Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2012/01/01 11:03:20
Subject: Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
Here is a 1000 Foot Guard list I've come up with that I hope will be competitive enough to take to tourneys.
HQ
Company Command Squad ; 100
Lascannon
Officer Of The Fleet
Lord Commissar : 95
Power Fist
Camo Cloak
Troops
Platoon Command Squad : 50
Flamer x 4
Infantry Squad ; 80
Meltagun
Lascannon
Infantry Squad ; 80
Meltagun
Lascannon
Infantry Squad ; 80
Meltagun
Lascannon
Platoon Command Squad : 50
Flamer x 4
Infantry Squad ; 80
Meltagun
Lascannon
Infantry Squad ; 80
Meltagun
Lascannon
Infantry Squad ; 80
Meltagun
Lascannon
Heavy Weapons Squad : 75
Autocannon x 3
Heavy Weapons Squad : 75
Autocannon x 3
Heavy Weapons Squad : 75
Autocannon x 3
TOTAL ; 1000
Infantry Squads are armed with Meltaguns and Lascannons so that they can be used to either hang back and shoot or advance forwards. Of course, they can be blobbed up or not depending on mission and enemy.
The Lord Commissar will grant his leadership to the HWSs or in case of KP games, stick with the blobbed up Infantry Squads.
PCS act as counter assault units and screens against deep strikers.
The HWSs are there to bust light transports and help with MCs/hordes. There are 3 of them to provide target saturation.
What do you all think?
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/01 12:11:46
Subject: Competitive Foot Guard 1000
|
 |
Rough Rider with Boomstick
|
Hola, I've played foot guard for a while, so I hope I can be of some help - not guaranteed however. First up, I think you've got a great amount of firepower here- more than enough to succeed defensively at 1k. However the difficulty I've had in the past, and that most people have with foot- IG, is in mobility. you need to be have some units that will be moving, as the temptation to sit and shoot is so great, your opponent will outmaneuver you. Your PCS', on foot with flamers, will be circumvented or assaulted, and the same with your meltas. Also, Lord Commissars are generally regarded as a waste of points. This is because they're an independent character - easily squished - with a close-combat feel. You don't want a T3 3W character getting into melee to use that Power Fist - a single grey hunter could take him down in a turn. Yes, the LD bubble is nice, but in order to maintain it, you'd end up focusing on keeping troops within 6" of him, rather than doing what's needed to win the game. Also, since Guardsmen die easy, and like to run away (sad but true) I'd reccomend taking regular commissars and blobbing every time, unless you have a very high number of objectives. So I'd personally suggest dropping the Lord Commissar in exchange for 2 regular commissars, 1 per platoon (save 25 points); Dropping the lascannons from the first platoon, as this will be the mobile force, running across the board (save 60 points); Dropping the flamers from the second platoon PCS, and replacing them with a single heavy weapon - say a mortar (save 15 points) With what you've saved, buying 8 power weapons for your infantry squads. 3 sergeants and a commissar each, and scattering some meltabombs in the blobs as well - 2 per blob. This is because 8 guys with power weapons who can't be singled out in combat is much more effective than 1 guy with a powerfist who can. You don't have to blob all the time, but it makes you pretty good at melee as guard in 1k. each of those squads are doing 12 power weapon attacks when receiving the charge, 16 when making it. that can kill 2-3 terminators or marines per turn, never mind the normal attacks from your squad. And with Ld9, stubborn, and the blamming reroll, you should be able to outlast any foe in melee. Your previous list would have been extremely vulnerable to any unit with quick-delivery melee units - which nowadays, is almost all of them. without stubborn, infantry run away fast. Oh, and that little mortar PCS? he's there to hide somewhere out of LoS, and run onto an objective at the last minute. Comes in handy, as nobody would ever target it when there's that many better targets around. Anyway, those are just *my* suggestions, I hope I've justified them enough. General help on Footguard tactics can be found by reading Ailaros' Blood Conquers series of battle reports here on dakka: http://www.dakkadakka.com/dakkaforum/recentTopics/showTopicsByUser/4820.page Also general guard tips and tactica - very dense but I found it enlightening, it is however quite pro-mech, for reasons that become apparent: http://www.40konline.com/community/index.php?PHPSESSID=78bc8d3090cd5b753f04a510d5b3f7f8&topic=211811.0 I hope that's of use Jez, and keep up the footguard love!
|
This message was edited 2 times. Last update was at 2012/01/01 12:20:52
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/01 13:21:58
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
Thanks for the reply, heres the latest list. Its an assaulty Infantry Guard list!
Company Command Squad : 85
Regimental Standard
Lascannon
Troops
Platoon Command Squad : 45
Flamer x 3
Infantry Squad : 125
Commissar
Power Weapon x 2
Meltagun
Krak Grenades
Infantry Squad : 80
Power Weapon
Meltagun
Krak Grenades
Infantry Squad : 125
Commissar
Power Weapon x 2
Meltagun
Krak Grenades
Infantry Squad : 80
Power Weapon
Meltagun
Krak Grenades
Platoon Command Squad : 45
Flamer x 3
Infantry Squad : 125
Commissar
Power Weapon x 2
Meltagun
Krak Grenades
Infantry Squad : 80
Power Weapon
Meltagun
Krak Grenades
Heavy Weapons Squad : 105
Lascannon x 3
Heavy Weapons Squad : 105
Lascannon x 3
TOTAL : 1000
I've ditched all the Lascannons in my Infantry Squads for Krak Grenades and Power Weapons. I've kept the PCSs the same as I need the flamers but I've figured they won't get targeted as much as they will be walking behind the blobs which will grant them a cover save.
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/01 19:32:38
Subject: Competitive Foot Guard 1000
|
 |
Rough Rider with Boomstick
|
That's very assaulty! Should be fun to play with as well. I'd say you could probably afford to drop the krak grenades on all but 2 of the squads (1 per blob), put in some meltabombs instead and free yourself up a few more points. Not sure what to do with the spare points but I'm sure you'll find a home for them This is because when assaulting vehicles, you'll either be hitting something with rear armour 10 - where Frag Grenades can work (they're strength 4 in vehicle assault), or a land raider which would require meltabombs, or a walker which would require meltabombs. Keeping 1 squad with krak's per blob would be useful though. You hopefully won't be getting too many chances to use grenades anyway though, with the amount of melta you're packing. Other than that, give it a try. see if you can put the willies up your opponent by bringing assault-happy guard when they'd be expecting tanks! I personally have graduated away from foot guard to a mixed force, but that's just a gradual change in flavour for me. If you enjoy it, and continue to, then what more could a general hope for?
|
This message was edited 1 time. Last update was at 2012/01/01 19:44:08
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/02 13:53:20
Subject: Competitive Foot Guard 1000
|
 |
Member of a Lodge? I Can't Say
WI
|
To be honest, I have to disagree with Captain Roderick's advice concerning the Lord Commissar for the HWSs. That bubble is huge for HWSs and keeping them in the fight. Otherwise, yeah, the fist is a waste and having him lead your blob is a bad choice because he is a IC. Keep him naked and in cover or splurge and give him a Camo Cloak to make him better in cover. If you feel like living on the edge, attach him to a squad to give them Stubborn and a 3+ Cover save (if he has a cloak). If used correctly in a Order heavy list, Lord Commissars are worth their weight in gold.
Mortars and HBs are strictly anti-infantry and do not give you the flexibility or fire power a AC does for 5pts more. Only time I can understand taking them is for fluff lists or a HB HWT with Harker to give it dual HBs and turn them strictly anti-infantry.
Krak nades are worthless and a waste of points, as Str 6 only glances AV 12. For 5pts your giving your sergeants the only grenade they should have that will take out any AV you can encounter. That is saving you 30pts right there...get a couple of plasma guns for your CCS, don't waste special weapon slots.
I commend you for running three 20 man blobs, but now your HWSs are your home objective campers and they only have a regimental standard to re-roll Ld 7? Those guys are not going to last long against shooting.
My suggestion...
CCS - 110pts
3x Plasma guns, Standard
Lord Commissar - 80pts
Camo Cloak
PCS - 52pts
AC, 2x Sniper Rifles, Bolter
PIS - 120pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb
PCS - 52pts
AC, 2x Sniper Rifles, Bolter
PIS - 120pts (blob 2)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 2)
PW, Melta gun, Melta bomb
LC HWS - 105pts
LC HWS - 105pts
LC HWS - 105pts
999pts
Keep the 3 HWSs within 6" of the Lord, and you can even put the PCS squads within 6" of the Lord. You need only 1 guy in that bubble, and that bubble is 12" across, so don't feel like every thing is packed in. Keep the CCS to cover your rear from deep strikers and outflankers. Keep them within 12" of the units you want to give Orders to and to give them the leadership re-roll. 'Bring it Down!' and even 'Fire on my Target!' will probably be the main Orders you should consider issuing. The Sniper Rifles are better than GLs due to the Rending rule and ability to wound on a 2+ (it can even glance AV 12 vehicles due to Str 3 and a extra D3 if you rend). Both allow power armor saves, so to me that is a wash, and I use power armor to set the bar and be the standard. Either way, the PCS are excellent MC hunters, then transport poppers, then anti-infantry units (you might even pull off a pin check). Every squad camping the back (PCS, CCS, HWSs, LC) should be in cover. This should give your blobs plenty of covering fire as they advance and wreck any mech lists you come across, at that point level.
Good luck.
|
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/02 15:28:07
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
That's very assaulty! Should be fun to play with as well.
I'd say you could probably afford to drop the krak grenades on all but 2 of the squads (1 per blob), put in some meltabombs instead and free yourself up a few more points. Not sure what to do with the spare points but I'm sure you'll find a home for them
This is because when assaulting vehicles, you'll either be hitting something with rear armour 10 - where Frag Grenades can work (they're strength 4 in vehicle assault), or a land raider which would require meltabombs, or a walker which would require meltabombs. Keeping 1 squad with krak's per blob would be useful though. You hopefully won't be getting too many chances to use grenades anyway though, with the amount of melta you're packing.
Other than that, give it a try. see if you can put the willies up your opponent by bringing assault-happy guard when they'd be expecting tanks!
I personally have graduated away from foot guard to a mixed force, but that's just a gradual change in flavour for me. If you enjoy it, and continue to, then what more could a general hope for?
I've tested the krak grenades and meltabombs before, I've found krak grenades to be a lot more effective as even fast Eldar skimmers who can negate meltaguns can be broken down easily by massed S6 grenades( Masters of S6 spam, what? ). Good point about walkers though, I'll try and find points for meltabombs in my blobs.
Of course, I shall show them the power of the common man and his bayonet/power sword!
To be honest, I have to disagree with Captain Roderick's advice concerning the Lord Commissar for the HWSs. That bubble is huge for HWSs and keeping them in the fight. Otherwise, yeah, the fist is a waste and having him lead your blob is a bad choice because he is a IC. Keep him naked and in cover or splurge and give him a Camo Cloak to make him better in cover. If you feel like living on the edge, attach him to a squad to give them Stubborn and a 3+ Cover save (if he has a cloak). If used correctly in a Order heavy list, Lord Commissars are worth their weight in gold.
Mortars and HBs are strictly anti-infantry and do not give you the flexibility or fire power a AC does for 5pts more. Only time I can understand taking them is for fluff lists or a HB HWT with Harker to give it dual HBs and turn them strictly anti-infantry.
Krak nades are worthless and a waste of points, as Str 6 only glances AV 12. For 5pts your giving your sergeants the only grenade they should have that will take out any AV you can encounter. That is saving you 30pts right there...get a couple of plasma guns for your CCS, don't waste special weapon slots.
I commend you for running three 20 man blobs, but now your HWSs are your home objective campers and they only have a regimental standard to re-roll Ld 7? Those guys are not going to last long against shooting.
My suggestion...
CCS - 110pts
3x Plasma guns, Standard
Lord Commissar - 80pts
Camo Cloak
PCS - 52pts
AC, 2x Sniper Rifles, Bolter
PIS - 120pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb
PCS - 52pts
AC, 2x Sniper Rifles, Bolter
PIS - 120pts (blob 2)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 2)
PW, Melta gun, Melta bomb
LC HWS - 105pts
LC HWS - 105pts
LC HWS - 105pts
999pts
Keep the 3 HWSs within 6" of the Lord, and you can even put the PCS squads within 6" of the Lord. You need only 1 guy in that bubble, and that bubble is 12" across, so don't feel like every thing is packed in. Keep the CCS to cover your rear from deep strikers and outflankers. Keep them within 12" of the units you want to give Orders to and to give them the leadership re-roll. 'Bring it Down!' and even 'Fire on my Target!' will probably be the main Orders you should consider issuing. The Sniper Rifles are better than GLs due to the Rending rule and ability to wound on a 2+ (it can even glance AV 12 vehicles due to Str 3 and a extra D3 if you rend). Both allow power armor saves, so to me that is a wash, and I use power armor to set the bar and be the standard. Either way, the PCS are excellent MC hunters, then transport poppers, then anti-infantry units (you might even pull off a pin check). Every squad camping the back (PCS, CCS, HWSs, LC) should be in cover. This should give your blobs plenty of covering fire as they advance and wreck any mech lists you come across, at that point level.
Good luck.
I'll probably include the Lord Commissar in larger point games as at 1000 points, I just don't have the points for him. I really want at least 3 blobs at this level, as I've found at 1000 point games, 60 stubborn dudes will be more than most enemies can handle.
Krak grenades always hit rear armour of vehicles which for most vehicles is only AV10. I'll try and find meltabombs too though as I'm paranoid of AV12+ Walkers.
To get more objective campers, I could switch out the PCS's 3x flamers for an autocannon.
Here is my latest list after hearing both of your suggestions.
HQ
Company Command Squad : 85
Regimental Standard
Missile Launcher
Troops
Platoon Command Squad : 35
Mortar
Infantry Squad : 130
Commissar
Power Weapon x 2
Meltagun
Meltabomb
Krak Grenades
Infantry Squad : 85
Power Weapon
Meltagun
Meltabomb
Krak Grenades
Infantry Squad : 130
Commissar
Power Weapon x 2
Meltagun
Meltabomb
Krak Grenades
Infantry Squad : 85
Power Weapon
Meltagun
Meltabomb
Krak Grenades
Platoon Command Squad : 35
Mortar
Infantry Squad : 130
Commissar
Power Weapon x 2
Meltagun
Meltabomb
Krak Grenades
Infantry Squad : 85
Power Weapon
Meltagun
Meltabomb
Krak Grenades
Heavy Weapons Squad : 105
Lascannon x 3
Heavy Weapons Squad : 105
Lascannon x 3
TOTAL : 1000
I now have meltabombs in my 3 blobs along with krak grenades, giving them some serious anti tank power. The PCSs will hide out of LOS and bombard enemy infantry but their main job is to stay hidden and claim objectives in the last turns of a game. Downgraded the CCS lascannon to a missile launcher as I had to cut some points.
What do you think?
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/02 16:19:34
Subject: Competitive Foot Guard 1000
|
 |
Member of a Lodge? I Can't Say
WI
|
Wave Serpents energy fields only work against ranged attacks, not melee attacks, so the melta bomb still works better than Krak if that is your arguement. All grenades hit rear armor and the Melta bomb is Str 8 with 2d6 pen with one attack, even if you would have 3 attacks in the round (same with Krak). All your getting with Krak is extra attacks because everyone gets them vs just the sergeant, but those mean nothing against a walker if you can't pen that AV 12 (since they do not get rear attacks). Your saving 10pts per krak nade, and that could be a melta gun in those empty special weapon slots...and the /only/ thing a melta gun doesn't effect in the game (as far as I know off hand) is a Eldar Avatar. That is what the LCs and ACs are for.
ML is a dog because it is Str 8 single shot, so your not shooting at AV 14 and pretty much shoting at AV 12 or less (since there are very few AV 13 vehicles). You might as well fire /two/ shots with a AC at Str 7 for 5pts less or spend 5pts more and fire that Str 9 shot and effect AV 14. Frag against infantry with the standard 2" spread effects 2.5 guys, but Str 4 means only 1 is getting wounded, and making a armor save. Your also removing the BS skill and using a 1/3 chance to hit because of the scatter dice. The two shots from the AC, with a BS 3 still gives you a 75% chance to hit with 1 shot, and since your wounding on a 2+, your also averaging 1 wound. AC is AP 4 vs Frag AP 6, so AC is better against troops as well.
Same thing with the Mortar, at Str 4 AP 6. It is a pure anti-infantry weapon. Maybe in mass it could be effective against troops, but power armor will laugh at you, if you hit on those scatter dice rolls. And there are 7 Codexs that are pure power armor. Sure, AC doesn't go through power armor either, but your wounding /anything/ in power armor.
Wave Serpents count Str 8 or higher ranged attacks as only Str 8 and Ordnance and melta do not get the extra dice. They are still AV 12 and thus still LC bait as your glancing on a 4+ instead of a 3+.
|
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/02 18:34:07
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
Wave Serpents energy fields only work against ranged attacks, not melee attacks, so the melta bomb still works better than Krak if that is your arguement. All grenades hit rear armor and the Melta bomb is Str 8 with 2d6 pen with one attack, even if you would have 3 attacks in the round (same with Krak). All your getting with Krak is extra attacks because everyone gets them vs just the sergeant, but those mean nothing against a walker if you can't pen that AV 12 (since they do not get rear attacks). Your saving 10pts per krak nade, and that could be a melta gun in those empty special weapon slots...and the /only/ thing a melta gun doesn't effect in the game (as far as I know off hand) is a Eldar Avatar. That is what the LCs and ACs are for.
ML is a dog because it is Str 8 single shot, so your not shooting at AV 14 and pretty much shoting at AV 12 or less (since there are very few AV 13 vehicles). You might as well fire /two/ shots with a AC at Str 7 for 5pts less or spend 5pts more and fire that Str 9 shot and effect AV 14. Frag against infantry with the standard 2" spread effects 2.5 guys, but Str 4 means only 1 is getting wounded, and making a armor save. Your also removing the BS skill and using a 1/3 chance to hit because of the scatter dice. The two shots from the AC, with a BS 3 still gives you a 75% chance to hit with 1 shot, and since your wounding on a 2+, your also averaging 1 wound. AC is AP 4 vs Frag AP 6, so AC is better against troops as well.
Same thing with the Mortar, at Str 4 AP 6. It is a pure anti-infantry weapon. Maybe in mass it could be effective against troops, but power armor will laugh at you, if you hit on those scatter dice rolls. And there are 7 Codexs that are pure power armor. Sure, AC doesn't go through power armor either, but your wounding /anything/ in power armor.
Wave Serpents count Str 8 or higher ranged attacks as only Str 8 and Ordnance and melta do not get the extra dice. They are still AV 12 and thus still LC bait as your glancing on a 4+ instead of a 3+.
Hmm, I agree about the MLs and Mortars, will change them to ACs.
However, without krak grenades I find it extremely hard to take out Fast Skimmers, particularly Eldar, who can have a re-rollable 4+ cover save against shooting which makes it hard to crack with lascannons or autocannons. So far in my experience, the most reliable way to break them is with Hydras or Krak Grenades since its hard when your throwing only 2 meltabombs that need 6+ to hit. Since I want this list to be all infantry, I try not to include hydras. Hence, I'm using krak grenades. Not only can they be used to catch fast skimmers, they can also be used to break vehicles when my 2x meltaguns whiff.
Of course, against most walkers krak grenades make little difference except being able to glance. Thats why I also have meltabombs. In shooting, I will also prioritize walkers so that they can't be used to lock up my blobs.
Thanks for your advice though, I'll definitely change up the mortars and the ML. As for the krak grenades, I'm still undecided, their expensive but quite useful.
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/03 01:47:50
Subject: Re:Competitive Foot Guard 1000
|
 |
Rough Rider with Boomstick
|
Jereziah wrote:
As for the krak grenades, I'm still undecided, their expensive but quite useful.
Your idea there's a good'n - if you're facing wave serpents a lot I'd say your philosophy's sound. I've also often found it difficult to get my sergeants into position against fast-moving vehicles, since the swine either runs away or tank shocks off in such a way that I can't use the meltabombs - so having 9 extra 4-to-glance-on-most-tank-rear-armour CC attacks can't do any harm. You're definitely right to double up if you reckon you'll be getting trouble from skimmers
If you've already fitted in all your squads, and you have max special weapons - although I think plasma on foot guard is a waste personally, the CCS will just get picked off or overheat to death - then putting a spare 10 points here or there into Krak grenades is a good idea IMO.
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/03 01:52:32
Subject: Competitive Foot Guard 1000
|
 |
Member of a Lodge? I Can't Say
WI
|
*Shrugs* Your reasoning is not very sound to me to justify the costs for a unlikily chance to make them pay off.
Melta bombs are defensive weapons, all anti-armor grenades are. You do not get into melee combat with vehicles unless they are imobilized or atleast have a 4+ to hit, you shoot them. Charging with the hope of hitting 6+ means your failing the list and making a poor tactical choice. Your Guard, not Marines with Fists who /can/ do something like that and not depend on hitting with one attack.
Same thing goes with MCs, grenades do not help you against them as they have a Toughness and armor save. You have to shoot them before /they/ get in combat with you, or your watching your blob die a slow death.
Automatically Appended Next Post:
Captain, I can see why you no longer play foot guard if that is how you play them. No wonder they didn't work for you.
Edit: And no, this is not a shot at you as a player or a person. I can see by your advice on how you would have trouble with a foot list and thus changed your tactics (that probably better fit your play style) to a mech or mech hybred list.
|
This message was edited 2 times. Last update was at 2012/01/03 02:01:01
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/03 19:15:38
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
*Shrugs* Your reasoning is not very sound to me to justify the costs for a unlikily chance to make them pay off.
Melta bombs are defensive weapons, all anti-armor grenades are. You do not get into melee combat with vehicles unless they are imobilized or atleast have a 4+ to hit, you shoot them. Charging with the hope of hitting 6+ means your failing the list and making a poor tactical choice. Your Guard, not Marines with Fists who /can/ do something like that and not depend on hitting with one attack.
hey have a Toughness and armor save. You have to shoot them before /they/ get in combat with you, or your watching your blob die a slow death.
There are times when you absolutely have to destroy a vehicle such as a last turn fast skimmer contest which happens often with Eldar. If the meltas and lascannons are unable to break the vehicle, I can use my blobs to assault which have a much better chance to break it with the krak grenades.
Against MCs, I usually try to weaken them as much as possible with shooting. Against Tyranid MCs, I usually shoot them to take them down to at least 2 wounds before assaulting with my blobs. Yes it'll be 6+ to wound but
Same thing goes with MCs, grenades do not help you against them as twith every 6 you roll, there is a wound dealt as most Tyranid MCs don't have invulnerable saves. Against T7+ MCs, I'll just shoot them to death, as a last resort I'll charge 1 of my blobs in to tarpit it. The other blobs will then be free to move.
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/04 08:56:47
Subject: Re:Competitive Foot Guard 1000
|
 |
Rough Rider with Boomstick
|
Jereziah wrote:
There are times when you absolutely have to destroy a vehicle such as a last turn fast skimmer contest which happens often with Eldar. If the meltas and lascannons are unable to break the vehicle, I can use my blobs to assault which have a much better chance to break it with the krak grenades.
Against MCs, I usually try to weaken them as much as possible with shooting. Against Tyranid MCs, I usually shoot them to take them down to at least 2 wounds before assaulting with my blobs. Yes it'll be 6+ to wound but
Same thing goes with MCs, grenades do not help you against them as twith every 6 you roll, there is a wound dealt as most Tyranid MCs don't have invulnerable saves. Against T7+ MCs, I'll just shoot them to death, as a last resort I'll charge 1 of my blobs in to tarpit it. The other blobs will then be free to move.
And when you've got 20 points left over, that's some sound tactical sense. BlkTom, if you read the above posts again you'll see I never said to use the grenades instead of shooting, they're insurance to help one win the game. Shooting is absolutely the first and foremost method of dealing with vehicles - it's just, there's dice in this game, and the more chances you give yourself to win, the better
Jereziah I think you've got a good handle on how to use your foot guard, and how to deal with your local metagame. One other tip is don't be afraid to occasionally let a blob die in an opponent's assault phase (take hits on the commissar) in order to clear the way for a shooting-massacre and moving more troops (like a HWS) onto the objective - but only do it if you're sure you'll be able to wipe out the target, like a weakened squad in the late game for example.
Best of luck to you!
Cap'n R
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/04 09:09:55
Subject: Competitive Foot Guard 1000
|
 |
Member of a Lodge? I Can't Say
WI
|
Heh... Sorry Captain, but I was actually responding to Jezeziah on the 'shoot them first' bit. It was kinda a responce to his "since its hard when your throwing only 2 meltabombs that need 6+ to hit" line and to counter his talk on catching a skimmer to attack it in melee.
|
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/04 10:51:47
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
Jereziah I think you've got a good handle on how to use your foot guard, and how to deal with your local metagame. One other tip is don't be afraid to occasionally let a blob die in an opponent's assault phase (take hits on the commissar) in order to clear the way for a shooting-massacre and moving more troops (like a HWS) onto the objective - but only do it if you're sure you'll be able to wipe out the target, like a weakened squad in the late game for example.
Best of luck to you!
Cap'n R
Thanks
I thought it would always be best to let the blob hold in combat, can you give me some examples of when to kill off the commissar and break the blob?
There was 1 time when a Necron C'Tan got locked with Guardsmen forever in combat and I considered killing off the commissar to let my HWSs shoot him but I kept the blob in the fight.
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/04 20:37:50
Subject: Competitive Foot Guard 1000
|
 |
Member of a Lodge? I Can't Say
WI
|
You just alocate the wounds to the Commissar. Since he is not a IC, he can not be selected in close combat and is thus treated like all the other guardsmen. Thus if you get 3 wounds on your blob, you can't place all 3 wounds on the Commissar, but he can have 1 of them. Just roll your armor or Invuln save till he fails.
I would never throw away my blob just to shoot something unless it is something my blob can't effect (T 7+ creature). If I let a Wraithlord or something else like that get into melee with my blob, I failed my list already. If I have a chance to hurt and kill it, then the blob is giving you the chance and is doing it's job. The Commissar is the heart of the blob and your risking it being swept and killed in the next melee fight it gets into.
|
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/07 09:31:01
Subject: Re:Competitive Foot Guard 1000
|
 |
Rough Rider with Boomstick
|
Jereziah wrote: There was 1 time when a Necron C'Tan got locked with Guardsmen forever in combat and I considered killing off the commissar to let my HWSs shoot him but I kept the blob in the fight. Last time I did it was when I had about 8 guys left in the blob, and the combat (with howling banshees) they were involved in was on top of an objective. I had a hellhound and a PCS with 4 flamers sitting within 12" of the fight, so I took a save on the commissar in my opponent's turn, thus letting the blob break and be destroyed, and in my turn the banshees died to mass flamering and the objective was mine alone. So don't make a habit of it, but once in a while it'll give you an edge if you want an enemy stranded in the open. The advantage I suppose I had in that game (compared to playing foot guard) is my blob started out as 20-man, not 30, so I was wasting less points, they'd already killed a fair bit and taken quite a few casualties, and I had other troops units and tanks nearby to take advantage of the opening made. Since your blobs are a vital resource in your list, I wouldn't make a habit of it, but it might be useful in the endgame.
|
This message was edited 1 time. Last update was at 2012/01/07 09:32:45
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/07 18:05:07
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
How about taking a hybrid list with a focus on Infantry?
Here is a list I was thinking of.
HQ
Company Command Squad : 100
Plasma Gun x 2
Lascannon
Troops
Platoon Command Squad : 50
Flamer x 4
Infantry Squad : 70
Meltagun
Autocannon
Infantry Squad : 70
Meltagun
Autocannon
Platoon Command Squad : 50
Flamer x 4
Infantry Squad : 70
Meltagun
Autocannon
Infantry Squad : 70
Meltagun
Autocannon
Heavy Weapons Squad : 105
Lascannon x 3
Heavy Weapons Squad : 105
Lascannon x 3
Fast Attack
Hellhound : 145*
Hull Multi-Melta
Heavy Support
Leman Russ Demolisher : 165
Hull Heavy Flamer
TOTAL : 1000
*Considering a Vendetta instead of a Hellhound, what do you think?
|
This message was edited 1 time. Last update was at 2012/01/07 20:26:07
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/07 19:16:22
Subject: Competitive Foot Guard 1000
|
 |
Waaagh! Warbiker
|
I think you should stick to foot guard, as you just lost the main advantage of an all infantry list. Which is wasting all of their AT weapons on a 5 pt guardsman.
Edit: Typo..
|
This message was edited 1 time. Last update was at 2012/01/07 19:16:56
4000
1500 W:7 D:2 L:2
WAAAAGH!!!!
.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/07 19:28:31
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
One of the things I'm worried about all infantry Guard is the general lack of mobility and lack of blast weapons to take out mass MEQ.
So I've decided to throw in a Demolisher for mass MEQ and a Hellhound for a fast vehicle to give me some fast contesting power/anti horde.
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/08 00:55:36
Subject: Re:Competitive Foot Guard 1000
|
 |
Fixture of Dakka
|
I agree that by building a Hybrid list, you can sometimes neuter one or both halves.
I kind of like to stay away from a single av 14 hull. a single av 12 hull really won't last long.
I'd go for another Demo, or go with another HH, DD, etc....
To get around the mobility issue, go with Al'Rahem. i personally don't like Characters.
Especially at 1000 pt. level. but you get around the some of the mobility issue.
Edit:
Obviously you'll have to drop the vehicles to free up points to use AL. 300 extra
MOL to spend on him, more squads and added wargear.
|
This message was edited 1 time. Last update was at 2012/01/08 00:58:18
"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
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/01/08 05:15:14
Subject: Re:Competitive Foot Guard 1000
|
 |
Hardened Veteran Guardsman
Perth, Australia
|
I agree that by building a Hybrid list, you can sometimes neuter one or both halves.
I kind of like to stay away from a single av 14 hull. a single av 12 hull really won't last long.
I'd go for another Demo, or go with another HH, DD, etc....
To get around the mobility issue, go with Al'Rahem. i personally don't like Characters.
Especially at 1000 pt. level. but you get around the some of the mobility issue.
Edit:
Obviously you'll have to drop the vehicles to free up points to use AL. 300 extra
MOL to spend on him, more squads and added wargear.
I don't really like AL, I've used him before and he really needs an astropath to be effective.
However, I've replaced the Hellhound for a Demolisher! Infantry and AV14 will neutralize those Long Fangs, Autocannon HWSs, etc!
HQ
Company Command Squad : 80
Plasma Pistol
Lascannon
Troops
Platoon Command Squad : 50
Flamer x 4
Infantry Squad : 70
Meltagun
Autocannon
Infantry Squad : 70
Meltagun
Autocannon
Platoon Command Squad : 50
Flamer x 4
Infantry Squad : 70
Meltagun
Autocannon
Infantry Squad : 70
Meltagun
Autocannon
Heavy Weapons Squad : 105
Lascannon x 3
Heavy Weapons Squad : 105
Lascannon x 3
Heavy Support
Leman Russ Demolisher : 165
Hull Heavy Flamer
Leman Russ Demolisher : 165
Hull Heavy Flamer
TOTAL : 1000
|
"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
|
|
 |
 |
|
|