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![[Post New]](/s/i/i.gif) 2013/05/31 15:21:26
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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What my goals are with this list are to go for secondary objectives and to deny my oponent achieving those objectives.
Firstly is First Blood
I have tried to keep my squads large and durable to survive and alpha strike while maximizing my chances to wipe out an enemy squad. The only real weak points I can see could be the Psyker Battle Squad. Do you all feel these guys are too flimsy to have on the board turn 1. If by any chance I could hold them in reserve or keep them out of line of sight I will. Secondly I feel I can get an easy first blood with the Earth Shakers, and Lascannons by picking off a transport or smallish squad. I have no night fight capabilities turn 1 so that could be bad if night fight is in.
Line Breaker
Basicly this is where the PBS will help out. If a non-fearless sqauad comes too close I will hit them with weaken resolve and make them push away. If anything drops in close I will sboot them with massed Lascannon, HB & Lasgun fire. To gain line breaker I can drop in the Stormies, the PCS or the Vets (these guys are armed with Flamers only because they will be inside the detta until the end of the game and were a cheep fill for my 2nd troops slot.
Slay the Warlord.
I decided to go with the LC because you can put him in with one of the Arty squads to gain T7 this will protect him from ID from ranged attacks. To get Slay the Warlord I will basicly be trying to hit them.with large pie plates to get in ID. I have not used a CCS because they die easy and I didn't want to give up slay the warlord amd first blood easily.
Primarys
Basicly I just hold my side of the board and shoot units off the board to swoop in for a late game objective grab.
So let me know how it looks. Is there anything I can chop and change to make it fit these jobs well?
1850 Imperial Guard.
HQ- Lord Commisar
70pts
T- Infantry Platoon
- PCS, 4x Flamers, 50pts (Vendetta)
- Infantry Squad, Commisar, Heavy Bolter, Krak Grenades 105pts
- Infantry Squad, Heavy Bolter 60pts
- Infantry Squad, Heavy Bolter 60pts
- 1x Sabre- TL- Lascannon, 1x Extra Crew Member
52pts
- 1x Sabre- TL- Lascannon, 1x Extra Crew Member
52pts
- 1x Sabre- TL- Lascannon, 1x Extra Crew Member
52pts
- 1x Sabre- TL- Lascannon, 1x Extra Crew Member
52pts
- 1x Sabre- TL- Lascannon, 1x Extra Crew Member
52pts
TOTAL 525pts
T- Veterans, 3x Flamers
85pts
E- Storm Troopers, 2x Melta Guns
105pts
E- Psyker Battle Squad, 5x Extra Psykers
110pts
FA- Vendetta Gunship, Heavy Bolter Sponsons
140pts
FA- Vendetta Gunship, Heavy Bolter Sponsons
140pts
FA- Vulture Gunship, TL-Punisher Cannon
155pts
HS- 2x Earth Shaker Gun Batterys
150pts
HS- 2x Earth Shaker Gun Batterys
150pts
HS- 2x Earth Shaker Gun Batterys
150pts
Fort- Agies Defense Line - Comm's Relay
70pts
TOTAL 1850 Automatically Appended Next Post: Forgive me if this reads badly its late and I'm tired.
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This message was edited 1 time. Last update was at 2013/05/31 15:22:14
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![[Post New]](/s/i/i.gif) 2013/05/31 15:24:57
Subject: 1850 Imperial Guard (Includes Forge World units)
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Long-Range Land Speeder Pilot
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You posted basically the same list here http://www.dakkadakka.com/dakkaforum/posts/list/527467.page
not sure what new feedback you're angling for. Also I believe HWTs come in 3's do they not? Automatically Appended Next Post: ps. Also your lord commisar isn't protected from ID by joining artillery, if he takes an unsaved wound from Str6 or higher he gets ID'd he is only treated as T7 for purposes of wounding.
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This message was edited 1 time. Last update was at 2013/05/31 15:26:12
Armies: Crimson Fists, Orks, Eldar |
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![[Post New]](/s/i/i.gif) 2013/05/31 20:56:39
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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Can you prove this? There is no more two toughness values.
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![[Post New]](/s/i/i.gif) 2013/05/31 21:02:54
Subject: 1850 Imperial Guard (Includes Forge World units)
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Grisly Ghost Ark Driver
Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)
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Do you stil have to pay for the AA mount on sabees or does that come standard with them now?
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"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War
"If your not winning, try a bigger sword! Usually works..."
10k
2k
500 |
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![[Post New]](/s/i/i.gif) 2013/05/31 21:17:26
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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AA mount is gone. They come with Interceptor and Skyfire now in there points cost.
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![[Post New]](/s/i/i.gif) 2013/05/31 23:31:50
Subject: Re:1850 Imperial Guard (Includes Forge World units)
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Imperial Agent Provocateur
Mystical Warp Storm
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Hmm I was under the impression that autocannons were better than heavy bolters :/
Anyway I think this list is good however I'm a bit hesitant bringing only 4 infantry squads
playing IG.
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"We need a new driver, this one is dead"
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![[Post New]](/s/i/i.gif) 2013/06/01 03:39:09
Subject: 1850 Imperial Guard (Includes Forge World units)
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Grisly Ghost Ark Driver
Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)
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Sinji wrote:AA mount is gone. They come with Interceptor and Skyfire now in there points cost.
Nice, what book are the new ones found in?
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"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War
"If your not winning, try a bigger sword! Usually works..."
10k
2k
500 |
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![[Post New]](/s/i/i.gif) 2013/06/01 05:17:34
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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The newest is IA IG second ed. Aeronaughtica also has them but it just says to add a serch light for free thd newer book say you must replace a gun to get the searchlight.
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![[Post New]](/s/i/i.gif) 2013/06/01 11:54:48
Subject: 1850 Imperial Guard (Includes Forge World units)
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Junior Officer with Laspistol
Manchester, UK
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Looks ok for an artillery gunline. However, I would probably group the sabres into larger units, a three and a two (or get an extra one for two units of three). They are first blood bait as they are now, as a single wound is a LD check and it will be hard to get all five squads within 6" of the commissar, without bunching up so much that a manitcore would just wipe them all out.
As for the PBS, if you can hide it out of LoS it is very hard to kill. Only one guy needs to pop his head out to use powers. Also, if you do weaken resolve he can run back into cover, as it is not a shooting attack.
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![[Post New]](/s/i/i.gif) 2013/06/01 14:25:49
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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Haha never thought of running after casting thats clever. I did consider running two Commisars for the Ld boost but not sure what to cut to get it in. also still trying to configure the Sabres in the best way they can be effective. I like the small squads as it allows me to shoot more targets but as you said they are an easy kill for FB. If I need to I can drop the Storm Troopers which is kind of sad as they are the most reliable way I have for taking out AV14. There biggest weakness though is that they are a Beta Strike unit in an Alpha Strike World and you can't always rely on reserves to come in and work when you want them too.
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![[Post New]](/s/i/i.gif) 2013/06/01 18:14:00
Subject: 1850 Imperial Guard (Includes Forge World units)
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Long-Range Land Speeder Pilot
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Sinji wrote:Can you prove this? There is no more two toughness values.
You are correct there are no more 2 toughness values but that has no bearing on this argument, your commissar is not T3 (7). Because the commissar has joined the artillery unit he counts as T7 for purposes of rolling to wound, if your Lord Commissar then proceeds to take an unsaved wound from a Str6+ weapon that has successfully wounded against the T7 it will ID him because it is double his toughness, you follow me?
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Armies: Crimson Fists, Orks, Eldar |
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![[Post New]](/s/i/i.gif) 2013/06/01 18:57:32
Subject: 1850 Imperial Guard (Includes Forge World units)
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Rough Rider with Boomstick
Wiltshire
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CaptainJay wrote: Sinji wrote:Can you prove this? There is no more two toughness values.
You are correct there are no more 2 toughness values but that has no bearing on this argument, your commissar is not T3 (7). Because the commissar has joined the artillery unit he counts as T7 for purposes of rolling to wound, if your Lord Commissar then proceeds to take an unsaved wound from a Str6+ weapon that has successfully wounded against the T7 it will ID him because it is double his toughness, you follow me?
Wrong.
This is from the artillery section on p.46 of the BRB:
"If shooting at an Artillery unit, the Toughness of the guns is always used whilst at least one gun remains."
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/06/01 19:23:21
Subject: 1850 Imperial Guard (Includes Forge World units)
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Long-Range Land Speeder Pilot
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Tactical_Genius wrote: CaptainJay wrote: Sinji wrote:Can you prove this? There is no more two toughness values.
You are correct there are no more 2 toughness values but that has no bearing on this argument, your commissar is not T3 (7). Because the commissar has joined the artillery unit he counts as T7 for purposes of rolling to wound, if your Lord Commissar then proceeds to take an unsaved wound from a Str6+ weapon that has successfully wounded against the T7 it will ID him because it is double his toughness, you follow me?
Wrong.
This is from the artillery section on p.46 of the BRB:
"If shooting at an Artillery unit, the Toughness of the guns is always used whilst at least one gun remains."
I don't think you've really read what I've said, so I will try again with an example.
A squad of long fangs with 5 missiles launchers fires at the Sabres with the Lord Commissar attached. The lord commissar is in front of the guns and the entire unit is out in the open (no cover saves). The long fangs hit with 4 of their missiles, the unit is treated as T7 because of the rule you just quoted, so the missiles need 3+ to wound ( pg 14, Str8 vs. T7), they proceed to roll a 1,3,4 & 5. I now have 3 Str8 Ap3 wounds. We then proceed to allocate the wounds as per pages 15/16 the commissar eats the first missile, which IDs him ( pg 16) "if a model suffers an unsaved wound from an Attack that has a Strength value of doubles it toughness value or greater (after modifiers), it is reduced to 0 Wounds and removed as a casaulty." because guess he is only T3 and the Str8 krak missile is double his toughness. The commissar is T7 for the purposes of shooting/wounding the unit due to artillery rules (or majority toughness pg 14), however he is not T7 for the purposes of allocating wounds he gets doubled out.
Another example is running an Eldar Farseer with Wraithguard, the Farseer benefits from the majority toughness 6, but if he takes an unsaved wound from Str6 or higher it'll ID him because he's T3. Comprende?
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Armies: Crimson Fists, Orks, Eldar |
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![[Post New]](/s/i/i.gif) 2013/06/01 19:42:41
Subject: 1850 Imperial Guard (Includes Forge World units)
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Rough Rider with Boomstick
Wiltshire
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But it's not the majority toughness rule. It's the rule that states the unit IS toughness 7 for the purposes of shooting attacks. NOT, as you have stated, for wounding only.
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/06/01 19:59:03
Subject: 1850 Imperial Guard (Includes Forge World units)
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Long-Range Land Speeder Pilot
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Tactical_Genius wrote:But it's not the majority toughness rule. It's the rule that states the unit IS toughness 7 for the purposes of shooting attacks. NOT, as you have stated, for wounding only.
Now you're just pulling rules out your ass the rulebook doesn't say 'the crew-members and any attached I.C.s become T7" it states as per pg 46 "If shooting at an artillery unit, the toughness of the guns is always used whilst at least one gun remains", the T7 OF THE GUNS is used, the crew members ( IG) and commissar are still and always have been T3 ( so still get ID'd by Str6+) they simply benefit from the advantage of being significantly tougher to wound (as you have to wound against the T7 of the gun, rather than the T3 off the attached infantry). Not really sure how else I can explain this.
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Armies: Crimson Fists, Orks, Eldar |
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![[Post New]](/s/i/i.gif) 2013/06/01 20:03:41
Subject: 1850 Imperial Guard (Includes Forge World units)
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Rough Rider with Boomstick
Wiltshire
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To me though, saying "the toughness of the guns is used" seems to be rather explicitly stating that that is for all cases. It does not say "use toughness 7 for the purposes of wounding".
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/06/02 05:01:23
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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If the toughness of the guns is always used then he won't suffer Instant Death as he would always be Toughness 7. The key word here being "always". You can't use Toughness 7 when rolling to wound then Instant death him as a Toughness 3 model if you must "always" use the toughness of the guns.
I can understamd how you misunderstood this when reading it before but all is forgiven.
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![[Post New]](/s/i/i.gif) 2013/06/02 05:44:32
Subject: 1850 Imperial Guard (Includes Forge World units)
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Rough Rider with Boomstick
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I think you would do better with the LC in the combined IS unit.
I recently made a similar list.
http://www.dakkadakka.com/dakkaforum/posts/list/529223.page
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"Ignorance is bliss, and I am a happy man."
"When you claim to be a purple unicorn, and I do not argue with you, it is not because I agree with you."
“If the iron is hot, I desire to believe it is hot, and if it is cool, I desire to believe it is cool.”
"Beware when you find yourself arguing that a policy is defensible rather than optimal; or that it has some benefit compared to the null action, rather than the best benefit of any action." |
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![[Post New]](/s/i/i.gif) 2013/06/02 08:44:24
Subject: 1850 Imperial Guard (Includes Forge World units)
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Rough Rider with Boomstick
Wiltshire
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Sinji wrote:If the toughness of the guns is always used then he won't suffer Instant Death as he would always be Toughness 7. The key word here being "always". You can't use Toughness 7 when rolling to wound then Instant death him as a Toughness 3 model if you must "always" use the toughness of the guns.
I can understamd how you misunderstood this when reading it before but all is forgiven.
Finally, the voice of reason
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/06/02 08:49:25
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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Would this list be stronger if I included Cotaez and a Strike Squad for Deep Strike Defence and to have half decent Counter charge unit?
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![[Post New]](/s/i/i.gif) 2013/06/02 09:08:36
Subject: 1850 Imperial Guard (Includes Forge World units)
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Rough Rider with Boomstick
Wiltshire
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Probably not, as they wouldn't synergise very well, and divination would be wasted on a strike squad.
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/06/02 10:09:21
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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I could always take a Purfier squad with 4 psycannons as well and stick Cotaez with them. The Strike Squad could put up warp quake and Cotaez can shoot things with I've been expecting you when they come in from reserve
Squads could look something like this.
HQ- Cotaez
100pts
T- Strike Squad
10x Grey Knights, 2x Psycannons, Psybolt Ammo
240pts
HS- Purifier Squad
10x Purifiers, 4x Psycannons, Psybolt Ammo
300pts
Lot of points but can put down some punch. If I need to go cheep I could just take a naked Inquisitor.
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![[Post New]](/s/i/i.gif) 2013/06/02 10:11:59
Subject: 1850 Imperial Guard (Includes Forge World units)
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Rough Rider with Boomstick
Wiltshire
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Instead of the strike squad just take a henchmen warband (maybe a cheapy one) with chimera for the lyricists to "commandeer". Only problem with that is you might give up first blood.
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/06/02 21:06:38
Subject: 1850 Imperial Guard (Includes Forge World units)
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Growlin' Guntrukk Driver with Killacannon
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Yeah I don't want to give up FB. What about a Strike Squad and a Henchmen Squad. 2x Monkeys and 10x SB Warriors for Cotaez to hang with. Gives me some more range and a couple of extra Lascannons. I could also get the rending ability from the Monkeys which would be nice.
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