
I would not be using them all in one squadron, would you suggest it? I figure the Damage distribution would be terrible, such as a if a squad of 3 meltas fire into a single LRBT and get 3 Wrecked results you get one dead LRBT. If they're in a squadron than you loose 3 LRBT. Also Immobilized = wrecked as per vehicle squadron rules has ruined my day a few times. I know I'm not the only one who stays away from squadroned vehicles when possible but if you have other opinions on it I'd love to hear it! I guess if you were able to tag a cheapo version of LRBT along with an expensive Executioner you could allocate one wrecked on it rather than the more expensive model...
And for Vet ranged I was thinking of putting Harker in a Vet Squad with x3 Plasma and a heavy bolter/ AC to infiltrate as needed, though they'd make a quick target for melee
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/18 04:03:21
Subject: Imperial Guard 1750 needs help
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Tunneling Trygon
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My typical strategy involves outflanking nearly every unit (Camo netting on most vehicles). People tend to place weaker units in the heart of their lineup to protect them, it gets hard to move forward onto an objective while being torn up from either side. My basic troop choices just wait on the line until the enemy rushes or gets impatiant. Worst case scenario, my outflanking units can turn around and take out any units putting my basic troops in danger. I usually play 2500 point games with my IG so it helps to bring squadrons of heavy support.
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Hive Fleet Aquarius 2-1-0
http://www.dakkadakka.com/dakkaforum/posts/list/527774.page |
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![[Post New]](/s/i/i.gif) 2011/12/18 06:10:56
Subject: Re:Imperial Guard 1750 needs help
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Decrepit Dakkanaut
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felixander wrote:I know Sniper Rifles are a very uncommon thing for Vets
For good reason...
felixander wrote:but the idea is that #1 it gives them that extra 12" range
What does it matter if you shoot them from farther when you don't do much damage?
felixander wrote:#2 it's also a pinning weapon, if something is coming at me it gives me a chance to hold them still for a turn
Unless it's in a vehicle, fearless, or has high leadership, in which case pinning is literally or practically useless. Given that a HUGE swath of units fall into one of these three categories...
Plus, I'd note that you have to make a successful kill to cause a pinning check, something which isn't all that likely...
felixander wrote:#3 it makes for another very good MC squad and since they have rending they also have a chance of taking off armor saves and FnP.
Yes, but you know what's good against MCs, and both ignore armor saves and FNP ALL THE TIME? Plasma.
felixander wrote:Think it's still not worth it to have it sit back and protect the Basilisk?
No. Troops choices should be killing stuff or going towards objectives. If you're concerned about your basilisk's survival, take a russ.
felixander wrote:I know the HQ choice seems out of place, I should have mentioned that I play against DE and deepstriking MEQ, so having that Officer of the Fleet seems like it'd be really helpful to make sure their troops come in at a rate I'm comfortable with ;D
The OoF is situational. In certain circumstances, it helps you, while in most circumstances it does nothing, and in certain circumstances it hurts you.
The internet is way to eager to dismiss many things, but you don't see many guard lists with sniper rifle vets or officers of the fleet because they're really bad.
felixander wrote:Nice! I never thought of adding Harker!
and don't start. This also goes in with "units people don't take for good reasons".
Harker gives you one useful thing - infiltrate. Infiltrate gives you outflank. His crappy heavy bolter, his relentless that he doesn't give to the rest of the squad, his move through cover... they're not going to get used much. Stealth is in theory nice, but you're still giving it to just 10 guardsmen, which are still easy to kill, stealth or no.
Harker allows you to outflank a chimera full of vets. For anything else he's just a really expensive heavy bolter.
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This message was edited 2 times. Last update was at 2011/12/18 06:12:37
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![[Post New]](/s/i/i.gif) 2011/12/19 09:52:19
Subject: Re:Imperial Guard 1750 needs help
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Member of a Lodge? I Can't Say
WI
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felixander wrote:Thanks again for the response, I was completely ignorant about no charging on Rapid Fire and I really appreciate the clarification! But on Gets Hot! if "Normal saves apply" and the unit is not in area cover wouldn't the LoS be drawn from the unit itself not giving the shooter cover?
If your in cover, you get a cover save. If your out in the open, no, you can't get a cover save. You also can't claim a cover save for being behind a wall or anything like that. Woods are your friend. If anything, go by your local rules if they feel cover does or does not give a save, just as long as everyone uses the same rules. Cover giving a save for 'Gets Hot!' is pretty widily accepted rule, specially because most places use felt as woods. The counter-point to the LoS being drawn to the fig from the fig is that the fig is in cover and thus can claim a cover save because it is standing in a wooded section.
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/12/19 16:20:23
Subject: Re:Imperial Guard 1750 needs help
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Screaming Shining Spear
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BlkTom wrote:felixander wrote:Thanks again for the response, I was completely ignorant about no charging on Rapid Fire and I really appreciate the clarification! But on Gets Hot! if "Normal saves apply" and the unit is not in area cover wouldn't the LoS be drawn from the unit itself not giving the shooter cover?
If your in cover, you get a cover save. If your out in the open, no, you can't get a cover save. You also can't claim a cover save for being behind a wall or anything like that. Woods are your friend. If anything, go by your local rules if they feel cover does or does not give a save, just as long as everyone uses the same rules. Cover giving a save for 'Gets Hot!' is pretty widily accepted rule, specially because most places use felt as woods. The counter-point to the LoS being drawn to the fig from the fig is that the fig is in cover and thus can claim a cover save because it is standing in a wooded section.
Well when we play (even in the local tournaments) we usually go by the talking it out rather than a specific set of rules that cover everything. So if your gun explodes you're gonna get hit, but if your gun explodes in the woods how is that gonna help you? I know the RaW would say if you're in area terrain you'd get it, but still kinda stupid to me. BUT that's just me
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/21 06:49:47
Subject: Imperial Guard 1750 needs help
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Member of a Lodge? I Can't Say
WI
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Heh... gun doesn't actually explode though, as a fig with multiple woulds who rolls a one with their plasma pistol still gets to use their plasma pistol. Think of it more as throwing it down to the dirt or into a puddle to cool off.
But like I said, as long as everyone plays by the same rules where you play, no problem. Instead of Sentries, Caripace would probably be more appealing to you then.
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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