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Made in us
Regular Dakkanaut



Sanford, Fl

I have been thinking of doing a DROP troop army with my Guard using the following Doctrines:

Drop Troops

Storm Troopers

Special Weapons Teams

Heavy Weapons Platoons

?

I know that the first thing you are going to say is where is the Carapace Armour, but my troops are the Plastic Cadians and were not models with the extra Armour which is required for using that special equipment doctrine.

I am thinking of using my sentinels as the fast attack choice.

Most likely this will be lead by a Senior Office  and junior officers for platoons.

Any ideas?

Warrior 50

   
Made in us
Longtime Dakkanaut




Why not close order drill? It's free and when you deep strike you are already forced to be in base to base contact.
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Switch the Stormtrooper doctrine out in favor of Hardened vets. Hardened Vets are cheaper and can take more special weapons. The Sgts. can also take "officer only" items. Hardened Fighters are superior in every way. Also you are going to want to max out your special weapons, so every model in your command squads, except for the officer, should get one. Think about special weapons teams as well. A small unit, but with 2 meltaguns and a democharge, they pack quite the punch! Capt K

   
Made in us
Longtime Dakkanaut





Whorelando, FL

I wouldn't waste the doctrine point on heavy weapon platoons. Take Close order drill instead. It's free and when you land you will already be set up to use it if you get charged. Capt K

   
Made in us
Longtime Dakkanaut





Whorelando, FL

Here are the doctrines I would chose if I played a drop troops army:

Iron Discipline
Veterans
Special Weapon Teams
Close Order Drill
Drop Troops

Capt K

   
Made in us
Regular Dakkanaut



Sanford, Fl

Ok, but how do I get the Heavy Support I need if I don't use Heavy Weapons Platoons?  Last time I checked Tanks could not be Dropped as part of a drop troop army.

I also know they are a point sink with an HQ and 9 ro 10 heavy weapons depending on how you do them.

Thanks

Warrior 50

   
Made in us
Longtime Dakkanaut





Whorelando, FL

You don't need heavy support with a drop troop army. Your anti-tank is in your special weapon squads and your command squads. With meltaguns and democharges on the special weapon teams, and 4 meltaguns in the command squads, you will be able to handle any armor on the table. You can also take sentinels with Lascannons if you are that worried. With the ability to land close, will allow those squads to pick on armored targets, while your other squads focus on infantry.
Capt K

   
Made in us
Longtime Dakkanaut





Whorelando, FL

Here is a sample idea list to get your mind around the concept of how drop troops should work.
HQ:
JO with Honorifica. Las pistol, PF, Iron Discipline 4 meltagunners

Special Weapons Team X 2 2 Lasguns, 1 Democharge, 2 Meltaguns

3 sentinels with Mulitlasers, upgrade one with Improved Comms.

TROOPS:
Platoon 1
Command Squad
JO with lasgun, Iron Discipline, 4 meltagunners
8 Guardsman 1 LC, 1 PG
8 Guardsman 1 LC, 1 PG

Platoon 2
Command Squad
JO with lasgun, Iron Discipline, 4 Plasmagunners
8 guardsman, 1 LC, 1PG
8 guardsman, 1 LC, 1PG

ELITES:
Hardened Vet Squad
3 Lasguns, 3 Plasmaguns

Hardened Vet Squad
3 Lasguns, 3 Plasmaguns

Hardened Vet Squad
3 Lasguns, 3 Plasmaguns

FAST ATTACK:
Sentinel with Lascannon
Sentinel with Lascannon
Sentinel with Lascannon

Not sure what the build total is, but you get the idea. Your command squads and special weapon teams target armor, your hardened vets take out High Toughnest models, Monsterous Creatures, or models with a 2+ save. They are suicide squads. Everything else supports them and captures objectives.

   
Made in us
Nervous Accuser




Milwaukee, Wisconsin

I wrote this on another forum, and I would be tempted to try this:

1750 Imperial Guard Drop Troops - "Everyone fights, nobody quits..."

Doctrines Selected:  Drop Troops, Iorn Discipline, Jungle Fighters, Special Weapons, Veterans

HQ 1  Command Squad

Senior Officer with Plasma Pistol, 2 Flamers, 2 Melta Guns (5 men total), 97 pts

Special Weapons Squad 1  2 Flamers, Demo Charge (6 men total), 63 pts

Special Weapons Squad 2  2 Flamers, Demo Charge (6 men total), 63 pts

Sentinel Support Squadron 3 Sentinels with Heavy Flamers, 120 pts

Subtotal 243 pts

Troop 1

HQ  Junior Officer with Plasma Pistol, 3 Melta Guns (5 Men total), 70 pts

Infantry Squad 1, 2, 3, 4, 5  10 Guardsmen; 1 Melta Gun, 350 pts (55 men total in 6 squads)

Subtotal 420 pts, Running total 663

Troop 2

HQ  Junior Officer with Plasma Pistol, 3 Flamers (5 men total), 58 pts

Infantry Squad 1, 2, 3, 4, 5  10 Guardsmen, 1 Flamer, 330 pts (55 men total in 6 squads)

Subtotal, 388 pts, Running Total 1001

HQ 2 and Troops 3 and 4  Schaeffer's Last Chancers

Shaeffer, Kage, 18 Last Chancers with Melta Guns (20 men total divided into 5 units)

Subtotal, 488 pts, Running Total 1489

Elites 1, 2, 3  Hardened Veterans; Five men total, 3 Melta Guns, 75 pts (15 men total across 3 Elites choices)

Subtotal, 225 pts, Running Total 1714

Everything in this army deep strikes.  Therefore, if possible, you want your opponent to win the choice to take the first turn and choose to go first.  This will give your opponent a first turn movement phase and nothing to shoot or assault.  You will do nothing in your first turn since you can't deepstrike.  Your opponent will get to go again and move and not have anything to shoot at or assault in his turn 2, and then you will have the ability to start to deepstrike. 

If this is the case, you will see one of two things happen.  Either your opponent will castle up, or he will start to move across the board to take mission objectives.  Personally, I would hope that he opts for the latter.  If this is the case, then he will start to spread his forces out, and then your deepstriking units start to come in

Most of your melta guns are concentrated in units that have BS 4.   These are the units that you want to try and get closest to enemy armor.   Your immediate priority is to kill enemy armor, the biggest stuff he has being most important, particularly if it is a transport like a Land Raider or a Monolith, or something that has the ability to kill big swaths of your guys, like a Leman Russ or a Whirlwind.  If you don't get lucky enough to be within the critical 6" for a melta gun on the turn you land, you want to take the shot you do have and then move in subsequent turns.  If you survive more than one turn or don't have any other armor to engage, start killing individual squads with melta gun shots.  It's not so great against IG, Tau, hordes of Orks or Tyranids, but it can be devestating against Chaos, Space Marines, and non-resurrection orbed Necrons. 

The flamer units are there to counter the fact that the BS 3 of Guardsmen kind of sucks, particularly when it is combined with a Lasgun.  Anything with a Toughness of 5 or 6 is practically immune to S 3 attacks.  You don't want to be shooting with these units.  You want to be moving, flaming, and assaulting.  These units are cheap and you can afford to throw them away.  On the turn you land you can't move, but if you are close enough you can flame.  If you are lucky, you'll be able to take a few out with the flamer.  Your opponent will then either have to assault your unit or move.  If assaulted, you will last about 1 to 2 assault phases, but those are turns that you aren't subject to being shot at by that enemy unit.  Ideally, you want to flame anything that has spilled out of a transport and then assault.  Move everything else you have out of the proximity of that assault that could be subject to a wipe out consolidation.  If it is particularly powerful, consider feeding the opposing unit one or two of your cheap units to keep it tied up.

The beauty part of this army is that it comes in so many small parts (24 sub units total) that when you start to deepstrike your opponent won't be able to shoot it all.  If you get lucky and get most of your units in turn 2 or 3, your opponent will have so much stuff to target that he won't be able to get it all.  That, coupled with priority rolls for not shooting the nearest unit, means that he may have to target stuff that isn't as much of a threat to him over stuff coming in that is more of a threat.  With a full org chart, he'll have a maximum of 14 units to fire back at you.  But, at any points level unless he's guard, Orks, or Tyranids, he won't have near that many units; probably only about 10 enemy units maximum.   The idea with this army is that you want to send 2 or 3 units after the same target.  He'll only get 1 in a turn.  That leaves 1-2 more units to carry out the mission. 

If you manage to kill everything in your area with deepstriking units, consider spreading out your surviving units to deal with opponents it can reasonably reach in adjacent areas or send them into cover to hold table quarters, capture objectives or contest objectives. 

The Command Squad is a special trick.  Ideally, you want to deepstrike close enough to flame with both of the special weapons squads.  Then throw the demo charge.  Opponents can pick casualties to remove from squads.  While this is simultaneous in the phase, most likely he will remove the weakest stuff in his squad first that is wounded by the flamers.  Then you can lay the demo charge on him.  You've got a flat 1/3 chance of being on target with that charge, which is pretty devistating.  Even most Chaos or Space Marine units won't be able to survive being hit by one of those unless they are in cover. If they are in cover, throw the demo charge first and then hit him with the flamers.

The sentinels are specificly designed to be anti-personnel. Ouch. 

Jungle Fighters is a special trick and there mostly for the infantry flamers.  You get the movement bonus for the woods, and you can see 12".  If you need to go and flush out an enemy unit, sit at 12"+ from him and wait.  Even with a good DT check, you'll probably survive most of the shooting that he can effect you with, particularly with your enhanced cover save.  He might not reach you in assault either.  Then, move and flame or bake as you wish.  Otherwise, relax in knowing that if you are shot and assaulted, that he's just hit your one small unit and you've likely got 1 or 2 other units ready to do the same thing.  Your armor save suffers with this doctrine, but it was never that great to begin with and the cover save you recieve more than offsets that penalty. 

Veterans is there because hardened vets bring you the same BS4 melta guns as Stormtroopers without the high points cost.  They aren't as survivable, but they are mostly suicide anti-armor squads anyway.

Iorn Discipline keeps you in the game, benefitting you when you are shot at and giving you the ability to regroup if under 50%.  Handy. 

Finally, well, what would an IG list be without Schaeffer's Last Chancers?  5 additional units with BS 4 melta guns that are practially fearless (Harsh Discipline) without the downside of the "Fearless" rule.  Let's bake some armor or some Marines. 


_________________
Brother Tiberius
D Company Master of Forges: Judge Advocate General
"The ways of the Ninja are inscruitable and hard to see." - Ab3 
   
Made in us
Rough Rider with Boomstick





Veterans
Special Weapon Teams
Close Order Drill
Drop Troops

These are all key! Any other Doc is a waste in this list, you could argue for ID but your guys will be so spread out that it will probably not be used.

Army Comp
HQ
Command squad 4 plasma guns
Sentinal support squad, three sentinals, multi-lasers and improved comms on all of them
Special weapon squads with demo charges and flamers.

Three vet squads min sized, for preference, two with three meltas one with three plasma

Two platoons, all squads have plasma and vet sgt for that sweet ld 9 but no heavy weapons, two reminants with flamers Both platoon command squads are full plasma.


They key to this army is that you have only 6 reserve rolls total and you have 3 rerolls. Keep the army off of the table. When turn two comes around you use your re-rolls to keep the army off of the table, than on turn three you use them again to come down all at once.
   
Made in us
Rough Rider with Boomstick





The nice thing is, you ravage half of his army on the turn you come down, and then he only has turns 4,5,6 to accomplish anything if he goes first. You have so many distinct sub elements that it is hard to really hurt you in three turns. However you get to trash all of his nice juicy units with your ap2 demo charges, and loads of plasma.

I have proxied this army more than a couple of times, and wow it works good, unless you play alpha, then you are hosed.
   
Made in us
Longtime Dakkanaut




I've always thought that an afriel strain drop troop list would be fun. Granted, you'd have to lose something so you can fit the two doctrines in there, but having ATSKNF on guard is just hilariousl.
   
Made in us
Stalwart Veteran Guard Sergeant





West Chester, PA

There are some real good ideas in there Tiberius, makes me want to try drop troops.  Really well thought out.

Although I would be inclined to include some Demo charges with the LC'ers


I heart SYR 8766

For all your bravado, if the US Army decided to invade, Wisconsin is it?, in force supported by a heavy bombing campaign for the month before, weeks of shelling from battleships on Lake Superior, and a full tank thrust (crushing the cows beneath the treads), I don't think that your .22 is going to make much of a difference really... Asmodai (my new hero)


At some point these sorts of decision-making skills lump you into the same camp as the Lehman Brothers, the White Star Line shipping company, and mothers who smoke during pregnancy.
---Sour Clams 
   
Made in us
Tunneling Trygon





The House that Peterbilt

I wrote this on another forum, and I would be tempted to try this:

1750 Imperial Guard Drop Troops - "Everyone fights, nobody quits..."

Doctrines Selected: Drop Troops, Iorn Discipline, Jungle Fighters, Special Weapons, Veterans

Nice idea but where's the heavy flamers? Those infanrty squads can pack a flamer and a heavy flamer. Worth the points IMHO.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Nervous Accuser




Milwaukee, Wisconsin

Whitescar and Winterman,

Well, I never said it was a flawless battle plan, but I think it could be pretty good.  Considering that I've got some points left, if it's viable, you could easily add a few heavy flamers to the mix.  Since you have so many little parts, you can really work at limiting the amount of stuff that your enemy can actually target in any one turn.


_________________
Brother Tiberius
D Company Master of Forges: Judge Advocate General
"The ways of the Ninja are inscruitable and hard to see." - Ab3 
   
 
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