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Made in us
Regular Dakkanaut





Hello all I am here today to ask for suggestions on how to equip my starting AM army. I've been playing DA and GK for about 4 years now and wanted to switch things up but stay loyal to the imperium and the emperor.
My army includes (still in box)
- battle tank
- 10 man squad
- 10 man squad
- chimera transport
- command squad
- tempestus scions squad
- Valkyrie gunship
- heavy weapon team
- commissar with power sword and plasma pistol

I have plenty of extra bits so most customizing is possible I'm not looking for someone to build me an army I would just like suggestions on how to equip these units thanks for all your future input!
For The Emporer!
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

You play Dark Angels? Are you sure you're loyal to the Emperor?

Anyway of you want to run AM I would suggest getting a lot more tanks and artillery: punishers, vanquishers, executioners (if you're a bit suicidal), wyverns and (if you're really fancy) DKoK artillery pieces. You need more tanks to build up the bulk of your army and give you some variety for taking on any army. Your vanquisher gives you anti armour, the punisher anti anything with AV10 or a poor armour save, the executioner for anti 2+ armour units and the Wyvern for shredding infantry who hide in cover. The DKoK is only if you have the money and want an army which looks god damn awesome!

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Lone Wolf Sentinel Pilot





Wow, just realized I probably typed way more than you want to read. Have at it.

For starters, what size army were you looking at? Something you can run in smaller games (1000 or under), or as an ally for an existing army, or for a full blown 1850-2000 point list?

From what you have right now, you can build a basic CAD/Ally of about 800-900 points. Could make an okay ally for DA/GK, as a russ and vendetta (most prefer these to valkyries) can help out just about any list. The problem is your lack of useful infantry, if you want to run guard on their own you'll need some more stuff. While some codices can get by without using a lot of troops, guard are always in some way reliant on them, either as a meat shield for tanks or as a way of delivering special weapons fire.

It really depends on how you want to build up your guard force. There are two distinct playstyles for them (although it's easy to overlap the two) that you need to pick from. Do you want to do blob guard, where you have huge clumps of infantry on the table? Or would you rather do a more mechanized guard, with chimeras full of kitted out veterans?

If you want to lean more towards an infantry based army you'll need at least three more boxes of basic guardsmen, and for full sized infantry armies it's nothing to have 100 models on the table. Keep in mind a basic guy is 5 points, and if you run conscripts it's only 3 ppm. Conscript armies can easily hit 200+ dudes on the table in large games. This style focuses on soaking up wounds and orders play a large role in the game, but it is generally slower and a bit more static. You can use an army of vets on foot, they will shoot better and can take camo/carapace, lots of special weapons, but keep in mind that this means less orders and that you'll only be using an order on 10 guys instead of a potential 50. If you go with foot guard, as I said, a couple more boxes of guardsmen and another command squad if you're using a platoon (you need platoon command squads). You'll want to consider sticking a flamer or a grenade launcher in the infantry squads, because they struggle to get close with melta, die to their own plasma, and a single sniper is meh. Personal preference is flamers to discourage enemies from getting too close. Also, as orders are important, a vox caster in the command squads and in each infantry squad (or 1 per couple squads if you plan on running them as a single unit).

If you want to run mech vets, it's in the name. You'll need a couple more chimeras, those new armored assault boxes are a nice deal, and you'll want to run your guys as veterans. You'll be playing a more agile list, and you'll be able to invest in a lot more toys for your boys, but you also need to consider you'll have less stuff on the table. If you want to go this route you'll need at least 2 more chimeras, and you'll want to kit your vets out with a lot of special weapons. What really sucks about the guard line of models is that you only get a 10th of the special weapons you actually need. I like to run 2 vet squads with 3 melta apiece and 2 with 2 plasma and a heavy flamer apiece (everyone has their own preferred balance of weapons), but you barely get any of that from the kits you have. Melta, plasma, and heavy flamers only come in a single kit, the command squad, and you only get one of each. You can either blow a load of money buying command squads, or you can source them from somewhere else. 3rd party weapons are common, as well as getting spares from bitz sites.

It is possible to mix and match your guard of course, I often run one platoon and few chimeras of vets, just know what it is that you're going for and possibly read up a bit on the tactics for each before you start buying stuff.

As for what you have:
-Magnetize your russ. Tutorials all over the place. Try to get a punisher cannon bit for it. If you get a second russ consider running them as a pask command squad, a pask punisher gets 20 BS4 preferred enemy S5 rending shots that reroll failed armor pens
-Scions are a bit tricky, they fill very specific roles. Either give them volley guns for mowing down MEQs, plasma for killing off big scaries, or melta, although I usually use vets for the latter 2. They're just very situational, especially if you only have one squad.
-Valkyrie should be used as a vendetta. There's a FW kit to add the lascannons, but all you need to do is stick lascannons all over it that you can source from other vehicles.
-HWS is usually autocannon or lascannon depending on who you talk to. Both have pros and cons. Heavy bolters aren't especially useful as all of your vehicles already have these. Missiles are okay but looked down upon because they're weaker than a lascannon but have fewer shots than an autocannon, it's usually better to specialize in one thing than be mediocre against everything. Just throw away your mortars, the only time they'll ever be useful is if you're up against a horde army, and even then there are much better ways to deal with a horde.
-Commissars are useful, especially if you're running large squads, but are rarely worth throwing a lot of weapons on. Is that the plastic commissar that can take plasma or bolt pistol, or is that a specific one? Their specialty is boosting leadership and giving pseudo-fearless, not putting out damage or killing stuff in CC. The problem is that a plasma pistol and power sword will make the model a disgusting 55 points, yet he dies like any other guardsmen. Instead of giving him a plasma pistol (and the risk of gets hot combined with a 5+), give a standard guy a plasma gun. That's two shots instead of 1, and the fact that it's rapid fire instead doesn't matter since guard will almost never charge if they can instead FRFSRF. As for throwing a sword on him, know that he only gets 3 S3 attacks at I3. He's in no way terrible, but as a general rule guard don't like CC unless you're DKoK, and even then you don't want stuff very close to you. Sure, against tac marines it'll do well, but a dedicated CC unit will rip through them, and he simply can't accept a challenge from anyone, period.

What to invest in next?
-Depending on what you want to do with the army, some more dudes, maybe chimeras, the new armored assault box is a deal.
-A wyvern. Where I said mortars suck? This is the only mortar that doesn't. 4 S4 barrage twin-linked shred ignores cover blasts. That's 5 special rules on one gun! Eats just about any infantry for breakfast, but especially loves stuff that likes to hide in cover. Poorly spaced pathfinders lose a 10 man squad in a single round of shooting from this thing. On a 12/10/10 vehicle with a heavy bolter for 65 points. Possibly the best thing in our codex. Will almost always earn its points back in your games.
-Another leman Russ, punisher specifically, for fun times with pask.
   
 
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