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Made in gb
Fresh-Faced New User




Looks pretty good to me. I really do find having fewer models, but making those guys scions really helps over spamming basic guard -
The AP-2 is really big, because you're so unlikely to hit and wound, when you do you're really making the most of it.
In addition, the better save and BS just add to the package.

My personal takes at this point are -

I tend to run a guardsman flamer as a demo specialist instead of the sniper due to:
Passive: add 1 to wound against obscured models
Active (1CP): add 1 to wound
for a potentially massive add 2 to wound
With optional order of re-roll 1's to wound if you really must wound that sucker with everything

And, more often than not, I find I'm using the re-roll 1's to hit order, along with the strat. that allows me to spread that to anyone within 2"/3" (can't remember exactly) of the ordered model - making the sniper a bit superfluous.

I also tend to run a tempestor as my leader instead, partly because we have no combat/zealot specialisms, so anything else is wasted on him, and partly due to the better WS and save - typically he's the target of stuff, so having more ability to save and counter that stuff is good. YMMV
   
Made in ca
Ork Boy Hangin' off a Trukk





Hey guys, If using a sniper gun, would it be better to have the sniper specialty for extra hit bonuses, or the demolitions specialty for the increased mortal would possibility?

Also, regarding the IG boxed set, I have no real interest in the Scions or the terrain, but I want to know what the strategems are to know if it's worth it to buy and then go to the effort of selling off the models. Can anyone point me in the direction of a spooiler list for the strategems?
   
Made in gb
Fresh-Faced New User




Don't forget, with a standard Guardsman, you're hitting, at best, on 4's. So with that in mind:

Demo -
1) If you're looking to take advantage of the passive demo ability, you're talking about 5's to hit base.
2) you can spend 1 cp to add 1 to wound regardless
3) You can use an order to re-roll 1's to hit (which the sniper gets passively)

Sniper -
1) you re-roll 1's passively
2) can spend a cp to add 1 to hit

With both you could also
1) use a comms specialist to add another 1 to hit
2) use an order on him to re-roll 1's to wound

So if we're looking at a sniper rifle armed guy in isolation - assuming cover on the target (to make a fair comparison as demo needs it for most efficiency), spending a CP on the relavent strat, and an order:
A sniper will be rolling 3's to hit (assuming modified by cover), and re-rolling 1's to wound.
Whereas, at 5's to hit (assuming modified by cover) the demo guy is much less likely to hit, and then the wound roll depends on the T of the target, a T5 target for example is going to be 3+, anything else 2+ (with re-roll 1's) - the only thing to note here, is against things at T3 and lower, you don't need to spend the CP for more wounding.
BUT it's got no AP so a lot of things will save it.
I feel like with the sniper you're really fishing for the 6 for a mortal wound.
SO, with that in mind, I think having him a sniper specialist is your best bet.

However, thinking about him as part of a kill team, why spend all that resource on ONE dude, which isn't a guaranteed kill, when there are so many other things you can spend your resources on more efficiently (i.e. a bunched group of
rapid fire overcharged plasma scions re-rolling 1's to hit with an order and 2CP)

This message was edited 1 time. Last update was at 2018/09/02 17:23:00


 
   
Made in us
Dakka Veteran





What's everyone's opinions on Guardsmen Flamers? Looking at the rules, it looks like I can take 4 (might be mis-remembering). If I'm running Scions, any reason to take regular Scions over these guys? Seems to me by taking the Guardsmen Flamers over the Scions, I'm saving a point to trade 1 armor save and -2 AP for D6 Auto Hits.

Here's the list I'm thinking of trying:

++ Kill Team List (Astra Militarum) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Tempestor [10pts]: Chainsword, Hot-shot laspistol, Leader

+ Specialists +

Guardsman [10pts]: Comms, Vox Caster

Scion Gunner [13pts]: Plasma gun, Sniper

Scion Gunner [13pts]: Demolitions, Plasma gun

+ Non-specialists +

Guardsman Gunner [8pts]: Flamer

Militarum Tempestus Scion [9pts]

Scion Gunner [13pts]: Plasma gun

Special Weapons Gunner [8pts]: Flamer

Special Weapons Gunner [8pts]: Flamer

Special Weapons Gunner [8pts]: Flamer

++ Total: [100pts] ++

Created with BattleScribe
   
Made in us
Longtime Dakkanaut





Connecticut

Does anyone know the Plasma list that was wrecking house at Nova?

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in pl
Regular Dakkanaut




Well, no one it seems xD.

Considering sniper rifle, for 1 point more than normal guardsman you generate "passive threat". Hitting on 5+ (usually enemy is obstructed) and "sometimes" causing mortal wound is annoying enough for opponent to dedicate lot of firepower to kill 6pts guy. Specials are better left for scions IMO
   
Made in us
Loyal Necron Lychguard




FAQ went up. Lots of little changes for Guard -

-Comms can only be a Scion with the Vox, so no more Plasma Comms (and Comms no longer can affect itself with +1 to hit)
-Guardsmen can take Medic
-Leader cannot Order himself

Overall not a huge change, other than most people will swap Comms for a different Specialist.
   
Made in pl
Regular Dakkanaut




Vox now can take hot shot pistol and lasgun... Now I can have single model to kill team and big wh40k


Automatically Appended Next Post:
And scions can take 'nade launcher. It can actually open some possibilities as scion gunner can take weapon not costing 3 points

This message was edited 1 time. Last update was at 2018/09/28 18:18:12


 
   
Made in pl
Regular Dakkanaut




So...
Trying to revive thread, cause AM is my main faction and I kinda fancy this skirmish game .

It was revealed that our 3 commander hoices would be:
Commisar, Tempestor Prime and CC/PC.

Inspirational Command is slight buff over Sir, Yes Sir! with slightly bigger area of effect. Also it does not seem to affect Cunning Strategy.

Inspiration Command can actually mean that plasma spam will be even better than it is right now. 4 Scions with plasma in 6'' bubble rerolling ones could be devastating actually.
   
Made in us
Dakka Veteran





Anyone have success with regular Guardsmen besides taking them with Flamers and/or using them as a cheaper Comms? What about Sergeants?

Quite honestly I'm finding taking Scions with the occasional Flamer Special Weapons Gunner Guardsmen seems to be working... okay.
   
Made in pl
Regular Dakkanaut




Sergeant is cheapest leader AM can take so it is worth considering. 'Cause leader cannot order himself tempestus with powerfist is not a good leader IMO (sergeant ordering fix bayonett on tempestus who was charged in movement phase is nasty surprise).

Considering guardsmen... Flashlight never killed anything in my games and t3 sv5+ is too squishy to reliably hold objectives...
Single frag can kill 3 guardsmen (opponent had lucky rolls)
   
Made in us
Regular Dakkanaut




I wonder if the named commissar commander will be worth it, I see a leader mainly being there to spam the order where it affects everyone within X inches combined with plasma etc.

Is comms guy necessary with being able to take aim every round? Does it stack with take aim? since its +1 and the order is reroll?

You can only take 2 plasma and 2 volley guns? Can you even take all 4 of those?
   
Made in us
Imperial Agent Provocateur





Los Angeles

I'm curious, any chance someone w/ the Commanders book could share what weapons options are available to a Tempestor Prime?
Is it the same as a Tempestor?

EDIT - nevermind, just got the book

This message was edited 1 time. Last update was at 2018/11/01 17:36:41



 
   
Made in pl
Regular Dakkanaut




Is there any reason to run tempestor prime instead of CC as commander?
Tenpestor prime is 10 points more expensive for 4+ save but loses 5++...
   
Made in us
Dakka Veteran





I'm not seeing any reason to take the Tempestor Prime other than the base Hot-Shot Laspistol and the Overwatch tactic. Might be a pass on that one.

Regular Commissars versus Platoon Commanders is a choice between letting your units use a higher leadership and being able to give an additional order.

Company Commander seems the best choice for a Leadership Specialist

Logistics seems best matched with a Platoon Commander if going the Materiel route (for the price).

All of the aggressive Commander specialisms seem best on either the Commissar, Platoon Commander or the Lord Commissar, depending on what you go with.

A little unsure if the aggressive specialisms are worth it for Guard. I myself like a surprise attacker to draw the enemy fire, but a lot of the bonuses for the Company Commander with Leadership or Strategist look like they might be better. (Seriously, a level 2 Company Commander with Strategist looks wonderful).

This message was edited 1 time. Last update was at 2018/11/03 07:39:26


 
   
Made in us
Regular Dakkanaut




I feel like the Commissar is not worth looking at he doesn't really bring anything good and he loses the ability to give 2 orders or use the everyone in 6" gets the order tactic

I was thinking the Tempestor Prime could be good but I am not sure he's worth the extra points and having to take the command rod in order to get the 2 uses of commands

In fact he has a 4+ armor save but is otherwise identical while the platoon and company commanders get 5+ armor but also a 5+ invuln

Their front line options and wargear don't seem worth it on their statline. You will want the guaranteed extra CP so you can give everyone a command
   
Made in ca
Whiteshield Conscript Trooper



Ontario, Canada

I tried out the Lord Commissar with Power fist, built him up to lvl 4 with the Melee tree.

A S6 guardsman, that hits on a 3, and deals mortal wounds on a 6+ on the wound roll? Only thing ive found that can handle the death guard and tyranids in my circle

Discipline a heretic, and he'll be loyal for a moment. Put him to the flame, and he'll be loyal for the rest of his life 
   
Made in us
Dakka Veteran





I'm trying a level 3 Strategist Company Commander tonight. All basic wargear, nothing else.

Edit: and it looks like next week. Opponents did not want them...

This message was edited 1 time. Last update was at 2018/11/09 05:22:25


 
   
Made in us
Regular Dakkanaut




Paedrig wrote:
I tried out the Lord Commissar with Power fist, built him up to lvl 4 with the Melee tree.

A S6 guardsman, that hits on a 3, and deals mortal wounds on a 6+ on the wound roll? Only thing ive found that can handle the death guard and tyranids in my circle


Don't they still get disgusting resilient even with mortal wounds? and doesn't he get -1 to hit with the power fist?
   
Made in us
Douglas Bader






Jaynen wrote:
and doesn't he get -1 to hit with the power fist?


The commissar is WS 2+ to start, because your marines guardsmen are the real heroes of the Imperium.

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. 
   
Made in pl
Regular Dakkanaut




Lord Commisar is only combat oriented option. 4+ save 5++. WS and BS 2+ and cam actually take fortitude to buff toughness to 4 which is very needed on 'umies
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

 Peregrine wrote:
Jaynen wrote:
and doesn't he get -1 to hit with the power fist?


The commissar is WS 2+ to start, because your marines guardsmen are the real heroes of the Imperium.



lol

Sio when are we getting Marbo? I think its about time we change our tactics to be ''Marbo, maybe with other stuff if points allow''

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Douglas Bader






 Bobthehero wrote:
Sio when are we getting Marbo? I think its about time we change our tactics to be ''Marbo, maybe with other stuff if points allow''


Oh come on, Marbo and other stuff? We don't want to be that unfair to our opponents...

But yeah, it's kind of disappointing that we get a "big important characters" expansion for KT but nothing resembling an actual hero or that really seems interesting beyond a bare-minimum commander and as much of the extra 100 points as possible spent on more guardsmen.

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. 
   
Made in pl
Regular Dakkanaut




What would be the best spec for CC? I usually go with strategist, his passives are just to good to pass. 1CP more, Tactics cost 1 less and specials 6'' away can use tactics one level more. Actually being able to shoot twice with hot shot volley gun in matched play is great. Usually I level him up to 4 level for broken immunity and sometimes add 5 pts for iron will.

Have anybody had any luck running him differently?
   
Made in us
Regular Dakkanaut




 Peregrine wrote:
 Bobthehero wrote:
Sio when are we getting Marbo? I think its about time we change our tactics to be ''Marbo, maybe with other stuff if points allow''


Oh come on, Marbo and other stuff? We don't want to be that unfair to our opponents...

But yeah, it's kind of disappointing that we get a "big important characters" expansion for KT but nothing resembling an actual hero or that really seems interesting beyond a bare-minimum commander and as much of the extra 100 points as possible spent on more guardsmen.


I bought Marbo hoping lol
   
Made in ca
Whiteshield Conscript Trooper



Ontario, Canada

Gnollu wrote:
What would be the best spec for CC? ... Have anybody had any luck running him differently?


I finally caved and ordered Creed, just so I could have him running around with the Shooting tree. Double-tapping a plasma pistol with a 9" short range sounds fun, but I haven't tried it out yet.

Discipline a heretic, and he'll be loyal for a moment. Put him to the flame, and he'll be loyal for the rest of his life 
   
Made in us
Dakka Veteran





Just tried a Company Commander as a level 3 Strategist commander. He definitely needs to be used at higher point games (200 pooins instead of the 125 point game I played), he needs to be kept back and given a team with a bunch of special weapons, and mainly level 1-2 specialists with actually good tactics (Sniper, Heavy).

Lost pretty badly. I feel I would have done better if I brought a few more Scions/Special Weapons Gunners instead...
   
Made in pl
Regular Dakkanaut




125 points with commander?
I think that for matched play 200 points is to be used with commander. 125 is not even enough for Broodlord or Dominus .

But yeah, strategist works better if You have lot of bodies on the ground. Spamming tactics and allowing to use higher special tactics for 1 CP is great but kinda wasted if only few guys can used it
   
Made in gb
Lord of the Fleet






Arcanis161 wrote:
Just tried a Company Commander as a level 3 Strategist commander. He definitely needs to be used at higher point games (200 pooins instead of the 125 point game I played), he needs to be kept back and given a team with a bunch of special weapons, and mainly level 1-2 specialists with actually good tactics (Sniper, Heavy).

Lost pretty badly. I feel I would have done better if I brought a few more Scions/Special Weapons Gunners instead...

What mission were you playing? The missions that permit a commander are all 200pts (specified in the mission)

This message was edited 1 time. Last update was at 2018/12/01 11:36:29


 
   
Made in us
Dakka Veteran





 Scott-S6 wrote:
Arcanis161 wrote:
Just tried a Company Commander as a level 3 Strategist commander. He definitely needs to be used at higher point games (200 pooins instead of the 125 point game I played), he needs to be kept back and given a team with a bunch of special weapons, and mainly level 1-2 specialists with actually good tactics (Sniper, Heavy).

Lost pretty badly. I feel I would have done better if I brought a few more Scions/Special Weapons Gunners instead...

What mission were you playing? The missions that permit a commander are all 200pts (specified in the mission)


As many people in our area had gotten the commanders expansion, and as many people (myself included) wanted to try commanders in our campaign, the current ruling by the guy running the campaign is that Commanders are allowed in a match only if every player in your match agrees to allow them.

Also, once you bring a Commander, you are not allowed to change any wargear or swap them out, they are your Commander for the rest of the Campaign.
   
 
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