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![[Post New]](/s/i/i.gif) 2013/05/17 05:36:20
Subject: Van Halen themed Guard Army(updated w/ pics!)
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Regular Dakkanaut
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So this is what really brings me to the hobby again.
I found a bunch of Valhallans and I want to use them first to back up my blood angels squad found here
http://www.dakkadakka.com/dakkaforum/posts/list/527567.page
and eventually to build up a stand alone IG force. I have tons of questions so bear with me. First of all, for the Valhallan models I do have, I want to use any of the three color schemes for them
I have the following models to start off with
20 valhallans
1 commander creed model i may just use as a generic commander
2 valhallans with flamers
2 valhallans with meltaguns
3 LC teams
2 HB teams
3 valhallans w/ vox
1 commissar
Right now I have a Commander Creed that i am going to paint with a red VH guitar theme on the jacket. His face will be painted like the DLR album cover eat em and smile. Anyways I want to build a red VH guitar themed CCS. I'm thinking of surrounding him with a HB team and I have the option of flamers or meltas to go into that command squad? Thoughts on that?
1.) Should I just paint the special weapons as red guitars and switch them as needed or are you better off with one or the other gun?
I also have 3 voice box guys, should I put them in the troop units and not the CCS?
I I figure it makes the most sense to use the 20 guardsmen as veterans. That would count as my 2 troop choices? I'll need a couple sergents but no big deal.
I should keep the las cannons as a stand alone HWT dont you think? With the long range and single shot seems to me like it makes sense to leave them stationary and put the HB's in mobile units.
How do Vox guys work in a game? Are they worth the points or should I use them as guinea pigs for the painting of these themes??
Thanks for any suggestions.
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This message was edited 9 times. Last update was at 2013/08/18 22:56:29
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![[Post New]](/s/i/i.gif) 2013/05/18 21:25:49
Subject: Re:Van Halen themed Guard Army
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Regular Dakkanaut
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I've been shopping online for the best way to build an IG force. Right now I plan on having an HQ CCS with interchangeable Valhallan models painted correctly for HQ. (red guitar)
I will then turn the remaining Valhallans(20 or so of them) into veteran squads for Troop choice. 1 squad black/yellow one squad white/black BUT...
after that I think I will be adding only special weapons and vehicles from GW. I do NOT want a ridiculous army of vehicles that no one can win against. One of the main reasons I chose guard is that I love to paint the minis.
I think I want to build platoons out of cheaper models. I know there are threads about this but here is my plan/concern if anyone has other suggestions.
Last night I came across a way to buy 68 models for around 100 bucks. They included the following minis.
2x Eisenkern Stormtroopers Accessory set for 2 PCS
Wargames Factory WW2 Germans for platoon 1- 30 troops
Wargames Factory WW2 Americans for platoon 2- 30 troops
Eisenkern Stormtroopers for IG Stormtrooper squad - 10 troops
And of course some Wargames Factory Shock troops from some harder looking Valhallans, plus I figure i can use the grenade launcher models for the Vet squads.
Concerns-
1.) Anybody know anything about the German/American models as far as modding the weapons goes? I would like these troops to have passable lasgun looking weapons. Same goes for all of the models but I think the Eisenkern and Shock Troops are less concerning.
2.) As an IG force is this just a redundant amount of infantry? Will I ever need 2 35 man platoons in a game? Should I hold off on those 30 model boxes for any reason? They're so damn cheap I am tempted just to experiment
I'm not sure if it is just my ADD kicking in or not but it just seems like buying all of this makes so much sense, especially when a cadian battle force is more $ and has less models.
I apologize if this is not the right forum as it is not an army list, but my goal is to build an army list for IG and have a LOT of fun painting it.. Thanks for any ideas you have to contribute and I apologize for bumping my own thread.
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This message was edited 1 time. Last update was at 2013/05/18 21:51:49
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![[Post New]](/s/i/i.gif) 2013/05/18 21:34:18
Subject: Van Halen themed Guard Army
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Locked in the Tower of Amareo
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Your general should be Dr. Rockso.
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![[Post New]](/s/i/i.gif) 2013/05/18 21:41:02
Subject:
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Regular Dakkanaut
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lol that'll have to be for my Snakes N Barrels themed Ork army.
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This message was edited 3 times. Last update was at 2013/05/18 22:40:38
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![[Post New]](/s/i/i.gif) 2013/05/19 03:14:48
Subject: Van Halen themed Guard Army
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Chaos Space Marine dedicated to Slaanesh
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I'm not sure which would be cheaper, but another option for your Guardsmen can be found here. http://www.manticgames.com/Shop-Home/Warpath/Corporation.html
They have lasguns, Commisar-ish models with either a power fist or a sword, even Heavy Weapons teams, all relatively cheap and decent looking.
A side note, Dr. Rockso NEEDS to be a Warphead Weirdboy. I can see him exploding through sheer cocaine usage already!
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This message was edited 1 time. Last update was at 2013/05/19 03:16:31
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![[Post New]](/s/i/i.gif) 2013/05/20 03:09:32
Subject: Van Halen themed Guard Army
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Regular Dakkanaut
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lol thanks for the replies guys. Finished my first VanHallan model tonight for the CCS, its a vox model. I'll get a pitcure up once I can find a digi camera.
Anyways, I figure for now I will build the CCS around commander Creed. With his 6" shooting range, I think 3 flamers with a vox might be the best bet?? Or is that not enough range and they'll ust die before they kill anything?
Just so I can keep painting, with the models I have to choose from, what is the ideal CCS??
Creed
Vox
2x Flamer
2xMelta
LC team
HB Team
I also have a Colonel Schaffer model coming. He is no longer in the game correct? I might use him as a Stormtrooper sgt.
Any thoughts on whether I should build around Creed's character or use him as a general commander?
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This message was edited 1 time. Last update was at 2013/05/20 03:10:14
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![[Post New]](/s/i/i.gif) 2013/05/20 03:22:38
Subject: Re:Van Halen themed Guard Army
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Stealthy Grot Snipa
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All of the suggested models in my opinion look nothing close to Valhallans.
Stick with Valhallans, customize other regiments with earflap hats and trenchcoats, or buy these:
http://www.ebay.com/itm/GREATCLOAK-TROOPS-BITS-9x-BODIES-Wargames-Factory-/330874485146?pt=Games_US&hash=item4d09a7f99a
there is a great host of stuff like this that is a lot more accurate than previous ideas, no offense.
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This message was edited 1 time. Last update was at 2013/05/20 03:22:59
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![[Post New]](/s/i/i.gif) 2013/05/20 15:37:24
Subject: Re:Van Halen themed Guard Army
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Veteran Wolf Guard Squad Leader
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They're suppossed to be "Van Halens" not "Valhallans." Make your kommissar look like David Lee Roth.
EDIT : David Lee Roth dressed as an Ice Cream Man. Guaranteed to satisfy.
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This message was edited 1 time. Last update was at 2013/05/20 15:38:28
2500 pts
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2013/05/21 04:27:11
Subject: Van Halen themed Guard Army
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Regular Dakkanaut
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This is true, but thanks for the suggestion kommizzar because I think I found a good medium between the shock troops and the valhallans. I can use pig iron heads.
Anyways, I am done with 3 models for my CCS, and they are looking better than I thought. Right now(ha) I have
2x Flamers painted red
1 vox guardsmen painted red.
Creed will be painted as mentioned before, and if I use him as a character his weapon only shoots 6". Should I just use him as a generic commander then?
If not I'm thinking do i want 3 flamers in the squad to keep with the short range or put a HB team in there to give the unit some range?
Also, can i take a squad of 3 HVT if the only thing I have is a CCS and 2 veteran squads? The codex makes it seem like HVS are only in plattons?
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This message was edited 1 time. Last update was at 2013/05/21 04:28:24
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![[Post New]](/s/i/i.gif) 2013/05/21 09:45:14
Subject: Re:Van Halen themed Guard Army
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Camouflaged Zero
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The heavy weapons teams can only be taken in platoons, along with special weaons teams, conscripts, PCSs and then the normal guard slots.
I wouldn't give the CCS flamers, being one of the few units that can have BS4 its better to make use of it. Leave flamers to PCSs or normal IG squads. I think armywise its looking more like you are going to be going with platoons, unless that is you intend to run the commissar as a Lord Commissar? With regards to creed, I would only use him if you intend to make use of his special rules, mainly the outflanking one. Otherwise just say he's a regular guy. Also the CCS you've put up doesn't work, there are only 5 models in it (inc. commander) plus whatever advisors you chuck on. So in taking a vox, that leaves 3 vets available, and in adding a HWT as well there's only 1 vet left. If you want voxes, you need them in the command squad issuing orders, and the squad receiving orders for them to work.
So I'd go:
Commander
Vox
meltagun
lascannon
and that's it, whether or not that's creed is up to you.
For within the platoons what I go with is
PCS - lascannon
PIS - lascannon, plasmagun x(however many units)
The PCS is kinda average overall so I find it best to keep them cheap, either one heavy weapon (autocannon or lascannon) or 4 flamers. I don't find giving them all plasmaguns to be too worth it since its costly and fragile.
For the PIS I'd either go autocannon & meltagun/flamer or lascannon & meltagun/plasmagun. The meltaguns just if you feel so inclined, perhaps you anticipate something heavy... idk. In terms of heavy weapons, I dont really bother much with heavy bolters, the higher strength and range of the autocannon makes it much more preferable. Heavy bolters are easy enough to make into autocannons. Just put some piping on for a longer barrel. And if possible try to keep heavy weapons in the guardsmen squads, and not take them as heavy weapons squad option. Ultimately the other dudes are meatshields, and in a HWS there are no meat shields so in effect its heavy weapons which are immediately dying when they get shot.
Also those wargames factory shock troops are pretty sick. I could so see an army out of just them and the eisenkern stormtroopers.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/05/21 10:44:54
Subject: Re:Van Halen themed Guard Army
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Member of a Lodge? I Can't Say
WI
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Rahxephon is not giving you bad advice, but I disagree on some things or have a different take on them.
To me, taking Creed is not about allowing a unit to Outflank or even his special order... it is about issuing 4 Orders a Turn at 24". The Outflank and special Order is the frosting on that cake. Creed is not a combat monster, even though he falls under the 'Gunslinger' rule. Do not use him as such, as he will quickly get killed. As for Orders and Voxes, the problem is they only allow a re-roll. You just have better things to spend those points on in your list that are more useful, such as melta bombs for your sergeants or putting those points into special and heavy weapons (my response in this thread was partially directed at a question you put in there, btw). IMO, the load-out I like best for a Company Command Squads ( CCS) with Creed is a Plasma gun, LC, and Camo Cloaks. For my second HQ, I like to get a Lord Commissar and put heavy weapon squads within 6" of him to make use of his 'Aura of Discipline' (you just need 1 fig just inside of 6" to effect the whole unit) to give them Ld 10 for Orders, Pinning, and Morale tests. I also buy a ADL with a gun and have him man the gun. His only equipment is also a Camo Cloak.
Obviously this means having at least One Platoon in your list to get Heavy Weapon Squads... but you know what, if you want to ditch the Plasma gun for a banner or a Vox... do it. Heck, if you have the points to spend on Kell, do it. A Banner in a CCS to give a Ld re-roll to a unit can get around a Commissar executing a guy and forcing a re-roll... since you have two re-rolls you can use, and there is a rule that says you can only re-roll a dice once, you use the banner re-roll instead of the Commissar one. He can't do it then, so he can't execute a guy for the re-roll.
I do feel that any blobbed platoon still needs a Commissar, and I am a fan of Power axes on them and sometimes getting stuck into melee combat (and Charging with 'For Cadia!'). But that is my play style and that works for me and doesn't work for others. I also like to give my Platoon Command Squads ( PCS) 4x Sniper Rifles for Monstrous Creatures, specially with 'Bring it Down!' issued to them. I have also ran them with a AC and 2x Sniper Rifles for a more consistent light transport punch, but I feel they are better than Ratlings due to the better leadership. I just hate having my Ratlings run away after the first time they take fire, even if they are BS 4. I also like putting 4 Flamers on my PCS and putting them in Vendettas for a scoring unit that can be drooped in the enemy's rear and burn out weaker camping units (cover save based) on a objective. All can be effective, it is up to you... even just slapping a LC on them. Though I feel a single BS 3 shot is something I do not want to waste an Order on to make Twin Linked and misses to often to waste the points of a LC on it.
As for the Platoon Infantry Squads (PIS), I think a Flamer or Melta works for them, as a Melta makes vehicles and even other things wary about getting close to them and the Flamer is good for anti-hoard or defense against charges and ignores their BS 3. Plasma is to expensive and unreliable with it's BS 3 to make it effective. Leave the Plasmas for Vet squads and CCSs. Plasma actually doesn't work bad with Carapace Armor either, to give you a better save against 'Gets Hot!'.
For some real fun (and a lot of points), if you like the 'Gunslinger' rule ( pg 52 BRB), you can give your sergeants dual plasma pistols.
I also really like the Eisenkern Stormtroopers... WWII Germans AND Star Wars? How can that fail??? If you even want, here is a idea to help make them better for use as Storm Troopers. Take some guitar wire and use it as power cords to a backpack or something else that looks like a power supply to duplicate the 'Hot-shot' Lasguns. Even the guys with pistols can pull this off. As for the other WWII figs, removing the clips and bolt actions from the guns might help. Experiment with them and see if you can find something that works.
Good luck and have fun!
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2013/05/21 18:32:07
Subject: Van Halen themed Guard Army
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Regular Dakkanaut
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Wow, thanks a lot I am reading both threads and getting a ton of info from you all. Great forum. Love the idea of using guitar strings on models for obvious reasons.
well I guess I'm kind of in a bit of a bind with models. I'm trying to make efficient use of what I have, but it seems as tho flamers in the CCS is a bad choice. Maybe I need to hold off on painting the CCS for now.
I also am totally foreign to the idea of issuing orders and what that means. Are vox units truly a waste of points? I have 3 models for them and figured I would have one in the HQ and one in each troop unit. Not smart?
The problem I am having is coming from a BA mentality I have a hard time not gravitating towards close combat, which is what i wanted my Guard army to counter.
So I'm thinking, I have 3 models done in red. Maybe that will be the Veteran squad(s).
Paint the HQ black and yellow.
Platoons white and black.
What are thoughts on a veteran squad having 3 flamers(or 2 flame 1 melt) in a chimera? That way they can move into range more quickly and probably disrupt the enemy more so than a bunch of blobs shooting from afar.
Assuming I do that, is there any good reason to put a HWT in that squad? Seems like they will have to move quite a bit to get into range so its either a.) I don't move and shoot my HWT and lose shots from 3 weapons or b.) I do move and lose shots from my HWT. Unless I am mistaken on moving and shooting with HVT.
I don't want a CC oriented army but I have to do something with the flamers, and their short range means they need to get into combat or just be a waste of points until turn 3 or whatever.....
Not sure I understand the wisdom of having a CCS with meltas and LCT. Someone made the analogy of a sniper rifle and a knife not being a good combo... but I do feel like LC and Plasma guns make sense. Problem is getting Valhallans with PG's
One idea I have for CCS, is to take a LC team, vox unit, and use my Colonel Schaffer model as a plasma gun vet b/c he is no longer in the game and I can't find any Valhallans w/ PG.
I guess I'm having trouble deciding on who gets painted how. Platoons I def want white/black because it is the least amount of work for the most amount of minis, but I want my HQ and Vet squads to be very effective because i understand those platoons are mostly there to absorb fire.
Thanks again for all the input. This army is seriously looking great so far I just have to be careful about squad make up and I will get some pics up ASAP.
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This message was edited 2 times. Last update was at 2013/05/21 19:45:53
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![[Post New]](/s/i/i.gif) 2013/05/21 22:53:10
Subject: Re:Van Halen themed Guard Army
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Camouflaged Zero
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Voxes aren't terrible but they're not hugely important either. But if you have a few spare points, why not. They work best in a combined platoon squad because then you can combine 3 units of 10 but only need to have one vox in there for the same effect. As far as orders go though, I would say they are more important for platoons than veterans. Vets dont have enough lasguns to benefit from FRFSRF and the bring it down (which twin-links against vehicles and MCs) is still useful for vets, but its not as essential as they're BS4. I'm still not a huge fan of flamers in the veteran squads but if you want to roll with it, maybe give them carapace armour?
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/05/21 23:16:51
Subject: Van Halen themed Guard Army
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Regular Dakkanaut
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So either way, as far as painting goes the guardsmen in the CCS are Veterans, so it would make sense to use the vet vox model in a CCS but not so much in a Vet squad. Good to know.
I think my best bet now is to have a defensive based CCS. Probably build it to have
Commander
Vox unit to communicate orders
HWT of some sort
Plasmagun (colonel schaeffer model)
This way I have decent range and don't have to race the unit to an untimely death.
I can also can add regimental advisors as I feel like it.
I would probably do a Vet squad with 3 meltas(2 melta 1 flame for now) mounted in a chimera. I'm kind of depressed over the prospect of getting plasma guns into the loving arms of my VanHallans.
Storm troopers would be added to attack certain units. So basically I would have 2 units to maneuver and attack, probably both in chimeras and the rest of the army is going to stand back and rain down gunfire on the opponent.
The rest of the force would be platoons and tanks I guess. I figure 1-2 platoons with some HWS and 3 Leman Russ would be a solid support base and I'll have 3 sentinels to paint as well if I decide to use those.
Painting wise, if anybody cares I'll have all veterans painted up red whether they go in a CCS or a vet squad
Platoons painted up white/black
and PCS' painted using the black/yellow theme.
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This message was edited 3 times. Last update was at 2013/05/21 23:18:51
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![[Post New]](/s/i/i.gif) 2013/05/22 06:23:13
Subject: Van Halen themed Guard Army
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Member of a Lodge? I Can't Say
WI
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VanHallan wrote:well I guess I'm kind of in a bit of a bind with models. I'm trying to make efficient use of what I have, but it seems as tho flamers in the CCS is a bad choice. Maybe I need to hold off on painting the CCS for now.
I really do suggest holding off on painting till you figure out a list if your concern is having to spend money on figs. Magnets can help in this area some as you could paint a guy up, but the fig could be magnetized to hold a banner, plasma gun, or vox. YouTube has a bunch of tutorials on how to magnetize figs. This also helps to streach out your money, makes better use of your bits, and even allows you to start painting sooner, because now your painting one guy and some bits, instead of 3 guys or finding that you don't like voxes and now feel you have a wasted fig. Read up on the Vox rules in your Guard codex, pg 29. Note that the PCS has less Orders than the CCS and you can not give Orders to units in Vehicles, or out of any Vehicle but a Chimera, due to it's Command Vehicle special rule... but a CCS or PCS /IN/ a Chimera can not give itself an Order. Don't think on it to hard... just assume it is /really/ loud inside of those things and the headsets were all stolen.
VanHallan wrote:
I also am totally foreign to the idea of issuing orders and what that means. Are vox units truly a waste of points? I have 3 models for them and figured I would have one in the HQ and one in each troop unit. Not smart?
Orders can really be a game changer for Guard, IMO. What I would suggest is play some smaller games with a CCS and two Vet units, shoot for around 400pt Combat Patrol games. They are quick, allow you to try stuff, and help you learn the game and get use to things like Orders. Again, I have to agree with Rahxephon on the importance of Voxes. Maybe if Guard get a new Codex Voxes will mean more, but right now they are not needed if you want to do Orders. What I will disagree with is if you have extra points left over... with making a Guard list, you will never have 10-20pts sitting around and not know what you can do with them. There is to much stuff that costs 2-5pts in that list to ever A) be over or B) be under.
VanHallan wrote:
The problem I am having is coming from a BA mentality I have a hard time not gravitating towards close combat, which is what i wanted my Guard army to counter.
BA can be effective shooters too, but I feel few lists can sit back and produce the amount of firepower Guard can and have it be sustained. Really look at Camo Cloaks and a ADL line then. Read up on every rule you come across in the Base Rule Book and the FAQ and make sure it does what you /think/ it does.
VanHallan wrote:
So I'm thinking, I have 3 models done in red. Maybe that will be the Veteran squad(s).
Paint the HQ black and yellow.
Platoons white and black.
If your really itching to get to painting (Good for you, btw... I know a lot of folks who do not enjoy painting), do the figs that will be part of the unit no matter what. A Vet squad for example, will have 4-6 Lasgun/shotgun guys (Sarge, 3 special weapons, and possible 1 heavy weapon which counts as two men). Since shotguns are not that great, you can be pretty confident with lasguns. In a Platoon Infantry Squad (PIS), your going to have 6-8 lasgunners (Sarge, Special weapon, Heavy weapon team). The Special weapons should be last so you know what you want to use (or magnetize up a fig for multiple), same with your Sarge and even your Heavy Weapon team. You should always fill the special weapon options of a unit. As for the colors... man, whatever you want to do to make you happy.
VanHallan wrote:
What are thoughts on a veteran squad having 3 flamers(or 2 flame 1 melt) in a chimera?
This is where knowing your units helps. Vets with that BS 4 to not want to waste it by using a flamer. Flamers do not care if you have BS 10 or BS 1, they hit everything under the template. Maybe for a PIS or PCS is where you put your flamers because they have a lower BS so do not hit that often. Also, this should be a lesson on mixing and matching weapons. If you move up on a vehicle that close to shoot it with your single Meltagun and miss, then what? The flamers also have to fire on the vehicle and are as effective as the lasguns. You can't split fire your squad or anything, they all have to fire on the same unit. So you want to make sure your killing that vehicle, you pack 3 of them... because nothing sucks worse than actually hitting, but not penetrating the armor. So you are redundant... 3 guys at BS 4 hit 2 out of 3 shots, one of those two hits should roll average with a 7 on 2d6 for a 15 on the Pen roll. The more pen rolls you have, the better chance you have of blowing up the vehicle on the vehicle damage chart with that AP 1 weapon (rolling a 4+ wrecks the vehicle). This is why you do not mix and match... you have to give yourself the best chance possible to do what your doing with the unit.
Besides, this is also why you put a free Hull Heavy Flamer (HHF) on the front of your Chimera. Your melta guns pop the transport open and the HHF of the Chimera burns the remains. As a side note, never switch out the Multi-laser on the Turret. It is pretty good at Str 6, AP 6, 3 shots. Use the Hull Heavy Bolter for a unit that sits back camping, and use the HHF for attacking Chimeras. Remember that the vehicle is it's own unit, so does not have to fire at the troops target. Also make note you can not snap fire a template weapon and a moving vehicle can only fire 1 weapon, the rest snap fire. So when you do some up on something you want to use the HHF on, snap fire the Multi-laser. If there is nothing in range of the HHF that it can effect, fire the Multi-laser using the full BS 3 of the vehicle.
VanHallan wrote:
Assuming I do that, is there any good reason to put a HWT in that squad? Seems like they will have to move quite a bit to get into range so its either a.) I don't move and shoot my HWT and lose shots from 3 weapons or b.) I do move and lose shots from my HWT. Unless I am mistaken on moving and shooting with HVT.
You do not lose any shots from any weapon from movement, but moving a heavy weapon causes it to only be able to snap fire (you hit only on 6s, pg 13 BRB). In a way, this is also wasting the BS of the Vets and the rarity of the hits means your paying points for something that is not consistently helping you. The HWT does give you versatility as if you don't want to move forward to attack, you have something to do at range to help your army. But then your kinda wasting the Chimera IMO. Just stick to your game plan.
VanHallan wrote:
I don't want a CC oriented army but I have to do something with the flamers, and their short range means they need to get into combat or just be a waste of points until turn 3 or whatever.....
No... you do not have to do anything with the flamers. You just got ahead of yourself and put them together before you kinda knew what you were doing. And flamers are actually more of a defensive weapon in those first 2-3 Turns to encourage people not to attack your PIS. That is where you should put them and that is where having 0-3 Flamers and 0-3 Meltagun in a 20-30 man squad wouldn't be a terrible thing... because they are sitting back and not moving up and your using them to protect you from vehicles and hoards. 95% of Guard players would rather have 3 meltaguns and use the lasguns to counter hoards... but it is what it is. You have two figs and waste not want not. Just do not be shocked if you replace them with better weapons after you play more.
VanHallan wrote:
Not sure I understand the wisdom of having a CCS with meltas and LCT. Someone made the analogy of a sniper rifle and a knife not being a good combo... but I do feel like LC and Plasma guns make sense. Problem is getting Valhallans with PG's. One idea I have for CCS, is to take a LC team, vox unit, and use my Colonel Schaffer model as a plasma gun vet b/c he is no longer in the game and I can't find any Valhallans w/ PG.
Yup, your best bet is to either proxy or get Cadians with plasma guns and paint them to match. If your skilled with green stuff, you can try sculpting greatcoats. Fluff wise is you can say the plasma runs so hot, the troopers do not have to wear great-coats because of the 'Gets Hot!' rules. Maybe getting heads and swapping them to give your guys a more uniform feel will help, but a good paintjob does wonders. Yes, a melta gun with a LC is bad and Plasma gun with a LC is good. The mentality behind this is you have something for heavy vehicles and something for troops. I find melta guns and ACs can do this as well, though your target priorities are different.
One idea I have for CCS, is to take a LC team, vox unit, and use my Colonel Schaffer model as a plasma gun vet b/c he is no longer in the game and I can't find any Valhallans w/ PG.
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2013/06/03 20:26:30
Subject: Van Halen themed Guard Army
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Regular Dakkanaut
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Nevermind this post
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This message was edited 1 time. Last update was at 2013/06/25 08:12:55
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![[Post New]](/s/i/i.gif) 2013/06/25 07:55:12
Subject: Re:Van Halen themed Guard Army
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Regular Dakkanaut
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I hate to be a pest and keep bumping my thread, but I'm getting close to the end of my one 'set in stone' squad and I really want to make wise decisions because I have very low self control when shopping for models and I know I can(*cough* did *cough*) get myself into deep doo doo where I have a bunch of unpainted models and no games under my belt.
I have 5/10 vets painted up. 3 more will be done tomorrow. I am getting super itchy to get on to the rest of the army and most importantly START PLAYING!! haha Will post pics once the squad is done.
Here's what I am planning on going with as a quick 500 pt force to build off of. I played my first game in years with blood angels last week and realized how important it is to just get on the table and try it out first so I will try to not bombard you guys with 1000 hypotheticals like a crazy girlfriend.
HQ
CCS- 105 pts
Commander with BP, LP, and melta bombs
voxcaster
3 vets w/ plasma guns
Troops-
Vet Squad - 165 pts
3 meltas
Sgt - planning to use Colonel Schaffer model so plasma pistol and ccw..... thoughts??
in Chimera(ML and HHF)
Platoon
Platoon command squad- 87 points
* this is all messed up and I will probably have to change it quite a bit...
Sgt w/ BP and melta bombs
voxcaster
3 plasma guns
2 Infantry squads - 144 pts total
both have HB team and flamer respectively.
This comes to 503 pts. and I can always drop a BP or melta bombs on someone to bring it below if any opponent cares about the 3 pts.
anyways here's my thoughts/questions..
1.)Voxcasters -If I use them in the CCS and the PCS, do I need them to be in each PIS or no? I'm not familiar with how they work yet and couldn't find what I was looking for in the codex.
2.)On the PCS- probably not a good use of 45 points for plasma guns on lower BS troops. Should I keep this squad cheap and just use lasguns? Sniper rifles? I'm considering going flame heavy on my platoons, I just don't have enough game play experience to know which gun to use and I happen to have a 6+ flamers in my models/bits stash.
3.) I could ditch the HWT in each PIS. I have enough models to give them a 8 lasguns and special weapon with sarge, thinking either grenade launcher or flamer again.
4.) Should I paint up another squad of vets instead of doing a platoon just to get playing sooner? I saw one youtube vid where a guy describes this layout for vets.
Sgt Harker (heavy bolter)
3 sniper rifles(i might even use plasma instead)
1 HWT with autocannon
4 vets w/ lasguns.
an expensive squad, but that is a ridiculous amount of fire power and they can MOVE and infiltrate the enemy like nothing. Would a good started army be that CCS and Vet Squad in a chimera mentioned above plus this crazy shooty vet squad as my 3 essential units?
I also have a Leman Russ Demolisher and 3 Sentinels, and 3 Lascannon HWT I'll add to the platoon points permitting. Obviously I will develop a bigger and better army, but for now I want to get a decent looking 500 pt army on the table as soon as possible and build up as I find areas that need improvement. Thanks to everyone that has commented so far!
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This message was edited 1 time. Last update was at 2013/06/25 07:57:59
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![[Post New]](/s/i/i.gif) 2013/06/25 10:15:47
Subject: Re:Van Halen themed Guard Army
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Camouflaged Zero
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I'd say your army as it is is okay, and should work fine in casual games. But you'll probably find the chimera blows up quite a lot.
For your questions
1/ You need a vox on the unit issuing the order and on the unit receiving the order. You can't give orders to embarked unit (so the vets in this case), as a result there are only 3 viable units to receive orders. Since the CCS can issue 2 and has better ones, I wouldn't bother with a vox on the PIS.
2/ I probably wouldn't go with plasma. You already have the CCS with it and there shouldn't be a huge amount of 2+ armour units at 500pts. I'd go with an autocannon and as an optional extra; 2 flamers. Normally I just take 1 HWT in the command squads so it leaves me with 2 meatshields.
3/Keep the HWT in the PIS, I would take an autocannon over the HB. Yes against a horde the HB is preferable, but the autocannon gives you range and better anti tank options than the HB for the same cost.
4/ Okay, but not exactly great. I wouldn't bother with it unless you wanted it for specific thematic reasons.
Rather than what will work well, I think you should try to find a theme for it. Something that fits in with van halen other than the paint job perhaps? With regards to the other units you have, chucking in something like a demolisher can be a real headache for some armies as they just don't have anything to handle AV14 at that points level. It makes it hard to fit in your 1HQ and 2troops though.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/07/31 18:59:15
Subject: Re:Van Halen themed Guard Army
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Regular Dakkanaut
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Ok guys, I've been reading up on rules and codex and in other dakka threads. I have been accumulating models for this army and I want to talk about my TROOPS choices. Give me some feedback on this if you'd be so kind.
1 queston 1st- do Voxcasters expand the range over which an order can be given? I'm under the impression they are like walkie talkies and therefor orders can be given over greater distances.... is that so?
Platoon #1
PCS -57 pts
Lieutenant w/ BP+MB
2 Flamers
Autocannon team
PIS #1 & 2 - 77pts each[154 pts]
Sgt w/ BP+MB
Heavy Bolter Team
Vox
Grenande launcher
5 Guardsmen
note: I went with grenade launcher instead of sniper rifle b/c sniper rifle only hits on a 6 right? Also figured the range on flamer would be insufficient. Krak grenades seem like a pretty good weapon are they not??
PIS #3,4.5. - 62 pts each. Squad 3 is joined by commissar and vox unit and 3 squads are combined. Total cost for 3 squads is [226 pts.]
Sgt w/ BP+MB
Flamer
8 Guardsmen
-Question is equipping these guys with krak grenades a good use of points?
5 Heavy Weapons Squads. [435] will probably have them behind ADL and within range of a Lord Commissar HQ but that's a topic for another day.
2 LC-105 pts each
3 AC- 75 pts each
The idea here is I would have one massive platoon to work with. Its unlikely I would play a ton of games using all 5 squads. I would have 2 stand alone units to sit back and shoot and a 30 man blob to bum rush and take objectives depending on game type...
This is what I am building towards as I purchase models.. any opinions or advice is welcome.
I already have a vet squad w/ 3 MG in a chimera and will probably make another w/ PG in another chimera eventually. Focusing on purchasing and painting the platoon first..
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![[Post New]](/s/i/i.gif) 2013/07/31 19:09:35
Subject: Van Halen themed Guard Army
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Hurr! Ogryn Bone 'Ead!
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I was going to make a valhallan army until i decided to build a flames of war Russian army haha but here was my idea..
use these models
http://wargamesfactory.com/webstore/alien-suns/shock-troops-sci-fi-greatcoat-troopers
and i bought abunch of 28mm soviet WW2 heads/ winter gas mask heads. to give them the russian look
and extra a ton of extra lasguns to give them a GW / 40k look... i still have those heads if your interested in this idea...
Tony A
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All the Emperor requires of us guardsmen is that we hold the line,and die fighting. Its what we do best. We die standing. |
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![[Post New]](/s/i/i.gif) 2013/08/18 22:48:57
Subject: Re:Van Halen themed Guard Army
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Regular Dakkanaut
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Not sure if this is the right place for it, but just wanted to show you guys what i've been babbling on about. I have a few white ones painted now as well and am starting on the black and yellow tanks. Really enjoying this process of painting again. I'm gonna keep updating this thread and asking for opinions on my lists and everything so I figured I could at least give you guys something to look at if I'm gonna spam my own thread. Hope it doesnt bother anybody.
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This message was edited 3 times. Last update was at 2013/08/25 17:33:31
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![[Post New]](/s/i/i.gif) 2013/08/27 21:44:46
Subject: Van Halen themed Guard Army(updated w/ pics!)
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Regular Dakkanaut
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Alright folks the painting campaign continues as I keep conceptualizing the VanHallan force...
I'm wondering if I can get feedback on a few questions I have about build styles for IG platoons.
I am working with roughly 5 or 6 squads worth of minis. I can of course buy more,
But I envision 2 types of platoon forces.
One is a platoon based army where 2 platoons have
IS w/ HWS and GL to sit back, take orders and shoot. This could be anywhere from 2-5 of these squads, usually gonna have AC and GL... This is also where I would stockpile HWS, up to 5 of those behind a defense line.
The other has 3 squads combined w/ flamers and a commissar to be a 31 man bum rush forward.---I would add 2 special weapons teams with 6 flamers total to this to have a squad that just burns stuff up.
No HW in these squads because of snap fire, BUT can a ML fire a blast weapon as normal or not at all? Rulebook says Blast weapons can't snapfire so I assume no shot possible.
So I guess my question is, with respect to normal game play and point values,
Am I WAY overboard with the idea of having 2 separate platoons with 30-60 models in it? I don't want to spend 45 minutes per turn just getting to the shooting phase....
My initial plan was to run 1 platoon with
2 IS w/ AC and GL
And 1 combined squad of 30 w/ flamers and a commissar to rush into the field and die with their boots on...
Does this work as a single platoon or no? I feel like from what i gather having troop choices where one is a platoon and the other is a vet squad doesnt seem to work very well... is that the case? Any feedback is really appreciated I am spending a TON of time on this army and I want it to pay off. I don't need to win every game, but I do need to have a fun competitive time.
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