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Made in us
Rough Rider with Boomstick




Places

Alrighty , for my Imperial Guard I play a fully mechinized + airmobile army supported by armour and artillery .

With my Veteran Squad(s) I build them as such

Vet Squad w/ x2 plasma guns + Chimera = 155 points

Now I don't take 3 plasma guns because I dislike the prospect of putting 45 points onto a squishy guard squad , so I run 3 plasma vet squads and that's 45 spare points that I use to throwing Meltas on my other vets in vendettas . Am I bein stupid / neurotic ( I like my even numbers ) in only taking 2 special weapons on my vets ?

As for my heavy support I stick up 2 leman Russ battle tanks and a manticore which I use to lob shells foward to cover the advance of my mobile infantry elements . I tend to throw either multi- Meltas on the demolishers ( if I take them ) and plasma cannons on my battle tanks ( ill explain ) - in my area everyone and their sergeant plays space Marines and Necrons . I enjoy having the plasma to pop nice neatly packed terminator formations that get to close for me to use my main gun -( plasma can't glance a Russ with exception of "gets hot" which I don't fear)


In my Elites I roll out 2 pysker battle squads ( 10 man ) and a ( 10 man ) Stormtrooper squad with double plasma . Am I entirely faulted in doing this ? It's served me well before but I'm interested in hearing your guys's thoughts

As for my HQ I take a CCS. With double plasma hiding behind an Ageis Defensive line w/ a quad gun . And a Tech priest with 4 servitors x2 with heavy bolters and the other two with servo arms to repair Russ's that yet hurt from plasma .



I really want your guys thoughts on this as to what I should change , As of now at a 2k points level. I've won 9 times tied 1 and lost none Just please tell me your thoughts . Thanks !

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Taking less special weapons in a single squad means you lose less when they die. This can be a good thing.

Normally your stormtroopers should only be shooting MEQ, giving them plasma gives them another target, and this means you actually waste the reason you bring them, ap 3 lasguns. Suggest not taking the plasma on them.

A CCS shouldn't take plasma, they need to stay in the back and give orders, not risk killing themselves with plasma and being another target up close.

Also it's easy to win when your list it tailored against your local meta.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Douglas Bader






Yes it's stupid. Veterans are awesome because they can take three special weapons, taking anything less than that is just throwing away their best advantage.

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 us
Battleship Captain





NYC

 Peregrine wrote:
Yes it's stupid. Veterans are awesome because they can take three special weapons, taking anything less than that is just throwing away their best advantage.


You're crippling them.

If you kill one MEQ with that extra plasma, it has already made its points back.

Guard are all about fire concentration. We wanna squeeze as much awesome into one unit as possible. That's why we have vendettas, and 50 man blob squads. So much awesome in one squad.

Rock the third plasma. Better to have it and not need it, than to need it and not have it.

Dakka member since 2012/01/09 16:44:06

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Made in us
Rough Rider with Boomstick




Places

Understood , generally people look at me like " only 2 plasma a squad " 0_o. So I'll start rocking that third plasma gun , as for doctrines I've never had any luck with foward sentries . But I have used greinders and demolitions - any other advice aside from you're disdane of my lack of plasma usage ?


Automatically Appended Next Post:
 juraigamer wrote:
Taking less special weapons in a single squad means you lose less when they die. This can be a good thing.

Normally your stormtroopers should only be shooting MEQ, giving them plasma gives them another target, and this means you actually waste the reason you bring them, ap 3 lasguns. Suggest not taking the plasma on them.

A CCS shouldn't take plasma, they need to stay in the back and give orders, not risk killing themselves with plasma and being another target up close.

Also it's easy to win when your list it tailored against your local meta.




Appreciate the plausible advice from you and the Captain ( apologize if name is wrong )
I rock 2 plasma mostly because I like evens and as you said reduces cost lost - mostly with the marines they think " what's cover you speak of , I AM COVER "

This message was edited 1 time. Last update was at 2012/12/07 22:50:56


Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

I understand your logic, but 3 plasma guns put out a lot more hurt than only 2, and if that's across 3 units of Vets then you're 2/3 of the strength you could be.

   
Made in us
Rough Rider with Boomstick




Places

Yeah I never thought of it that way really , always thought " oh well I can save points for MOAR Dakka "

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Douglas Bader






 Kasrkin229 wrote:
Yeah I never thought of it that way really , always thought " oh well I can save points for MOAR Dakka "


Except you aren't getting more shooting, since now you need to buy an entire second unit to carry the plasma gun you can now afford. If you spend the same number of points on 3-plasma squads and 2-plasma squads the 3-plasma squads will have much better total firepower.

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 us
Rough Rider with Boomstick




Places

Well the main issue I'm worried about is the to many eggs in one basket philosophy - every marine player plays off a hugely assualt orintated army , so I'm not the biggest fan of losing 115 points right off the ball , spreading eggs out , not as effective but last more turns IMHO ( I should've mentioned that first )

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Think of it this way, if your squad is within rapid fire range for plasma, you're dead next turn.

If you only rapid fire 2 guns from 2 squads, the enemy has to charge and/or shoot both units to remove them. Were as you do save some points overall by putting 3 plasma guns in a single squad, you lose all of them when they die.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Douglas Bader






IG win by bringing the most efficient firepower possible, not by worrying about how many losses they take. Bringing less than the maximum firepower possible for a unit is a great way to lose.

Just to make this perfectly clear: two plasma guns per squad is 50 points per plasma gun, three is 33 points per gun. That's a 50% increase in cost per plasma gun. That's not just a tiny increase that nobody will care about, it's a suicidally bad choice.

This message was edited 1 time. Last update was at 2012/12/07 23:37:55


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 us
Decrepit Dakkanaut





Vallejo, CA

TheCaptain wrote:Guard are all about fire concentration.

Well, mech guard are, at least, and since you're playing mech guard, yeah, get those extra guns. If not having that extra plasma gun is what is required to get meltaguns in your other squads, then find those 15 points from somewhere else.

Kasrkin229 wrote:Well the main issue I'm worried about is the to many eggs in one basket philosophy

This would be something to worry about were guard squads so darn cheap that you can easily afford a backup (or three) of any squad that you want to have accomplish something.

As for the rest of it.

Firstly, keep the plasma in the CCS. If you want your officer to give orders (which I don't know how many he's really going to give given that no unit in a transport can accept them), then just don't give the officer a plasma weapon. The rest of the guys can take one. The difference between 4 abblative wounds and 3 (because someone fried himself) is miniscule, especially compared to the gains of extra plasma.

As for the russes, if you're just going to want something to chill out in the backfield and lob shells, then take basilisks instead. They won't have LOS/giving cover saves problems with your other vehicles. It's only worth taking a russ if you know you're going to want to be moving it forward. In this case, though, there's less reason to do that, as heavy rules means that the tanks can't keep up anymore, and the battlecannon already has a huge range.

I'm curious as to why you're taking PBSs. Do you never face off against mech opponents, or do your opponents simply fail to realise that a few casualties will make the squad pretty useless. Also, you're not firing weaken resolve from a chimera are you? If so, that's a big no-no.

As for the techpriest, I wouldn't bother. He costs a lot for the chance to fix some kinds of damage. That's really not as good as just taking more stuff.


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