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Made in us
Regular Dakkanaut





San Antonio, Texas

so yeah looking to start playing warhammer 40k ive painted some stuff before and i figure i should actually play but have a few concerns

first off i love the idea of it and like most of the rules from what i see

now 6 turns sounds kinda short to me and like it might realllllly rush things and kinda stomp out a lot of smart plays into play faster which isnt cool how does this work out? are "zerg" style rush and kill each other play without terrain cmon gameplay types? or is 6 turns long enough to play with lots of cool terrain and objectives and stuff?

videos liek this especially the first set up are a huge concern http://www.beastsofwar.com/warhammer-40k/imperial-guard-tank-tactics/ it doesnt look like a practical set up looks like some cheesy way you are forced to play in a sense

theres some amazing looking table tops on flcker and they look like a lot more fun to play on than some ofthese barren tables with some trees on the side i see in lots of pictures -.-

i guess my concern there is i dont want to deploy in a ball and nuke each other id rather see some interesting gameplay and tactics over a wildwest shootout and do people play with morethan 6 turns ?

i plan to play guard i have some troopers i can buy stuff though im not in great shape with money so id start small liek 750 then 1000 then work higher

i like ten man vet squads and meltas and a fair sized mech army to back it up sounds fun


im just trying to clear a few things up before dropping 300+ on an army ya know lol

im in san antonio texas so i got lots of time since theres nothing to do here really

any feed back would be great

my English isnt bad irl i just type things like forum post and what not like hell just never grasped the whole writing thing i guess



also do people play things like escort orr siege type games that sounds really fun to me along with rts objective style play


This message was edited 1 time. Last update was at 2012/03/30 04:37:18


 
   
Made in nz
Bounding Assault Marine





Christchurch, New Zealand

Firstly, a standard (5-7 turn) 1000pt game with guard will generally last about 1-2 hours depending on what your opponent brings.
Secondly, terrain, preferably lots, is essential, even vets will get cut down if there is little or no cover.
Thirdly, TANKS! lots of tanks. I havent seen a IG game without at least one Leman Russ.
and vets with meltas? theyll need a chemera in order to get close enough to be effecive, but effective they are.

Hope that helps.

Damn the haters, Full speed ahead!

The Steel Drakes 3500pts and counting!  
   
Made in us
Regular Dakkanaut





San Antonio, Texas

Thats cool 1-2 hours sounds fine.

Do people playsiege or escort or other creative game modes as well and do you think from your exp that i would be hard pressed to find a game at 750-1k?


yes yes lots of tanks

I found a shop literaly 5 minutes from my house i intend to check out tomorrow

 
   
Made in nz
Bounding Assault Marine





Christchurch, New Zealand

I've played a few creative games before and they are a good break from the "regular" game types.
and no you won't be hard pessed to find a game of that size, 2 small games can be just as good as 1 big game IMO.

Damn the haters, Full speed ahead!

The Steel Drakes 3500pts and counting!  
   
Made in us
Regular Dakkanaut





San Antonio, Texas

Very cool alot more comfortable with the idea now.

only 1 more question if you could, is the game reasonably balanced i dont mean perfect nothign ever is but i mean within reason ya know somewhere between pulling your hair out and perfect ?

 
   
Made in us
Infiltrating Broodlord





victor.IG wrote:Very cool alot more comfortable with the idea now.

only 1 more question if you could, is the game reasonably balanced i dont mean perfect nothign ever is but i mean within reason ya know somewhere between pulling your hair out and perfect ?


This is a hard question to answer, as in a way it boils down to opinions. It is within reason but there are armies that, in the hands of a competent player, will table you very quickly.

I refuse to join any club that would have me as a member. -Groucho Marx

 
   
Made in us
Regular Dakkanaut





San Antonio, Texas

thats well enough for me im sure IG has enough wonky builds to screw with those people if i really wanted to

Pretty much as long as its not like every time i see orks i need to just try to lose less bad each game its alright with me.

 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Balanced?

Not even close.

Certain armies dominate at certain points levels (and specific builds of those armies at that) - above that they also tend to be "I win" armies and no fun to play against (unless you like 1 turn wins where the opponent gets to put his stuff on the table and then pack it away again.).



I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
Infiltrating Broodlord





victor.IG wrote:thats well enough for me im sure IG has enough wonky builds to screw with those people if i really wanted to

Pretty much as long as its not like every time i see orks i need to just try to lose less bad each game its alright with me.



With IG it will be quote opposite actually. IG is a stronger codex at the moment.

I refuse to join any club that would have me as a member. -Groucho Marx

 
   
Made in us
Regular Dakkanaut





San Antonio, Texas

Got a chimera and guardsmen squad today. so atm i have some old storm troopers to paint up (10) 10 new guard 10 old guard and new chimera and a comand squad

 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

Hi victor.

You are right 6 turns is infact very short. A battle could in theory be decided by first turn ( well depending on the army list, layout, etc etc )

Because the game is so random ( dice ) and rules are abstract, it doesnt leave that much room or options once units are deployed on the table.

Of course half of winning is planning your list, and know where to place it on the table against your opponent.

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Made in us
Heroic Senior Officer





Western Kentucky

victor.IG wrote:Got a chimera and guardsmen squad today. so atm i have some old storm troopers to paint up (10) 10 new guard 10 old guard and new chimera and a comand squad


Sounds like you're on a good start man. Might want to buy a battleforce soon, as that'll get you 20 scrubs (normal guardsmen, so enough for a whole platoon) another command squad, a HWS with enough weapons to make 3 of each, and a sentinel for funsies. It saves you a good bit of cash (if I remember right, it works out to costing the same as buying the 2 guard squads and the HWT, so you get the CCS and sentinel for free!), and will go a long way towards starting an army. After that, get a Leman Russ and maybe a commissar. They are awesome, and you will learn to love both (and your opponents will hate them) LRBT's are exactly what they look like, huge tanks that spit out tons of firepower and soak up rediculous amounts in return, all for a very good price (pointswise) A commissar will let you make a platoon that can be very scary, never run, and they generally are tough in their own right. My commissars have saved my butt countless times.

From there its up to you. I play infantry heavy guard, so its not unusual for me to deploy over a hundred guardsmen in a 1,000pts game. Other guys go full mech, and will have several chimeras, LRBT's, and vendettas/Valkyries/Hellhounds/Sentinels, you name it.

Tips I would offer that I wish I had known, check around the tactics section to learn what to bring and not bring for IG, especially before you build your first few squads. I ended up screwing myself up by giving my first few guys terrible special weapons like sniper rifles and GL's, and all my commanders had PF/ Plasma pistol layouts I currently have roughly 20 guardsmen that I need to tear apart and rebuild into things that I can use, but for now, they'll be chilling out in my army case, mocking me... Also, look into ways to where you can convert the chimera later on, as its chassis is used for all the cool variants like the Hydra, manticore, basilisk, and medusa. It will save you a lot of cash and give you a ton of options down the road! And finally, don't glue the weapons to the tripods for the HWT's when you're starting out. They actually will stick in the slot just fine with no glue, so you can experiment with the various weapons in the beginning and find which you like (hint, autocannons) The ML's you can just stick to regular guardsmen and use the 2 prong stand for mortars (who uses stands with ML's anyways ) That way, all you need is another box of scrubs and some extra 60mm bases, and you can have 3 of every Heavy weapon ready to go whenever you feel like it.

Hope that helps some! Always good to see another guard player!

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
 
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