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Made in th
Pyromaniac Hellhound Pilot






Meowwwwwwwwwww~

I'm expanding my Imperial Guard / Astra Militarum army... 500 to 1,000 points.
my current Heavy weaopn arrangement is to attach all of them to a generic Infantry squad. in one entire platoon (another platoon gets special weapons for every Inf. squads) in the same manner you expects to see in Company of Heroes (and even the original Dawn of War).. against an Ork waaagh led by Big Mek and TWO mobs of Deff (?) gun (A weapon that works like a generic machinegun in the distance of 48" but uses flamethrower template if an enemy gets close enough). it's a disaster. a 55-men strengh troops were mowed down to about 20 at the 6th turn (with only few orks killed. two grots and one 'Nob' (I think)).. all hit by an Autocannon.

P'rhaps it's time that I must 'detach' thses big guns and create a dedicated HW squads. surely my plan is that AC will get one and LC will have its own squad. (Both AC and LC will have its own platoons) (And considering one full squad of Heavy bolter) But about Missile launchers.
Is it better to make one dedicated ATGM/SAM Squad or keep 'em with Infantry squad just like before?

This is the platoon with heavy weapons.... paintscheme based on classic British army
Spoiler:






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Made in us
Sadistic Inquisitorial Excruciator





You can't attach HWT to other squads.
   
Made in gb
Hurr! Ogryn Bone 'Ead!




United Kingdom

Hate to say this but... The HWT can only be attached to a platoon, with all of the platoon rules. Otherwise they're on their own. Of course what you can do is stick 'em behind a Aegis Defense Line and/or Conscript Blob. Nice paint scheme, but I prefer the more urban look, works wonders with vehicles, after all, redcoats didn't have superheavy tanks trundling across the battlefields, capable of blowing entire squads of... anything to smithereens.

This message was edited 1 time. Last update was at 2014/10/09 18:24:23


 
   
Made in ru
Lone Wolf Sentinel Pilot





Room

There are three choices:

1) Make 50-man blob with 5 AC/LC in squads. Before they had re-roll orders, and then divination psykers. Now it's probably better use Aquilla from commander relics.

2) HWS with 3 teams. Works with mortars and hiding somewhere out of LoS. Fragile, but cheap and efficient.

3) HWT on veterans. Not reliable. I use one vets squad with snipers, camo and HB HWT.

And of course you can put heavy weapon into command squad



Mordant 92nd 'Acid Dogs'
The Lost and Damned
Inquisition
 
   
Made in hu
Dakka Veteran




You CAN attach HWT (single heavy weapon) to anything,actualyl that's an upgrade for two man. What you can't attach is HWS in an infantry platoon, those are on their own.
   
Made in us
Shadowy Grot Kommittee Memba






....there is no weapon that works like a machine gun but turns into a flamer up close.

You'd better make sure your opponent isn't confusing the fact that Lootas (deff gunners) come in the same box as Burna Boyz (flamer troops). You don't get BOTH weapons, they just come in the same box and can be equipped as either one. They're two separate units in the codex.

Deff gunners are 48" range heavy D3 guns. Burna Boyz all equip flamers that can become power weapons in close combat if they don't fire them as flamers.

If you play the same opponent and it does seem clear he is building his army to beat yours, have you considered doing somewhat of the same? Bring Rocket Launchers as your heavy weaponry, which can fire blasts into the heart of the Ork Horde, or instantly pick off individual nobs (Nobs are the Ork nobility. They have the same Toughness four of a boy, but sport two wounds apiece, making them twice as hard to kill. However, strength eight weaponry doubles their toughness and kills them instantly!)

Also, if you're looking to expand your army to have quite a lot more punch to it, a Leman Russ Battle Tank might be a great addition! I have seen people looking to go for a more "old school" Guard army build the Leman Russ without the main turret, instead putting the gun mounted on top manned by a Guardsman. It makes the tank look more like an old World War I tank.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

If the player is half intelligent, he won't put his Nobs in front and you'll need mortars or snipers to kills those Nobs off.

One tactic against Orks is putting everything in small units. When he charges a small group, he kills it off in his turn and during yours, you can shoot the unit that's standing out in the open.

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in th
Pyromaniac Hellhound Pilot






the_scotsman wrote:
....there is no weapon that works like a machine gun but turns into a flamer up close.

You'd better make sure your opponent isn't confusing the fact that Lootas (deff gunners) come in the same box as Burna Boyz (flamer troops). You don't get BOTH weapons, they just come in the same box and can be equipped as either one. They're two separate units in the codex.

Deff gunners are 48" range heavy D3 guns. Burna Boyz all equip flamers that can become power weapons in close combat if they don't fire them as flamers.

If you play the same opponent and it does seem clear he is building his army to beat yours, have you considered doing somewhat of the same? Bring Rocket Launchers as your heavy weaponry, which can fire blasts into the heart of the Ork Horde, or instantly pick off individual nobs (Nobs are the Ork nobility. They have the same Toughness four of a boy, but sport two wounds apiece, making them twice as hard to kill. However, strength eight weaponry doubles their toughness and kills them instantly!)

Also, if you're looking to expand your army to have quite a lot more punch to it, a Leman Russ Battle Tank might be a great addition! I have seen people looking to go for a more "old school" Guard army build the Leman Russ without the main turret, instead putting the gun mounted on top manned by a Guardsman. It makes the tank look more like an old World War I tank.


OK I don't have Orks codex. (And not even consider owning a personal Ork waaaaaaaaaaaaaagh). the opponent in question explains how 'deff gun' works in Thai as 'a combination of Flamethrower and Heavy machine gun' (though I think he converted that 'looters' in question to easily swing between different games. prone to cheating but I never saw him using flamethrower template, only use it as an HMG)

About adding mortar sections into the army. I think the new IG vehicle... the Wyvern, does it better. Really? (I'm considering Wyvern and Mortar sections) Also I don't have Veteran sections as yet. (may consider adding one, using Grenadiers doctrine and gets the new model i'm sure of it).
And about blobs in the front. should they get any heavy weapons (either Missile Launcher or H. Bolter) or special weapons (anything that has a range of 24") or none? I don't use Conscript platoon yet.

This message was edited 1 time. Last update was at 2014/10/10 16:30:37




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