Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/02/07 16:23:35
Subject: How good/bad are conscript guard?
|
 |
Regular Dakkanaut
|
There's some 3rd party models out for conscript and I figured this would be a good way of either killing/supporting a fantasy where I have an army featuring them. There's some cool stuff you can do with platoons with em, so there's even more stuff to look into there for fun.
How do you guys like them how do you dislike them, if you could do 100% build around builds with them what would you do etc.
If I was going to do a list with them, I don't mind it having to be a build around as this would be something I would have in mind when creating the army.
I guess for me to consider them I'd have to figure out at best a fairly competitive army list, (would be awesome), at worst, something generally ok and fun.
|
This message was edited 5 times. Last update was at 2014/02/08 01:21:52
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 21:56:31
Subject: How good/bad are conscript guard?
|
 |
Executing Exarch
|
I have a pretty brutal artillery list that features 2 squads of 20 SiNW conscripts. Do you use Forgeworld?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:21:48
Subject: Re:How good/bad are conscript guard?
|
 |
Hellish Haemonculus
|
Out of curiosity, where did you find 'good' third party minis to represent conscripts? I'd love to have a Chenkov list, I just haven't found a way to do it with a reasonable pricetag.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:53:07
Subject: How good/bad are conscript guard?
|
 |
Decrepit Dakkanaut
|
I ran SitNW conscripts for awhile. They were a blast.
The best way to use them is to sit them on objectives near your board edge, making sure at least one conscript is more or less planting a back foot on said edge. Also, keep your conscript squads small. Assuming that you do this, if your opponent shoots at your conscripts one of three things will happen:
1.) You take only a couple casualties, but shrug it off. You've got 20 dudes after all.
2.) You take some casualties, roll a 2-5 on 2D6, and shrug it off. You started with 20 dudes after all.
3.) You take some casualties and roll a 6-12 on 2D6, at which point everyone who was killed immediately pops back up in place as if the unit wasn't even shot at in the first place.
After my stint with them, people started calling conscripts' morale test their "regeneration test".
It was fun (especially shouting "killed to a man, you say? Send in the next wave!"), but the problem was that conscripts only exist in the context of infantry platoons, and foot guard is really weak right now. If that's not a problem, then I'd go ahead and run them.
As far as how to, I'll direct you towards some of my battle reports when I used them: here, here, and here. If you go snooping around, you can see both the tactical versions of those games as well as others where I used conscripts.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 00:29:50
Subject: How good/bad are conscript guard?
|
 |
Regular Dakkanaut
|
Kind of curious how conscripts work, do they automatically go into ongoing reserves? i though a character with a special rule gave this to them.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 01:28:05
Subject: How good/bad are conscript guard?
|
 |
Regular Dakkanaut
|
Well good...as in bits for replacement heads.
Wounded head swaps...can't quite remember where I saw em last.
Penal guard are the ones I was thinking had a full kit out 3rd party. My bad.
Conscripts go into infantry platoons in units of 20 up to 50 per slot, and if you've got Commander Chenkov in the army any troop of conscripts can be given an upgrade special rule called Send in the Next Wave
|
This message was edited 2 times. Last update was at 2014/02/08 01:32:18
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 01:42:45
Subject: How good/bad are conscript guard?
|
 |
Heroic Senior Officer
|
I use wargames factory as conscripts, the british colonial troops (luckily suit my army) and for a small price you get 25 of them. They arent great, but they arent bad... I use them just to add more lasgun rounds in my army.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 01:46:50
Subject: How good/bad are conscript guard?
|
 |
Decrepit Dakkanaut
|
Elgrun wrote:Kind of curious how conscripts work, do they automatically go into ongoing reserves? i though a character with a special rule gave this to them.
It is.
First you buy the special character chenkov, and he unlocks an upgrade that conscripts can take called send in the next wave. Any conscript squad that buys the upgrade can be re-deployed at the beginning of your next turn assuming that it was either killed to a man, run off the board, or you voluntarily decided that "well, they were probably going to die anyways" and just picked them up off the table yourself.
If your opponent kills them or runs them off the board, that means that they come back basically instantly. The only real glitch is if you deploy them too far forward, and they don't manage to actually make it off the board, requiring you to take them off the table voluntarily which requires them to "skip" a turn of not being on the board.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 02:43:09
Subject: How good/bad are conscript guard?
|
 |
Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
|
But...
I thought it was like this?
If you choose to remove the unit yourself, you can bring it back.
If the enemy wipes it out, it won't return.
I gotta recheck the codex now.
|
This message was edited 1 time. Last update was at 2014/02/08 02:43:21
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 02:46:50
Subject: How good/bad are conscript guard?
|
 |
Regular Dakkanaut
|
BrotherHaraldus wrote:But...
I thought it was like this?
If you choose to remove the unit yourself, you can bring it back.
If the enemy wipes it out, it won't return.
I gotta recheck the codex now.
Pretty sure it works in either scenario. They get wiped they come back, or you basically call the unit a wash at a certain point, and they are removed as if they'd been wiped. If it was a kill point thing, removing the unit voluntarily would give up a kp.
|
This message was edited 1 time. Last update was at 2014/02/08 02:47:28
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 02:47:29
Subject: How good/bad are conscript guard?
|
 |
Heroic Senior Officer
|
BrotherHaraldus wrote:But...
I thought it was like this?
If you choose to remove the unit yourself, you can bring it back.
If the enemy wipes it out, it won't return.
I gotta recheck the codex now.
Thats how i remember it, but I havent used the rule in a long time, let us know quickly!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 02:55:13
Subject: How good/bad are conscript guard?
|
 |
Executing Exarch
|
They come back the beginning of your next turn if they are killed or run of the board.
If you remove them you have to wait until the beginning of your next turn to bring them back. It is actually better for them to get killed off the board.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 03:43:39
Subject: How good/bad are conscript guard?
|
 |
Decrepit Dakkanaut
|
There have been plenty of YMDCs on if conscripts come back, and the majority opinion (for what it's worth) is "yes".
There are complicated RAW reasons, but the RAI is plain as day. You're a general who has a second wave lined up to go charging in if (once) the first wave fails. They're right there, just off the board, waiting to charge. Does the particular means by which the first wave fails important? Are you going to go "oh, if only they'd run away in a total rout rather than getting slaughtered to a man, then I could send in my next wave!" No.
Also, it's clearly the intent by the rulemakers. It costs 80 points to buy the conscripts, and SitNW is so expensive that it almost costs more than the unit. Clearly they were envisioning that you'd actually get to use the rule, rather than use the rule in certain narrow situations.
As such, if the conscripts are removed from play, whether by being killed to a man, or run off the board, or because you decide that they're removed from play, then you can bring them back. Of all I've seen to the contrary, it never seems to rise above semantic bickering by people who just want the rule to be different.
And yes, it's much better for you to see them killed or run off the board, because bringing them back on happens before removing them voluntarily, so it's best to see them removed involuntarily than otherwise.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 03:46:34
Subject: How good/bad are conscript guard?
|
 |
Heroic Senior Officer
|
Thats good to know, not that it will matter in a months time (in theory). I have always thought i had to do it
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 04:01:59
Subject: How good/bad are conscript guard?
|
 |
Decrepit Dakkanaut
|
Also, you can look at it by a power metric. Let's say that the only way that you got to bring back conscripts was if you removed them voluntarily the turn before. Would you ever bring SitNW conscripts? No, because the odds of them getting killed or run off before you had a chance to remove them voluntarily are too high. It would make more sense to just buy more conscripts.
On the other side, I never had any of my opponents call the loser definition overpowered, nor would I call it that myself. SitNW has to be used once to make its points back, and is has to be used twice to really get that extra spice out of it. It's not very difficult for your opponents to make it so that the conscripts don't respawn twice (or even once) - all they need to do is not target your conscripts. If they never shoot at them or run them off the board, then it's a big pile of wasted points.
That was one of the reasons I stopped taking them, eventually. Once my opponents figured out how to circumvent the rule, and I started figuring out how pointless objectives were in 6th edition 40k, they started to phase out of my lists.
They did create some tactical goofiness, though, apart from being fun to play with. The main one was that my opponents knew that the best way to handle conscripts was not to attack them - leaving them as nothing more than 7.5 ppm guardsmen with nothing but lasguns and worse stats. The end result, oddly enough, was that I could charge my conscripts forward recklessly knowing for certain that they were invincible because my opponents wouldn't ever touch them.
I actually had a game that I won precisely because of this reason. My opponent refused to shoot at my conscripts so I rushed them forward and at the end of the game, they were standing on my opponent's objective, scoring his objective. It wouldn't have taken more than a fierce scowl and some angry words to make the conscripts run far, far away off the objective, but he simply forgot to do it, because he had learned not to bother with them.
|
This message was edited 2 times. Last update was at 2014/02/08 04:02:35
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 06:29:00
Subject: Re:How good/bad are conscript guard?
|
 |
!!Goffik Rocker!!
|
I'm pretty sure that the wording: "A unit with this special rule can, at the start of the player's turn, be removed from the play..." means they must be present at the start of the controlling player's turn. If they've allready run off board or got caught in sweeping advance or destroyed to the last one in any way - you can't send in the next wave.
I've tried them both with Chenkov and without him. both in 50-strong squads. Can tell you that if you take Chenkov, 50 guyz are too much cause the opponent just ignores conscripts till late game thus they don't do what they're supposed to do - distract the opponent. Though, i've run a platoon list with 50 guyz with krak nades, some meltas and power axes+ Tigurius + Xeno inquisitor and 50 conscripts with a comissar lord wielding a power-fist. And i really liked that combo! Platoon with Tigurius and xeno inq are a threat to almost any enemy. Cause they're frightening in mellee and can shoot good. With that 4++ or/and fnp with relentless thanks to psy powers - they are a blast. They've killed so many monstrous creatures with nades that i've lost count. They've killed Be'Lakor on his own charge. They've run over nurgle bikers! And conscripts were alwayz helpful. If the enemy focuses on killing your more costly platoon and suckseeds in it - just join conscripts and u're good once again. 200 pts for 50 t3 5+ bodies with lazginz? Yes please. I'd love to have grots with such stats in my ork army.
Though, don't forget - they need a comi lord nearby to get ld10 and be reliable.
|
This message was edited 5 times. Last update was at 2014/02/08 06:34:10
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 07:57:11
Subject: Re:How good/bad are conscript guard?
|
 |
Hellish Haemonculus
|
koooaei wrote:I'm pretty sure that the wording: "A unit with this special rule can, at the start of the player's turn, be removed from the play..." means they must be present at the start of the controlling player's turn. If they've allready run off board or got caught in sweeping advance or destroyed to the last one in any way - you can't send in the next wave.
"Any unit with this special rule that is removed from play may be brought back into play...etc etc"
Most folks agree that regardless of HOW they were removed from play (from being killed, or from being removed by the FIRST part of SitNW) the rule may still be used. A minority of players believe that 'removed from play' in the preceding quote refers ONLY to models removed via the first part of SitNW.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 16:21:09
Subject: How good/bad are conscript guard?
|
 |
Regular Dakkanaut
|
How do void generators make you think of the unit if its a screening unit so they can't get to something in your back line... does that become counter productive or w/e how do you think that'd work out from a function standpoint.
|
This message was edited 1 time. Last update was at 2014/02/08 16:22:25
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 16:41:42
Subject: How good/bad are conscript guard?
|
 |
Is 'Eavy Metal Calling?
|
To be honest, regardless of purpose, I would never upgrade conscripts with anything other than SITNW. If you're bringing void shield generators in an IG army, you have far more important things to throw down behind them than conscripts. Anything from a Russ to an Infantry squad will get more use out of extra protection than Consripts. SITNW makes them basically immortal unless they are wiped/removed on the last player turn, that's all the defence they need.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 18:20:36
Subject: How good/bad are conscript guard?
|
 |
Fixture of Dakka
|
Main problem with conscripts is that they're are incredibly limited to just capturing objectives no more than 12" from your board edge since they're absolutely terrible at anything else. They're like cultists that kill even less models.
Also, with all the upgrades they're not much cheaper than guardsmen which give you the option of real damage output.
|
Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500, |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 18:29:59
Subject: How good/bad are conscript guard?
|
 |
Decrepit Dakkanaut
|
So, that's the main part of the sacrifice you make.
... But I've found it occasionally to not be strictly true. They DO have lasguns, and they DO have a lot of them, and they CAN, on occasion accept FRF. As such, they do have the ability to threaten stuff that has been weakened, but is still trying to claim or contest your backfield objectives.
I mean, a unit of 20 conscripts with FRF lays down 60 lasgun shots for 20 lasgun hits. That's enough to kill a terminator or two, or peel the last wound off of a monstrous creature.
Their killing power is pretty terrible, but it's not completely nonexistant. Plus, you get to revel in your opponent's deep shame and humiliation when a conscript does accidentally kill something.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 20:20:30
Subject: Re:How good/bad are conscript guard?
|
 |
Douglas Bader
|
The main problem is that conscripts now have competition from the DKoK assault brigade and its respawning platoons. Sure, it's a bit harder to get them to respawn, but you're getting full guardsmen but with even more bonuses: WS 4 and immunity to morale tests from shooting (IOW, the perfect objective babysitters). Conscripts don't contribute very much and are fairly easy to ignore until you drive them off the objective on the final turn, but a melta platoon deployed up front is a threat that actually has to be killed even if it's just going to respawn back on an objective.
|
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/10 17:52:49
Subject: Re:How good/bad are conscript guard?
|
 |
Lit By the Flames of Prospero
|
Peregrine wrote:The main problem is that conscripts now have competition from the DKoK assault brigade and its respawning platoons. Sure, it's a bit harder to get them to respawn, but you're getting full guardsmen but with even more bonuses: WS 4 and immunity to morale tests from shooting ( IOW, the perfect objective babysitters). Conscripts don't contribute very much and are fairly easy to ignore until you drive them off the objective on the final turn, but a melta platoon deployed up front is a threat that actually has to be killed even if it's just going to respawn back on an objective.
If you can afford DKoK
|
Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/10 17:59:07
Subject: Re:How good/bad are conscript guard?
|
 |
Junior Officer with Laspistol
Manchester, UK
|
BrotherOfBone wrote: Peregrine wrote:The main problem is that conscripts now have competition from the DKoK assault brigade and its respawning platoons. Sure, it's a bit harder to get them to respawn, but you're getting full guardsmen but with even more bonuses: WS 4 and immunity to morale tests from shooting ( IOW, the perfect objective babysitters). Conscripts don't contribute very much and are fairly easy to ignore until you drive them off the objective on the final turn, but a melta platoon deployed up front is a threat that actually has to be killed even if it's just going to respawn back on an objective.
If you can afford DKoK
There is nothing to say that you can't use DKOK rules with other IG models. Sure, you lose a bit of the cool factor but they can still be fun. You would need to pick up IA12 though, or play the not-so-good siege list that is free on the FW site. The siege list doesn't get the respawn though.
|
This message was edited 1 time. Last update was at 2014/02/10 18:00:04
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/11 15:32:28
Subject: Re:How good/bad are conscript guard?
|
 |
Boom! Leman Russ Commander
|
Ive used conscripts a couple of times using various sized squads. Ive even played a game with two big units of 40 guys. I will say thought that their most useful roll is a 20 man squad with send in the next wave. It isnt too costly and as long as your whole list isnt wiped you basically have a permanent objective holder/ contester in your deployment zone.
|
|
|
 |
 |
|