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![[Post New]](/s/i/i.gif) 2012/06/01 18:38:33
Subject: Imperial Guard HQ Command Squads
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Unshakeable Grey Knight Land Raider Pilot
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Heyy Dakka,
I'm building up a Guard army, and I want to make my Company Command Squad really special with some additional units. I already have the regimental advisors set, but could I add some other stuff, like assassins and missionaries etc? I know it would depend on what role I wanted the squad to take, but I just wanted to see what I could get away with
Oh, and can I add inquisitors (and their retinues) to the army? I love the idea
I realise some of these questions might be answered in the codex, but I haven't got round to getting that yet
Thanks Guys
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![[Post New]](/s/i/i.gif) 2012/06/01 18:45:35
Subject: Imperial Guard HQ Command Squads
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Servoarm Flailing Magos
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Have you even read the guard codex? You can't get assassins or missionaries. You can get priests though which are pretty much the same models as missionaries.
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Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION |
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![[Post New]](/s/i/i.gif) 2012/06/01 18:45:50
Subject: Imperial Guard HQ Command Squads
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Longtime Dakkanaut
Folsom, CA, just outside Sacramento
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if its not in the options you cannot add it...period...if its not in your codex you cannot take it...do unless the models are counts-as, i would say no. if that is the case, this thread is in the wrong section...should be in painting and modelling...
as for useful loadouts on CCS's remember to keep is simple, 4 meltaguns or 4 plasmaguns and always in a chimera. advisors are generally useless unless you take the astropath and keep everything but the CCS in reserves
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Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. |
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![[Post New]](/s/i/i.gif) 2012/06/01 18:48:11
Subject: Imperial Guard HQ Command Squads
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Perfect Shot Black Templar Predator Pilot
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jordanis wrote:if its not in the options you cannot add it...period...if its not in your codex you cannot take it...do unless the models are counts-as, i would say no. if that is the case, this thread is in the wrong section...should be in painting and modelling...
as for useful loadouts on CCS's remember to keep is simple, 4 meltaguns or 4 plasmaguns and always in a chimera. advisors are generally useless unless you take the astropath and keep everything but the CCS in reserves
I have great success with the Master of Ordnance. However my gaming group always has atleast one bastion per team, so the fact that he gets full LoS of the field helps considerably.
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![[Post New]](/s/i/i.gif) 2012/06/01 18:52:33
Subject: Imperial Guard HQ Command Squads
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Nasty Nob on Warbike with Klaw
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I used to field x4 plasma guns, but now go with x3 plasma and a medic. The squad normaly wipes itself out due to Gets Hot! so having an extra save against it really pays off.
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![[Post New]](/s/i/i.gif) 2012/06/01 19:09:38
Subject: Imperial Guard HQ Command Squads
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Longtime Dakkanaut
Folsom, CA, just outside Sacramento
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Farseer Mael Dannan wrote:jordanis wrote:if its not in the options you cannot add it...period...if its not in your codex you cannot take it...do unless the models are counts-as, i would say no. if that is the case, this thread is in the wrong section...should be in painting and modelling...
as for useful loadouts on CCS's remember to keep is simple, 4 meltaguns or 4 plasmaguns and always in a chimera. advisors are generally useless unless you take the astropath and keep everything but the CCS in reserves
I have great success with the Master of Ordnance. However my gaming group always has atleast one bastion per team, so the fact that he gets full LoS of the field helps considerably.
i have never had a MOO do anything other than be counterproductive...his accuracy is worse than an orks, plus it immobilized the squad hes with, which a CCS should be a designated mobile, short range unit...the only time i might consider a MOO is in apocalypse and taking them en masse (at least 10 CCS's) in addition to an artillery company
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Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. |
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![[Post New]](/s/i/i.gif) 2012/06/01 20:19:44
Subject: Imperial Guard HQ Command Squads
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Decrepit Dakkanaut
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MoO's arent that bad, you just have to pick their targets right. Give the CCS a lascannon and limit your shooting to vehicles with the officer using BiD on himself. BS4 with a reroll on the scatter dice means that its hit ratio isn't actually that bad, especially against larger targets like vehicles - vehicles which really don't like having your shot probably ignore cover, hit side armor, and strike with S9 ordnance. This unit is particularly good against land raiders.
As for the OP, your understanding of things is now two or three years out of date. Allies don't exist any longer. Furthermore, CCSs make terrible deathstars, what with having very little survivability. If you want something special for your CCS, take straken and a couple of meltaguns, but you shouldn't, under any circumstances, really, spend more than roughly 100 points on your CCS.
Any more, and you're just asking for it to be easily picked off turn 1 or 2.
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![[Post New]](/s/i/i.gif) 2012/06/02 01:00:24
Subject: Imperial Guard HQ Command Squads
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Longtime Dakkanaut
Folsom, CA, just outside Sacramento
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twin linked blast weapons are an optional reroll correct? so even if you scatter and miss, but you hit something better you can keep that?
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Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. |
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![[Post New]](/s/i/i.gif) 2012/06/02 01:07:16
Subject: Imperial Guard HQ Command Squads
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Decrepit Dakkanaut
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Right. Plus, if your opponent likes bunching up (especially if they're a parking lot, it's very possible to scatter off of something and on to something else.
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![[Post New]](/s/i/i.gif) 2012/06/02 03:08:25
Subject: Imperial Guard HQ Command Squads
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Heroic Senior Officer
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Get the codex, preferably before you buy much and start building models. To do otherwise will only bring you trouble.
Ccs's are awesome units, and easily one of the best we can get for guard. Depending on what style you want to play will decide how your CCS gets kitted out. Love armored companies? Give em 4 melta/plasma guns and shove em in a chimera. Want to run blob guard? Give em some meltas and have em run up to support your infantry. Gunline? Give them a lascannon and something like a master of the fleet and the MoO to make a nice firebase. They even work well in an aircav list as a squad you can airdrop behind enemy lines with meltas, a powerfist, an astropath, and maybe even a couple of bodyguards with a couple of vet squads as backup to cause trouble.
So before we offer more advice, what style do you want to play? what drew you to guard? that will tell us far more for what you need than anything else.
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'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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![[Post New]](/s/i/i.gif) 2012/06/02 07:38:43
Subject: Imperial Guard HQ Command Squads
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Unshakeable Grey Knight Land Raider Pilot
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Joey wrote:Have you even read the guard codex? You can't get assassins or missionaries. You can get priests though which are pretty much the same models as missionaries. Ailaros wrote:As for the OP, your understanding of things is now two or three years out of date. Allies don't exist any longer. I feel kind of stupid after these posts...I haven't read the rules of the codex, though I've dived into some of the background, and I've heard about the allies rule here and there, but didn't realise it was out of date MrMoustaffa wrote:So before we offer more advice, what style do you want to play? what drew you to guard? that will tell us far more for what you need than anything else. Well, I plan to play a Guard swarm, so I can just drown the enemy with my troops, which could be fun I was drawn to Guard by the fact that they aren't space marines. Oh, and I liked the idea that their numbers were so infinite that generals could just lose a few thousand men and suffer relatively little.
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This message was edited 1 time. Last update was at 2012/06/02 07:39:13
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![[Post New]](/s/i/i.gif) 2012/06/02 07:47:39
Subject: Imperial Guard HQ Command Squads
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Decrepit Dakkanaut
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TheFatElf wrote:Joey wrote:Have you even read the guard codex? You can't get assassins or missionaries. You can get priests though which are pretty much the same models as missionaries. Ailaros wrote:As for the OP, your understanding of things is now two or three years out of date. Allies don't exist any longer. I feel kind of stupid after these posts...I haven't read the rules of the codex, though I've dived into some of the background, and I've heard about the allies rule here and there, but didn't realise it was out of date MrMoustaffa wrote:So before we offer more advice, what style do you want to play? what drew you to guard? that will tell us far more for what you need than anything else. Well, I plan to play a Guard swarm, so I can just drown the enemy with my troops, which could be fun I was drawn to Guard by the fact that they aren't space marines. Oh, and I liked the idea that their numbers were so infinite that generals could just lose a few thousand men and suffer relatively little. Well fortunately for you the Imperial Guard is a perfect fit. It also fits me, and my obsession with armor (see the 1st Concordian Armored) and that's one of the great things about the Imperial Guard. At any rate, the Guard do ranged swarms and CQB swarms well. Look up the "powerblob" concept for the ( imho) best swarm Guard. Shooty guardsmen swarms do not perform badly either, however!
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This message was edited 1 time. Last update was at 2012/06/02 07:47:53
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![[Post New]](/s/i/i.gif) 2012/06/02 08:18:04
Subject: Imperial Guard HQ Command Squads
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Longtime Dakkanaut
Folsom, CA, just outside Sacramento
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TheFatElf wrote:Joey wrote:Have you even read the guard codex? You can't get assassins or missionaries. You can get priests though which are pretty much the same models as missionaries. Ailaros wrote:As for the OP, your understanding of things is now two or three years out of date. Allies don't exist any longer. I feel kind of stupid after these posts...I haven't read the rules of the codex, though I've dived into some of the background, and I've heard about the allies rule here and there, but didn't realise it was out of date MrMoustaffa wrote:So before we offer more advice, what style do you want to play? what drew you to guard? that will tell us far more for what you need than anything else. Well, I plan to play a Guard swarm, so I can just drown the enemy with my troops, which could be fun I was drawn to Guard by the fact that they aren't space marines. Oh, and I liked the idea that their numbers were so infinite that generals could just lose a few thousand men and suffer relatively little. best tactic to use here is to run power blobs with HWS support from the back... because of the platoon infantry squad's combined squad rule you can have 20,30,40,or 50 model units...best thing to do is give all the sarges power weapons and throw a commissar in there, it basically turns the inf squad into a 50 wound S3 T3 monstrous creature...not strong, but 24 power weapon attacks on the charge is gonna do something...and will have enough bodies to soak up wounds...this works in the current ruleset, next edition may change how assault works...also, if your not assaulting, declaring FRFSRF to a 50 man squad is 120 shots at 12" then your sargeants and special weapons (which should be flamers) shoot
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This message was edited 1 time. Last update was at 2012/06/02 08:18:21
Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. |
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![[Post New]](/s/i/i.gif) 2012/06/02 13:01:40
Subject: Imperial Guard HQ Command Squads
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Heroic Senior Officer
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Ailaros (who has already posted in this thread) has a very comprehensive battle report series about doing just what you've described playing OP. Click his link in his sig and read a few reports. They give you a good idea of what works and what doesn't.
As for general tips, never take a platoon without at least 1 commissar, they are the most important aspect of "blob" armies (our slang term for combined Infantry squads) They keep your guys around and hit better in close combat. Without them, powerblobs are much harder to use. Their stubborn rule allows you to always test on LD 9, no matter how much you lose combat by, which your opponents will learn to hate
Other tips are always always always give your blob meltas. Otherwise, people will tank shock you silly (they'll try and ram you with tanks). Putting in meltas gives you a couple of easy wounds on marines and lets you fight vehicles as well. They wont appear to do much, but after the first time you leave them out, you'll never forget them again
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'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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![[Post New]](/s/i/i.gif) 2012/06/02 16:56:43
Subject: Imperial Guard HQ Command Squads
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Longtime Dakkanaut
Folsom, CA, just outside Sacramento
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MrMoustaffa wrote:
stuff
Other tips are always always always give your blob meltas. Otherwise, people will tank shock you silly (they'll try and ram you with tanks). Putting in meltas gives you a couple of easy wounds on marines and lets you fight vehicles as well. They wont appear to do much, but after the first time you leave them out, you'll never forget them again 
i have never equipped meltas on my blobs, but thats because i usually run w mech-vet squads with meltas on either side of the blob...
on a side note, keep in mind that while guard units appear cheap, trying to do multiple roles (blob and tanks) will be less effective than running a pure blob or a pure tank army....the only time it works is throwing a few valkyries and vendettas into the mix...
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Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. |
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![[Post New]](/s/i/i.gif) 2012/06/03 01:59:53
Subject: Re:Imperial Guard HQ Command Squads
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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I think melta on blobs is mainly used for death or glory and sheer opportunism.
Echoing MrMoustaffa with the talk to Ailaros idea. He'll point you in the right direction
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![[Post New]](/s/i/i.gif) 2012/06/10 07:21:01
Subject: Imperial Guard HQ Command Squads
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Raging Ravener
Alaska
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I usually have special weapons in their own squad, stretched out in front of the blob to provide cover.
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![[Post New]](/s/i/i.gif) 2012/06/10 08:38:35
Subject: Re:Imperial Guard HQ Command Squads
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Decrepit Dakkanaut
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Jihallah wrote:I think melta on blobs is mainly used for death or glory and sheer opportunism.
That, and one other important thing. Meltaguns are the pikes of the 40k world. They're short ranged weapons that make certain things really, really not want to be near them. This means you have some degree of control over how your opponent moves certain units.
This is critical, of course, in a field-position army like foot guard. Space in 40k is really rather limited, and when you've got an army that literally spans the board, you've got the ability to make it so that huge chunks of said small amount of space are inaccessable to vehicles (and certain other baddies) without immediately getting counterattacked by melta in return. By the time you get around to mid-game, a proper foot horde guard commander can make their opponent's ability to move around practically zero. Once you've boxed in your mechanized opponent, then all of that mobility gained through transports and having guns on chassis instead of on infantry basically vaporizes, and all those transports now just become expensive dead weight.
Melta everywhere means that you win the field position game with a horde army. This basically shuts down the movement phase for your opponent, which is obviously to your benefit (especially if you're an army that has problems with force concentration, like foot horde guard).
You know you're doing something right when you're playing against DE and you've gotten him to the point where he just has a huddled mass of raiders in a corner... that then gets outflanked with al'rahem... whose eviscerator priests start swatting their vehicles out of the sky like the stalwartly-armed-with-tennis-raquets swatting at stray bats in the attic.
Plus, there's the psychology. More than once I've broken my opponent's morale by having 120 guardsmen badger his stuff into a corner with there being no safe place to run that he can't be engaged by meltaguns or get stuck in with power blobs that they'll eventually lose to.
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