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![[Post New]](/s/i/i.gif) 2012/01/14 14:20:50
Subject: IG noob with multiple questions please help
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Whiteshield Conscript Trooper
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hey guys I'm new to 40k and I started an IG army, but after I studied my dex and some other races, I have some question please lend a hand.
1. How to effectively use Storm troopers?, I tried to use them to to hold my foe at a distance as I move my tanks into covers then blast them but I don't think that worth the points I pay for them, especiall against crons and blood angle.
2.How to deal with units that have 2+ armor and 3+ inv save? for instance, Sanguinor, SS/ TH termi, grey knight, cron overlord.
3. what should I take for vets?, 4+ armor save, defence grenade + stealth, or melta bomb + demo charge.
4.How effective is Marbo other then a one time demo deliver guy?
5.How to deal with mass of feel no pain MEQ troops? IE: death company, Plage marine, crons(reanimation protocol, immortal)
6. What are effective ways to avoid charge?
7.in low points game should I take armor before special weapon or the other way around. for instance 100pt troop only kill team
8.how to make out flank unit effective? for instance should I use them as extra body to reinforce my units that took casulties or to go right into the middle of foes army and hope to do a lot of damage before they all die?
9.Is it a good idea to bring ratlings in a 1000pt game?
10 and finally, What are the pros and cons for each leman Russ type? for instance I find the twin linked auto cannon oone quite useless and nova canon doesn't worth the points, but maybe it is because I am used to play against MEQ they don't use cove save as much
Thx for the help
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![[Post New]](/s/i/i.gif) 2012/01/14 14:40:44
Subject: IG noob with multiple questions please help
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Longtime Dakkanaut
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daohangcheng wrote:1. How to effectively use Storm troopers?, I tried to use them to to hold my foe at a distance as I move my tanks into covers then blast them but I don't think that worth the points I pay for them, especiall against crons and blood angle.
They aren't really optimum, but I suppose that if you really wanted to use them you could take them in squads of 5, give each squad melta guns and drop them next to heavily armoured enemy vehicles and open up with the meltas. Not great, but pretty effective if the DS goes well.
daohangcheng wrote:2.How to deal with units that have 2+ armor and 3+ inv save? for instance, Sanguinor, SS/TH termi, grey knight, cron overlord.
Keep shooting them with your huge number of guns until they fall over. If not, melta vets, plasma or demolisher cannon.
daohangcheng wrote:3. what should I take for vets?, 4+ armor save, defence grenade + stealth, or melta bomb + demo charge.
None of them, if you're going to take vets you are probably going to want to just give them 3 melta guns and slap them in a chimera.
daohangcheng wrote:4.How effective is Marbo other then a one time demo deliver guy?
AFAIK he isn't really used for anything other than a one time demo delivery guy.
daohangcheng wrote:5.How to deal with mass of feel no pain MEQ troops? IE: death company, Plage marine, crons(reanimation protocol, immortal)
Same as 2 really, although the S10 that manticores bring is effective as it removes feel no pain and wounds on 2s.
daohangcheng wrote:6. What are effective ways to avoid charge?
Keep shooting stuff, and bubblewrap your vehicles with guardsmen
daohangcheng wrote:7.in low points game should I take armor before special weapon or the other way around. for instance 100pt troop only kill team
No idea, sorry.
daohangcheng wrote:8.how to make out flank unit effective? for instance should I use them as extra body to reinforce my units that took casulties or to go right into the middle of foes army and hope to do a lot of damage before they all die?
Give them melta guns/bombs so that they are able to walk on the side and smash up a tank. Alternatively, you could take a big blob of guardsmen with power weapon sergeants, a commisar and a couple of melta guns. Then take Creed, ouflank the blob and they will be able to take a decent amount of punishment due to weight of numbers andcan easily blow up tanks and take objectives on your opponents side of the board.
daohangcheng wrote:9.Is it a good idea to bring ratlings in a 1000pt game?
Could be, they are quite cheap and when coupled with a PBS they can be effective.
daohangcheng wrote:10 and finally, What are the pros and cons for each leman Russ type? for instance I find the twin linked auto cannon oone quite useless and nova canon doesn't worth the points, but maybe it is because I am used to play against MEQ they don't use cove save as much
LRBT: Long range, high strength, low ap, large blast weapon. Excellent front armour and good side. I really like this one
LR Exterminator: Not really worth it points wise IMO, might as well get a LRBT.
Vanquisher: Gun would make decent anti-tank if it weren't for the BS of 3, and by the time you put Pask in there it becomes a little too points heavy.
Eradicator. The LRBT is better in every aspect apart from it doesn't ignore cover.
Demolisher: Good, but the short range is annoying.
Punisher: Can be decent if you stick pask in there, but the lack of an AP and the shorter range hurts it, as well as the high points cost.
Executioner: Expensive in points, but can be effective on the field, my second favourite after the LRBT.
Hope I've been helpful, but there are many better IG players in the community than me, so I could be wrong on some of my points.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/01/14 14:49:49
Subject: IG noob with multiple questions please help
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Manhunter
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1. I use them in an airborne assualt role. They ds near an enemys big tank and melta them to death. Its usually a one way trip.
2. 2+ you use plasma guns, meltaguns or the demolisher cannon. It negates their armor save so they have to rely on their 5++. Now for storm shields, well i just shoot it with lasguns until they die. The sheer volume of fire dictates that someone will die. And if you can hit them with alot of ap 1 or 2 even better
3. Depends on the role. I find carapace to be a waste of points. Camo cloaks are decent, but again i dont take it. I do like demolitions, if they are my alpha strike squad.
4. Your paying for his demo charge, after that his role is limited.
5. With feel no pain hit them with low ap weapons, or high str, 8 or better. Negates fnp and usually their armor save as well.
Reanimation protacal, you have to wipe out the unit. Kill them all and i believe they cant reanimate.
6. Shoot them. Honestly its the best way imo. But you could have sacrificual screens of 10 men thats job is to get charged, then die. So you can shoot the enemy next turn. Or if you have straken, charge your self. Blobs with ferious charge are nice.
7. Special weapons. You need to kill them.
8. Depends on the tactical situation. There is no set role. Use them as the situation demands.
9. I wouldnt. But thats personal choice. My friend always runs ratlings.
10. Stick with the Leman Russ Battle Tank, aka the Vanilla russ, the demolisher, or the Plasma tank of death.
Since your playing 1000pts id get demolishers, the str 10 ap 2 gun is nice, but the 24in range not so much, but its workable.
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Proud to be Obliviously Blue since 2011!
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![[Post New]](/s/i/i.gif) 2012/01/14 15:04:07
Subject: Re:IG noob with multiple questions please help
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Cog in the Machine
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It would help us with helping you if you could post your army list or at least what kind of army you want to use (blob infantry, mechanized, veterans, armoured, airborne...); anyway:
1- Stormtroopers are really decent as minimum sized 5-men squads with 2 meltas or plasmas and the drop-troop (I don't remember it's name...) doctrine to deep strike behind enemy lines and blow away enemy tanks and vital units or with the doctrine giving them scouts and infiltration to arass enemy flanks (some say it's a good idea to mount them in a chimera APC for the latter). As a line unit, using their ap 3 hellguns against MEQs, they are a bit overpriced and not particularly effective (mount them in a chimera if you want to do so anyway).
2&5- the better way to go against inv-saved, no FNP units can be volume of fire. A gunline of infantry blobs with frfsrf can dish out a high amount of shots, and enemy units are bound to fail their inv save, sooner or later. For lower inv, high save troops (like shooty terminators) special and heavy weapons are the way to go (meltas and plasmas), as are artillery (expecially manticores) and tanks (an executioner with double plasma cannons is fully capable of wiping away a full unit of terminators a turn, while a LRBT can deal with common marines easily enough) or commissar+PW blobs. For FNP units, once again low ap weapons are a good bet; in a pinch (I know almost everyone consider them rubbish, but...) a rough riders charge can badly maim any unit (even with FNP, thanks to PW- hunting lances), giving you a moment to reorganize (unfortunately, rr are invariably going to be shredded in the following turn).
3- veterans are better used without any doctine; the points are better spent filling them with special weapons and buying them a ride. Demolitions is the only one, in my opinion, that can be marginally useful (10x melta bombs can wreck any tank and have decent hopes of taking down even a walker).
4- if you can hide him in cover, it could just survive the barrage of shots your opponent will invariably send him the turn after he shows up, allowing you to charge him against an enemy unit with some hope of dealing decent damage with poisoned attacks, but don't keep your hopes up, he is usually a one-hit wonder.
6- the best way to avoid charge with IG is screening your more valuable units with a line of speedbumps non-blobbed guards just in front of your units, meaning your enemy will have to charge them, wiping them out in his combat phase and leaving his cc units exposed to your retaliatory fire in the next turn.
I'll answer to the other points later. Hope this helps you, for now.
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This message was edited 1 time. Last update was at 2012/01/14 15:04:38
What is the Fear of Death? That we die, our work incomplete. What is the Joy of Life? To die, knowing our task is done
487th Krieg Siege Regiment - 'Forlorn Hope'
Wild Cards (formerly classified as - - - ob Ordinem Ordinis Xenos Dimotum - - -) 159th Flight, 46th Squadron, 258th Wing, Imperial Navy - Steel Wings (seconded to the Wild Cards) Strike Force Invenitor - Ordo Xenos Strike Force Inflammator - Ordo Malleus
Strike Group Interimor - Legio Deletor
[WH40k]
Crew of Scipio Quaestor, of the merchantman Amor Vacui
44th Empire Line Regiment - Getrampelt
The Wild Hunt
[WHFB]
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![[Post New]](/s/i/i.gif) 2012/01/14 15:09:24
Subject: Re:IG noob with multiple questions please help
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Longtime Dakkanaut
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LastCameTheRaven wrote:1- Stormtroopers are really decent as minimum sized 5-men squads with 2 meltas or plasmas and the drop-troop (I don't remember it's name...) doctrine to deep strike behind enemy lines and blow away enemy tanks and vital units or with the doctrine giving them scouts and infiltration to arass enemy flanks (some say it's a good idea to mount them in a chimera APC for the latter). As a line unit, using their ap 3 hellguns against MEQs, they are a bit overpriced and not particularly effective (mount them in a chimera if you want to do so anyway).
It isn't actually a doctrine, they get it as standard. Meaning that you don't have to shell out some more points to get it.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/01/14 16:00:38
Subject: IG noob with multiple questions please help
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Whiteshield Conscript Trooper
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thx guys I just wanna post out the three list I am thinking of building my army towards.
list 1
HQ
Commissar Yarrick
ministorum priest, with the chain fist thingy
Elite
Storm trooper+ power weapon
or ratlings
or replace the points with other things
Troop
Penal Legion Squad(attach yarrick)
Vet Squad, 3 melta, 6 shot gun, demo team(attach priest)
Chimera x2 replace heavie bolter with heavie flamer
Fast Attack
Bane wolf, heavie flamer
Heavie Support
Leman Russ Demolisha
list 2
HQ
Lord Commissar
Tech preist + servitor x4
Elite
ratlingsx5
Troop
vets x 2
shot gun + melta bomb + melta gunx3
plasma gun x2
Chimear
Fast Attack
Vendetta
Banewolf
Heavie support
leman russ demo
list 3
List 3 are currently just frame work but thanks for the idea from caboos
HQ
Lord Commissar
Troops
Infantry Platoon
PCS take Captain Alrahem
3 combined infantry squad + power weapon(maybe add a Commissar or attach LC)
vet + 3 melta gun
Chimera
Fast attack
Vendetta
Bane wolf
Heavie Suppport
Leman Russ Demo or Battle Tank depand of upgrades and points left
Please feel free to give advice, edition, comment, or even a completely new list.
thx a lot for the help
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![[Post New]](/s/i/i.gif) 2012/01/14 18:26:23
Subject: IG noob with multiple questions please help
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Decrepit Dakkanaut
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Too much support. Not enough troops. It's going to seriously handicap you on objectives missions (so, two thirds of the games you play).
The support choices you have are all over the place as well. Start with picking only one type of support unit and making it so that, between your troops and your one support unit, you can handle everything. Only once your list has that kind of discipline should you branch out.
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![[Post New]](/s/i/i.gif) 2012/01/14 18:40:59
Subject: IG noob with multiple questions please help
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Longtime Dakkanaut
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I apologize in advance as this will probably be a double post. Anywho, welcome to IG!
daohangcheng wrote:
1. How to effectively use Storm troopers?, I tried to use them to to hold my foe at a distance as I move my tanks into covers then blast them but I don't think that worth the points I pay for them, especiall against crons and blood angle.
Small 5-man squads are best (with 2 plasma or 2 melta). I usually take them with a chimera as well. They are pricey, but have a lot of deployment flexibility that makes them very valuable. That being said they don't really come into use until 1750 points or so.
The big problem is that people compare them to and play them as they would veterans. That is a huge mistake. These guys do not work like veterans so don't even try.
With a chimera they can do things like:
1) Deploy embarked normally or in reserve
2) Deploy separately normally or in reserve
3) Stormies DS while chimera deploys normally or in reserve
4) Deploy embarked and scout move (12" scout move)
5) Deploy separately and scout move (6" while the chimera stays behind)
6) Deploy embarked and outlfank with the chimera (doctrine)
7) Deploy separate and the stormies outflank (with right doctrine)
They have a lot of options to get where they need to. Yes they are expensive, but they have just a stupid amount of flexibility that is lost if you don't take them (granted not every list needs them or should take them)
2.How to deal with units that have 2+ armor and 3+ inv save? for instance, Sanguinor, SS/TH termi, grey knight, cron overlord.
Shoot it a lot. Torrent of fire will bring them down eventually. Against Paladins use S8+ weapons.
3. what should I take for vets?, 4+ armor save, defence grenade + stealth, or melta bomb + demo charge.
Usually nothing. But it entirely depends on your list.
4.How effective is Marbo other then a one time demo deliver guy?
That's about all he does. If he lives longer than that he can be an annoyance to the enemy for a bit....maybe clean up anything the demo-charge didn't kill.
5.How to deal with mass of feel no pain MEQ troops? IE: death company, Plage marine, crons(reanimation protocol, immortal)
Against FnP use weapons that cause instant-death or are AP1 / 2. Against crons, focus on one unit at a time; they don't get RP if the entire unit is wiped out.
6. What are effective ways to avoid charge?
Movement and placement of models. Honestly it's not bad if you get charged. Just hope you lose in combat in their turn and run away. If that happens the enemy is stuck facing a wall of more guns. Keep vehicles moving at least combat speed to avoid being auto-hit when the enemy is close.
7.in low points game should I take armor before special weapon or the other way around. for instance 100pt troop only kill team
Always take offense over defense as IG.
8.how to make out flank unit effective? for instance should I use them as extra body to reinforce my units that took casulties or to go right into the middle of foes army and hope to do a lot of damage before they all die?
Depends on what you need them to do, really. If you need to reinforce a flank....reinforce a flank. If you need them to be a suicide speed-bump.....use them as a suicide speed-bump.
9.Is it a good idea to bring ratlings in a 1000pt game?
It's almost never good to bring ratlings......ever.
10. and finally, What are the pros and cons for each leman Russ type? for instance I find the twin linked auto cannon oone quite useless and nova canon doesn't worth the points, but maybe it is because I am used to play against MEQ they don't use cove save as much
The Bad
Vanquisher - Can't aim, expensive as hell, one shot, no versatility. Honestly the worst Russ we have. The Vanquisher shell should honestly just be an optional upgrade that a standard russ can buy to fire in addition to the battle cannon.
Punisher - 20 shots seems like a lot....but BS3 and AP '-' and the short -range make if very lack-luster. A standard russ can often do more damage.
The mediocre
Eradicator - Not bad, especially with the ignoring cover. But AP '4' really is a turn-off as marines will still giggle at you. And against hordes you really should be packing enough flamers/heavy flamers that you don't need the eradicator.
The situational, but potentially good
Exterminator - Lots of medium-high dakka that is fairly accurate and doesn't have unreliable blasts. Not Bad. Hydras are cheaper, but are much easier to kill. If you need long-range anti-transport that is mobile and can protect the weak side armor for you chimeras this vehicle is great.
Executioner - Honestly it is a good tank. But it's very, very expensive and paints a huge "shoot me" sign on it.
The good
One thing to note is that I am shying away from russes just because I'm finding more and more that it's not worth paying 150+ points for a vehicle that only hits one-third of the time.
Standard Russ - Versatile and long-range. Throw a lascannon on it to match the range of the cannon and you can damage light vehicles and most heavy infantry.
Demolisher - My favorite tank (though slowly losing out to the exterminator or even just Hydra batteries). S10 intant-deaths T5 which is great. It can eat terminators. And S10 with the ordinance rules can maul heavy vehicles if you manage to hit. It has a short range gun, but the rear armor is 11 most schmoes can't dent it in CC and it does have a bit more protection from powerfists and the like. Toss a heavy flamer on it and CC units will think twice about getting too close.
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This message was edited 1 time. Last update was at 2012/01/14 18:42:01
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![[Post New]](/s/i/i.gif) 2012/01/14 18:58:21
Subject: IG noob with multiple questions please help
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Pyromaniac Hellhound Pilot
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daohangcheng wrote:hey guys I'm new to 40k and I started an IG army, but after I studied my dex and some other races, I have some question please lend a hand.
1. How to effectively use Storm troopers?, I tried to use them to to hold my foe at a distance as I move my tanks into covers then blast them but I don't think that worth the points I pay for them, especiall against crons and blood angle.
Two ways that I have seen. The first is the most used, melta gun x2, DS near a tank and blow it up. The second flamers x2, DS near a unit holding a objective, and burn them off.
2.How to deal with units that have 2+ armor and 3+ inv save? for instance, Sanguinor, SS/ TH termi, grey knight, cron overlord.
Keep shooting, eventually someone will fail. Plasma guns, Melta guns, Demolisher cannon work great against them.
3. what should I take for vets?, 4+ armor save, defence grenade + stealth, or melta bomb + demo charge.
Most of the time, never. However, I have taken Harker with a vet squad, three meltas, and the demo option. Works about as much as it misses.
4.How effective is Marbo other then a one time demo deliver guy?
One time guy. I have used him at least 100 times, and never had him go two rounds
5.How to deal with mass of feel no pain MEQ troops? IE: death company, Plage marine, crons(reanimation protocol, immortal)
Shoot it till it changes form, if it moves, shoot it again.
6. What are effective ways to avoid charge?
Deployment is the key here. You have some long range weapons, use that distance to your advantage.
7.in low points game should I take armor before special weapon or the other way around. for instance 100pt troop only kill team
No idea
8.how to make out flank unit effective? for instance should I use them as extra body to reinforce my units that took casulties or to go right into the middle of foes army and hope to do a lot of damage before they all die?
Not sure here either, Most of my army starts on the table.
9.Is it a good idea to bring ratlings in a 1000pt game?
I like them when I have that extra 30-50 points I can't figure out what to do with. They are not a bad unit, but, not a great unit either. They are better than SM scout snipers
10 and finally, What are the pros and cons for each leman Russ type? for instance I find the twin linked auto cannon oone quite useless and nova canon doesn't worth the points, but maybe it is because I am used to play against MEQ they don't use cove save as much
The exterminator auto cannon is effective against light transport vehicles and some walkers. The nova cannon is used as a scout killer. You can't go wrong with the basic LRBT. The demolisher is great too. The vanquisher, I have never used, the punisher looks good on paper, but, in game, not so. The plasma cannon one is great too.
Thx for the help 
Hope all this helps you out. Just stay with your army, get use to it. IG takes a while. Don't always listen to other people, they have their opinions on what is good and what isn't. Most of it is formed here on this site. Play what you want, learn how to use that unit, and have 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) 2012/01/15 02:41:49
Subject: IG noob with multiple questions please help
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Hurr! Ogryn Bone 'Ead!
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For 4. His first drop of the demo charge is usually devastating to most opponents. If he survives and has already killed the entire squad he was aiming for, getting him moving towards your opponents ranged units that are usually sitting in the back. He has fleet along with a high I and a lot of attacks. If they divert their tactics to deal with him he did what he is supposed to.
I have used him quite a few times and he has survived for at least 2 turns every time.
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![[Post New]](/s/i/i.gif) 2012/01/15 03:20:25
Subject: IG noob with multiple questions please help
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Junior Officer with Laspistol
Manchester, UK
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Marbo is very nice if you deploy him into cover. Throw the demo charge and then go to ground when shot at for a 2+ cover save. With two wounds he can take an awful lot of shooting to shift, or take a few guys with him if charged.
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![[Post New]](/s/i/i.gif) 2012/01/15 03:59:39
Subject: IG noob with multiple questions please help
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Whiteshield Conscript Trooper
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Just 1 more question. is it worth it to take creed in a 1000pt game?
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![[Post New]](/s/i/i.gif) 2012/01/15 04:38:51
Subject: IG noob with multiple questions please help
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Fixture of Dakka
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daohangcheng wrote:Just 1 more question. is it worth it to take creed in a 1000pt game?
Not in my opinion. He's too pricey for that low of a level. almost 1/10 of your points are tied up in 1 guy, with no squad upgrades.
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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) 2012/01/15 10:25:00
Subject: IG noob with multiple questions please help
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Whiteshield Conscript Trooper
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hmm, how to get myself more infantry, should I split my combined squad or just add a inf, vet or penal squad. can sentinal capture points?
Automatically Appended Next Post: I just read up death marks, if they mark my combined squad does it mean he could kill all three squad on 2+ or only on 1 10 men squad Automatically Appended Next Post: I am still confused please help
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This message was edited 2 times. Last update was at 2012/01/15 16:12:59
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![[Post New]](/s/i/i.gif) 2012/01/15 19:53:58
Subject: IG noob with multiple questions please help
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Nurgle Predator Driver with an Infestation
USA - MS
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1. As many people have stated they simply aren't worth the points. I think it is a cool unit but their best use often ends in a very expensive one way trip. Cheaper option to take a special weapons squad for half the points if you want to suicide some melta guns. Just use a vendetta to scout them close or outflank with them later.
2. Make sure if your facing something like termies in a LR that you get the LR down quickly. Meltas are you best bet so use a speedbump squad armed with meltas. Once you pop the trransport (or if they aren't in one to start) just fire everything in range till they are dead. Battle Tanks, Executioners, Plasma gun CCS, Manticores, etc all your friend. A great combo is the Psyker Battle Squad. All you need to do is cause enough for panic and make them LD2, I know they will auto regroup next turn if they don't run off the board, but you manage to force them to run away from you and keep them out of charge range of your units. FRFSRF is also very deadly once they get close, something like 30-60 lasgun shots will produce kills by simple odds when he has to roll 10 or so 2+ saves.
3. Demolitions for 1-2 squads depending on your point cost is good, especially if you put them in a vendetta. They are cheap at 130 points and the vendetta gives them alot of utility. You can use your scout move to boost them forward if your going first or put them in reserve and outflank if not. Nobody likes 3 meltas and a squad full of melta bombs running around in their deployment. As for the other two they are largely just too expensive. Paying for a 4+ save is pointless when you should be using cover as guard and the snare mines/camo cloaks are a mixed bag. Sure a 3+ cover save is nice but I find the blind grenades pointless. I have had 2 space marines kill 20 guardsmen in close combat simply by winning combat by 1-2 then cutting them down....no reason to pay for a CC upgrade for guardsmen unless its a straiken blob.
4. Demo charge and he is done for the most part.
5. Same as two really. If they are CC then get rid of their mech soon as you deal with any other high priority targets. Then hit them with Battle Tanks, Manitcores, Plasma, and volume of fire once they get close from lasguns. You will rarely win a CC so its almost always 9 times out of 10 better to rapid fire then charge. You get 3 shots with FRFSRF that hit/wound on the same chance as you would in CC and you have a chance if moving through cover/charging through cover your opponent may fail to get in. If it is a ranged squad you just have to prioritize how important is it to shoot and them, and once they are number 1 on the list just hit them with all the S8+ or AP1/2 shooting you can muster.
6. Bubble wrapping. Using an infantry squad spread out (and even better if in cover) to block incoming units from reaching stuff behind them. Then your unit dies or flees and your opponent is left in the open next turn for shooting. When I take an infantry platoon I like to give the PCS 4 flamers and use them as a nice counter charge unit. Throw away a 60 point infantry squad to soak an assault, then next turn 4 flamers usually score 4-5 hits each and can often destroy a unit without having to waste any other shooting on it.
7. A LR Battle Tank is very cheap to bring and AV14 can really rain on alot of peopls parades at 1000-1500 point games. But it really depends on how you are running your list. If you running a vets list then obviously you want to give them 3 special weps to make use of their BS4 and its just cheaper to bring, but I would definitely look to take a Battle tank over doing something like a lascannon hvy weapons squad at low points.
8. Two options here. 1) You use them in objective games to come in late and lockdown and objective. It is hard to push 10 guys in cover with 3 meltas and a demo pack off an objective without wasting time moving troops into dakka range or wasting valuable longer range weapons on them like MLs. 2) You use them to pave over a parking lot. If you have somebody who is running alot of armor, nothing is worse then melta guns coming in from the board edge with an effective melta range of 20" if they come in riding a vendetta.
9.Never ran them so can't say/
10. There is really only 3 useful ones. The battle tank is the best one imo, you can hvy bolter sides and give it LC hull and its still under 200 points. Gives you alot of anti-infantry power but it can still kill even AV13/14 with its LC and S8 ordnance template. The executioner is very useful in dealing with heavy infantry and can still kill light armor, however its point cost is the highest and makes it hard to squeeze into a list at lower points. If you don't give it side plasma cannons you risk having a very expensive AV14 box if you suffer a weapon destroyed result too. Last is the demolisher. It can be a real beast with S10 AP2 template but its range is a real issue. 24" means you have to get in close and something like terminators will eventually catch you since you can only really move 6" a turn. There is just better ways to get high str/low AP templates from the ordnance batteries and most can be hidden and fire indirectly.
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Father Nurgle Wash Over Us |
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![[Post New]](/s/i/i.gif) 2012/01/15 20:18:01
Subject: IG noob with multiple questions please help
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Pyromaniac Hellhound Pilot
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daohangcheng wrote:thx guys I just wanna post out the three list I am thinking of building my army towards.
list 1
HQ
Commissar Yarrick I like using him as my primary HQ
ministorum priest, with the chain fist thingy Never used him
Elite
Storm trooper+ power weapon
or ratlings not bad, when you have the extra points to spend, but never, as a primary slot
or replace the points with other things
Troop
Penal Legion Squad(attach yarrick) I like them, use them alot lately, however, yarrick is better with ogryns then these guys. they are stubborn already.
Vet Squad, 3 melta, 6 shot gun, demo team(attach priest) Not a bad way to go.
Chimera x2 replace heavie bolter with heavie flamer
Fast Attack
Bane wolf, heavie flamer Can't go wrong with that.
However, the hellhound has great range, and, will draw alot of first round fire, so, your tanks last a bit longer with it.
Heavie Support
Leman Russ Demolisha Good idea
list 2
HQ
Lord Commissar
Tech preist + servitor x4 Never worth it, his ability is too dependent on alot of conditions.
Elite
ratlingsx5
Troop
vets x 2
shot gun + melta bomb + melta gunx3
plasma gun x2
Chimear
Fast Attack
Vendetta
Banewolf
Heavie support
leman russ demo
list 3
List 3 are currently just frame work but thanks for the idea from caboos
HQ
Lord Commissar
Troops
Infantry Platoon
PCS take Captain Alrahem
3 combined infantry squad + power weapon(maybe add a Commissar or attach LC)
vet + 3 melta gun
Chimera
Fast attack
Vendetta
Bane wolf
Heavie Suppport
Leman Russ Demo or Battle Tank depand of upgrades and points left
Please feel free to give advice, edition, comment, or even a completely new list.
thx a lot for the help
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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) 2012/01/16 11:17:48
Subject: IG noob with multiple questions please help
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Whiteshield Conscript Trooper
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Just read the Necron dex, would deathmarks completely obliderate a combined squad Automatically Appended Next Post: Mark combined squad and killing pretty much 20 man super easily
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This message was edited 1 time. Last update was at 2012/01/16 11:19:04
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![[Post New]](/s/i/i.gif) 2012/01/16 11:57:34
Subject: Re:IG noob with multiple questions please help
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Regular Dakkanaut
Leeds, England
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1. How to effectively use Storm troopers?, I tried to use them to to hold my foe at a distance as I move my tanks into covers then blast them but I don't think that worth the points I pay for them, especiall against crons and blood angle.
Storm troopers require finesse and patience to get to grips with how they play. Always use the deployment options since you pay a fortune to get them. The unit is designed to get to a target without risk of return fire as vets would if they rode up in a chimera. They're best used as a 5 man suicide melta squad to try take down tanks (works with plasma against expensives enemy hq's and such) or to infiltrate them into cover such as woodland and be a pain in the backside for your opponant to remove. The AP3 does well against marines and Crons but don't expect the world. The stat profile makes them out to be this all mighty unit but in terms of play testing, they can seem a let down. They arn't if you use them right though. They directly make their points back for me in about 80% of games. Thats not bad.
2.How to deal with units that have 2+ armor and 3+ inv save? for instance, Sanguinor, SS/TH termi, grey knight, cron overlord.
Plasma CCS or Veterans with plasma eat up those units and although expensive, are still a fair bit cheaper than most of their targets. Those units and many others are leant towards a dedicated CC unit. Don't give them a target. And if you have to, make them fight who you want. Use a sacrificial squad to tie them up until your guns become available. Demolishers as previously said work extremely well and can hold areas of the board out of fear. Battle cannons work well too for the 3+ saves. If push comes to shove you will probably have some melta guns here and there and things like lascannons or Missile launchers. Only use these in an emergency as they have better targets to shoot at. When everything else fails, use you're lasguns. I've been in a situation more than once where i've had unlucky rolls and a sheer volley of over 100 lasgun shots has finished off terminator units.
3. what should I take for vets?, 4+ armor save, defence grenade + stealth, or melta bomb + demo charge.
Dont give them any at all if you don't feel the unit needs it. I took the demolitions perk for the charge and melta bombs but at 30pts i'm still thinking it over. As a tank hunting unit with x3 melta and a chimera, the melta bombs work well if I fail with the guns so I can charge and take out the vehicle in CC. I can also drop a demo charge on any infantry wanting to try and ruin the party. Its not yet ever gone to plan though. If you don't think you need the upgrade, leave it and look at other options. If you do that with a few units you'll have the points for a new tank =)
4.How effective is Marbo other then a one time demo deliver guy?
I'm not very experianced with marbo but he's either hit or miss. He'll do great one game then is a waste of points for a few. I'd rather the spend the points on something more reliable.
5.How to deal with mass of feel no pain MEQ troops? IE: death company, Plage marine, crons(reanimation protocol, immortal)
Plasma, demolishers
6. What are effective ways to avoid charge?
You can't. An opponant who has a CC army already know the tricks of the trade to get into combat better than youknow how to avoid it. Best to make plans on how to deal with that combat. Do you use cheap sacrificial sqauds to tie him up and then blast him away with firepower the next turn? Or do you add a power blob with some Power weapons in hopes of taking them on. General rule of thumb is to assault the enemies shooty units and shoot the enemy assault units. Have a mix of units and keep your options open.
7.in low points game should I take armor before special weapon or the other way around. for instance 100pt troop only kill team
I don't know how you mean =/
8.how to make out flank unit effective? for instance should I use them as extra body to reinforce my units that took casulties or to go right into the middle of foes army and hope to do a lot of damage before they all die?
Guard don't have a great load of options for outflank and even fewer are effective. Creed allows a unit to scout so you could infiltrate a 50 man blob into the heart of your enemy but i've never found it a good option. Its not as reliable as having a front line unit to sacrifice and then have the power blob charge in second after a volley of flamers. Guard have to work as a single super sized unit to win effectively. If you make plans for infiltraters then you want to mold your army around it.
9.Is it a good idea to bring ratlings in a 1000pt game?
Ratlings are good as filler and for shooting up MC's but sniper rifles in general are a bit of a waste IMO. I'd rather go for another plasma gun in this unit or a melta in that one. It's a shame because I love making camo schemes on my snipers.
10 and finally, What are the pros and cons for each leman Russ type? for instance I find the twin linked auto cannon oone quite useless and nova canon doesn't worth the points, but maybe it is because I am used to play against MEQ they don't use cove save as much
The three good russ' are the battle tank, demolisher and the executioner. The battle tank is great for heavy infantry like marines and transports. Its probably the best varient in terms of usefulness and its also the cheapest. The demolisher is great for vehicles if you have to and 2+ saves. Theres nothing like wiping a unit of termies off the board in a single shot =p. The executioner brings lots of ap2 firepower to the table to wipe the floor with marines and necrons but its very expensive.
The vanquisher isn't an effective enough tank killer when play testing to warrent its points. Best to take a manticore, medusa or some melta veterans. The eradicator may not give cover saves but at ap 4, marines still get an armor save. That usually makes the battle cannon better since it'll usually give only a 4+ cover save. usually. The punisher as Ailaros likes to point out is outmatched by lasguns, point for point in terms of killing power. It has its uses against MC's i'm told but i'd rather spend those points on plasma guns to take down the same MC and then use them elsewhere.
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Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.
Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.
I hate last stands, there's never time to practise them - Major Rawne - Tanith First |
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![[Post New]](/s/i/i.gif) 2012/01/16 13:40:51
Subject: IG noob with multiple questions please help
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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Deathmarks could easily chew you up, HOWEVER, their range is only 24, which means if their in range, so are you.
Use FRFSRF and 30man(of 25 by the time you fire) rapidfire their balls off. A squad of ddeathmark can only get up to 10 models, so at most, 10 guys go byebye, after that I recomend you try to kill the entire squad so no reanimation protocols can happen.
Yes they have a chance of pinning you, yes they can kill a lot of guys, but at most 10 a turn, and you can easily lasgun them down, wound on 4+ i believe, and all 5-10 should easily die.
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![[Post New]](/s/i/i.gif) 2012/01/16 13:54:03
Subject: IG noob with multiple questions please help
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Whiteshield Conscript Trooper
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the real problem is that they can deepstrike within 12" and mark my combined squad and then 3+ hit 2+ wound bye bye guardsmen ap 5, if he crippled my combined squad I would have no chance to carry out my tactics. also if I fire on him say FRFSRF by 20 men in 12" I would average 3.33 wound on DM, not counting reanimation protocol.
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![[Post New]](/s/i/i.gif) 2012/01/16 17:02:56
Subject: IG noob with multiple questions please help
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Junior Officer with Laspistol
Manchester, UK
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The best thing to do against deepstrikers is to land a large blast on them. A russ or two can easily wipe out a squad clustered together in the open. Sure, your infantry will have been mauled but there isn't much you can do about that other than stick to cover.
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![[Post New]](/s/i/i.gif) 2012/01/17 01:34:28
Subject: IG noob with multiple questions please help
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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daohangcheng wrote:the real problem is that they can deepstrike within 12" and mark my combined squad and then 3+ hit 2+ wound bye bye guardsmen ap 5, if he crippled my combined squad I would have no chance to carry out my tactics. also if I fire on him say FRFSRF by 20 men in 12" I would average 3.33 wound on DM, not counting reanimation protocol.
forget mathhammer, and whatnot. If he does this its probably no more than 7 guardsmen gone(if hes within rapid fire range, if not he cant evenshoot because entering counts as movment), you can shoot more than yor blolbed squad at them. 60 shots will do a lot, and the only have a 4+ save, 60+(say ten died-30) shots at a 4+ then 4+ will wound more than 3 times. regardless.
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