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Made in au
Crazed Spirit of the Defiler





Medrengard

Hey everybody, My most recent project is to start a Chaos Nurgle imperial guard army, With a horde build, and some artillery, And i'm not sure which loadout of company command squad i should have, was thinking something along the line of creed, regimental banner and some sniper rifles and well as an astropath and probable MoO. I'm really after anything that can synergize well with a horde, and can issue plenty of orders.
One other thing - I'm planning to have 4 vendettas, which is why i will need the astropath.

Thoughts anyone?

   
Made in gb
Is 'Eavy Metal Calling?





UK

For a foot-horde, you want to keep the CCS back behind the lines, so that really rules out any of the special weapons like plasma or melta, especially if you're only taking one. I'd suggest you take a LC if you want some ranged punch.

Other than that, the Regimental Standard in mandatory to keep your guys in line, as is the astropath if you are bringing reserves. Creed I'm not convinced of, as you could get another CCS for his cost, meaning you could in theory spread them along the battle line and have orders/standards on both flanks, rather than just one bigger bubble in the centre.

 
   
Made in au
Crazed Spirit of the Defiler





Medrengard

Awesome, thanks for that, However i'm told the creed ability, Scout i think it is? Can sometimes be necessary to seize the initiative. So i'm undecided on him to be honest

This message was edited 2 times. Last update was at 2013/09/27 14:15:24


   
Made in gb
Is 'Eavy Metal Calling?





UK

Scout is nice if you have something worth using it on, like a demolisher squadron that would otherwise suffer from their short range and can take the punishment. However, there are few units that really need this, so it's a very situational ability. Really, it depends on your list, but on the whole, I'd say a second CCS is a better option most of the time.

 
   
Made in us
Revving Ravenwing Biker






I play Horde guard and creed and kell together are essential. Orders are what make foot infantry effective and his 4 24" range at LD10 go a long way. I guess Kell could be less effective depending on the list, but I run ratlings and rough riders both of which benefit greatly from kell and the 24" range of orders. Finally his 'for the honour of cadia' order is extremely effective. It Allows basic guardsmen to contend with space marines in close combat, and turns rough riders into absolute death machines.

-Any terrain containing Sly Marbo is dangerous terrain.
-Sly Marbo once played an objective mission just to see what it was like to not meet every victory condition on his own.
-Sly Marbo bought a third edition rulebook just to play meat grinder as the attacker.
-Marbo doesn't need an Eldar farseer as an ally; his enemies are already doomed
-Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain
-Sly Marbo still attacks the front armor value in assault, for pity's sake.  
   
Made in us
Storm Trooper with Maglight





Ishtar Sub-Sector (40k)

I personally say two CCS as you get more horde for well for your horde. Also run commissars for that stubborn, you run tons of foot so give your command squads( including PLT command ) long range heavies to support your on the move foot/mounted guard.

"We have all and none. Death better come to the other bastard first." - SSG Alton, 19th Valerian Light Infantry Regiment

"With iron and fire the beast shall be lain low at the hands of the Hunters whose home is under the Bloodmoon." - Bloodmoon Hunters Chapter

"Bring on the Angels of Blood and Darkness as thy descend from the heavens to smite our enemies. Let the Wolves of war rend and tear our foes to pieces. And we of the Bloodmoon Hunters shall bring the iron and fire as our vehicles crush all that oppose us under our treads." - Tech-Captain of the Bloodmoon Hunters

My 40k Armies:
Bloodmoon Hunters (Iron Hands Successors)
Lunar Venatorii Regiments (Astra Miltarium)
Mjior Prime Expediton (Skitarii/Admech)
Ordo Machinum (Inquisition) 
   
Made in au
Crazed Spirit of the Defiler





Medrengard

Thanks for the help all, although i'll probably have to start writing my horde guard list soon. ^.^

   
Made in fi
Confessor Of Sins




On the other hand people will be looking to taking out those CCS. A flamer or two could be just what you need to give them some punch against turn 2-3 deepstrikers/outflankers seeing as much of your horde will already be busy then.

This message was edited 1 time. Last update was at 2013/09/28 10:09:23


 
   
Made in us
Boom! Leman Russ Commander





Ohio

It depends on what your doing with your horde, are you gunlining it in the back or are you moving up. Gunline I suggest the CCS take a standard bearer and a lascannon, if moving up at least a standard and some special weapons along the lines of plasma. maybe give them a chimera.

If your questionable with Creed, just remember he puts out 4 orders at a great distance but it isnt any more effective than having 2 separate CCS, to make creed effective you need kell as your orders are basically auto pass unless you roll double 6's or a 6 and a 5 but you basically pass all your orders with Creed and Kell. But when you add creed and kell you can get 2 separate CCS with standards and lascannons for cheaper (I believe I dont have my codex on me). So basically is Creeds special order and his ability to give someone scout really worth all those extra points? Also I wouldnt use creed in any army lower than 1850 as its not worth it.


 
   
Made in us
Executing Exarch





McKenzie, TN

If you plan to run 4 vendetta's then you should think about taking the platoons as 1 PCS x4 flamers, 2 IS w/ AC or LC or melta depending on whether you want to move them up the board or keep them back behind and ADL. If you take the ADL you do not need an astropath rather the comms relay is much much better.

If you like FW the heavy artillery carriages is excellent with a foot horde. Either way you will want some LR tanks or mechanized artillery. These are your punch while the horde handles attrition. I have found that the foot troops deal with tanks okay but they cannot deal with the troops you really need to kill.

I prefer taking a CCS and lord commissar as I like to take artillery carriages. This allows you to take your orders on a Ld10 which saves points on vox casters. Two CCS or creed+kell also work just fine but are less useful if you take artillery carriages.

SiNW conscripts would fit extremely well with this theme as they could be like zombies which when killed get back up into the fight. You could even model a chenkov like a nurgle possessed necromancer or daemon.
   
Made in au
Crazed Spirit of the Defiler





Medrengard

 ansacs wrote:
If you plan to run 4 vendetta's then you should think about taking the platoons as 1 PCS x4 flamers, 2 IS w/ AC or LC or melta depending on whether you want to move them up the board or keep them back behind and ADL. If you take the ADL you do not need an astropath rather the comms relay is much much better.

If you like FW the heavy artillery carriages is excellent with a foot horde. Either way you will want some LR tanks or mechanized artillery. These are your punch while the horde handles attrition. I have found that the foot troops deal with tanks okay but they cannot deal with the troops you really need to kill.

I prefer taking a CCS and lord commissar as I like to take artillery carriages. This allows you to take your orders on a Ld10 which saves points on vox casters. Two CCS or creed+kell also work just fine but are less useful if you take artillery carriages.

SiNW conscripts would fit extremely well with this theme as they could be like zombies which when killed get back up into the fight. You could even model a chenkov like a nurgle possessed necromancer or daemon.


I was thinking the same thing, was probably going to use the corpse cart necromancer or the generic necromancer model from fantasy, and i must ask while i'm here, how do mortars do in horde lists? I really fancy modelling one with cannonballs being loaded into it, as if they are orbs of poisonous gas, kind of like a 40k wind globadier

   
Made in us
Executing Exarch





McKenzie, TN

Mortars work okay in your CCS. Otherwise they are a bad choice that should only be taken for fluff or cool looking factor reasons. If you want to spam them no matter what put them into HWTs so they don't bring down the rest of the list's shooting and movement abilities.
   
Made in au
Crazed Spirit of the Defiler





Medrengard

Ok, i'll plop the mortars in a HWT then, Goddamn i really gotta start this list Soon

   
Made in us
Executing Exarch





McKenzie, TN

 ThunderFury 2575 wrote:
Ok, i'll plop the mortars in a HWT then, Goddamn i really gotta start this list Soon


Sorry I meant HWS...the group of 3 HWT.
   
 
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