just been sitting on the loo reading codex witch hunters, as one does, when an idea came to me, adding arco-flagalents to my guard army as allies.
I have an all infantry, all infilltrating gaurd army of doom (TM), of course who's doom is up for debate, especially when some chaos marines infiltrate in a wide spread in the middle of the table, but that's the risk you take, ho hum.
I don't have my full calculated list but it basically consists of:
HQ: JO with minimal gear, master vox and vet with standard, and a commissar if i have the points, basically a hide at the back and telephone the troops to let them know when to leg it unit.
heavy weapon squads x4 (one each of HB and autocannon, and two of either lascannon or rockets, depending on points/what i put in the line troops)
platoon 1: JO with vox and 3 flamers, suicide squad
squads 1-3: vox and either rocket or lascannon, usually with a melta for close range,
platoon 2: JO with vox and 3 flamers, another suicide squad
squads 1-3: nothing but a vox-caster and a bayonet, stand in front of the heavier units and speed bump the charge,
Fast attack: 3 squads of 5 rough riders with lances, vet with power weapon
heavy platoon: JO with bolter, some sort of heavy weapon, vox, stands still, provides a bit of shooty with a bit of leadership for voxless heavy units
3x heavy units usually 2x mortars and 1x lascannon.
elites: vets with 1x plasma and 2x melta
everyone except the RR have light infantry.
basically i only play MEQ, as i seem to be the only person i know who doesn't have little bits of excitement in my pants at a 3+ save. so i run a bait and counter charge, I set up the RR begind cover and then watch the opponent stress while they have to set up ondering where the lascannons are going to be, then i infiltrate, usually heavys at the back, with a line of crapfantry far enough in front to speed bump, vets go somewhere near something they can blow up, flamer units in with the crapfantry.
I draw the enemy forward by outgunning them and then tie them up with the crapfantry then counter charge with the rough riders, infitration is used to try and maximise fire lanes/unnerve my opponent, and the flamer squads provide secondary leadership until the enemy gets close and then they run forward and flambe the enemy and provide speedbump/ boddies to stop bullets, they have been known to charge the enemy.
ok now onto the questions: 1) any improvements
2) what should i drop to get in the arco-flagenents and are they a good idea to give me yet more counter charge punch/ a unit to walk forwards and draw fire from my heavy weapons?
however a few ground rules:
NO tanks, i'e got 3 leman russ but i don't know how to use them and i don't want them in an all infantry army,
No getting rid of the mortars, I like them and it gies me some indirect fire to hide so they tend to last longer than ay other weapons, they've even been known to kill things.
No more plasma, I can convert melta-guns out of catatchan flamers but can't do the plasmaguns, i'm not fielding loads of cookie-cutter plasmagunners, and i'd have to direct order them as GW's blistering them with bloody flamers gets my goat. I also can't be bothered to get space marine plasma guns from direct and then build cos, as i've said i can convert meltas without doing this.
please give some advice, if i don't get any i'll assume its because this list is already so good you are all copying it
oh and light infantry is removable, i like it but it is annoying losing the game because of your roll off to deply infiltrators