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![[Post New]](/s/i/i.gif) 2006/07/24 23:51:29
Subject: Imperial Guard 1500 for CoD
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Been Around the Block
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This is my first attempt at a guard army, I am open to ALL feedback and criticism because this is a very different style of force to what I've been playing (Necrons). <?xml:namespace prefix = o /> DOCTRINES Rough Riders, Heavy Weapons Platoons, Grenadiers, Chameleoline, ???? HQ Command Platoon @ 271 Heroic Senior Officer, Standard Bearer, 3 Guard (Lasguns), Chameleoline Fire Support Squad, 3 Autocannons Fire Support Squad , 3 Autocannons TROOPS Infantry Platoon Alpha @ 214 Command: Junior Officer + 4 Guard, 2 Flamers, 2 Lasguns, Chameleoline Squad One: 10 Guard, 9 Lasguns, 1 Flamer, Chameleoline Squad Two: 10 Guard , 9 Lasguns, 1 Flamer, Chameleoline Infantry Platoon Beta @ 214 Command: Junior Officer + 4 Guard, 2 Flamers, 2 Lasguns, Chameleoline Squad One: 10 Guard, 9 Lasguns, 1 Flamer, Chameleoline Squad Two: 10 Guard , 9 Lasguns, 1 Flamer, Chameleoline 8 Storm Troopers @110 2 Plasma guns, Chameleoline 8 Storm Troopers @110 2 Plasma guns, Chameleoline FAST ATTACK 6 Rough Riders @ 75 5 Lances, Vet Sergeant w/ Power Weapon & Frag Grenade Hellhound @ 115 Hellhound @ 115 HEAVY SUPPORT Heavy Weapons Platoon @ 260 Command: Junior Officer + 4 Guard, 4 Lasguns 2 Anti-Tank Squads, 6 Lascannons TOTAL: 1494 points I have tried to offer a spread of effective weapons across my selections (6 Auto, 8 Flame, 4 Plasma, 6 Las). I have avoided a lot of upgrades to get more bodies and weapons on the ground. Chameleoline seemed like an OK choice for city fighting guard but I could be way off base there, and something else mayhave been better. The Rough Riders, Hellhounds and Storm Troopers are units I have really wanted to paint and use, though I realise I might not have chosen particularly effectively. I could change the Storms for Hardened Vets and get two more Plasma in. I'm also worried the Hellhounds will be massacred without other armour on the table. Anyway like I said, it's a first attempt and feedback is desperately needed!!
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![[Post New]](/s/i/i.gif) 2006/07/25 01:33:06
Subject: RE: Imperial Guard 1500 for CoD
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Regular Dakkanaut
Philadelphia, PA
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Cameoline is nice for shooty & hide in cover squads with heavy weapons, but your guys will be getting close with those flamers so it is wasted points -- cameoline does nothing against CC or flamers. Watch out for flamers(AP5 & no cover save), esp Ork burna squads -- I lost an entire 30 man conscript plt to those in a single turn. I'd equip ypur squads with a few more plasmas, meltas or grenade launchers, then add in some 5 man remnant squads with flamers. These are useful for all kinds of things like standing on sewer entrances or flanking. Being only 36 pts they are often ignored before they use that flamer. Oh, and get some sentinels, amazingly useful for moving in city fight with a heavy weapon where LOS is very difficult. Can also tie up enemy CC units for a turn or 2 in assault.
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Clear the battlefield and let me see
All the profit from our victory.
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![[Post New]](/s/i/i.gif) 2006/07/25 01:49:23
Subject: RE: Imperial Guard 1500 for CoD
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Been Around the Block
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Yeah I went too Flamer-heavy in my Infantry platoons, perhaps I should put some meltas or plasmas in there. Las/Plas might be a better option. I love the idea of guardsmen picking their way through the ruins and setting fire to stuff, but they're likely to get themselves killed I suppose. Where do you suggest I pull points from to add Sentinels and those extra weapons? I originally had two Autocannon Sents in the HQ platoon and a lone Lascannon Sent in FA, but I didn't have the points for them and the Hellhounds. Should I lose the 'Hounds (which are my only armour and might well get plastered) for Sentinels? If I change to Las/Plas Infantry would Chameleoline be a more appropriate choice?
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![[Post New]](/s/i/i.gif) 2006/07/25 03:29:27
Subject: RE: Imperial Guard 1500 for CoD
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Regular Dakkanaut
Philadelphia, PA
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I'd drop one of those lascannon squads. maybe downgrade the AC to h bolters as everything is going to have cover saves anyway. For the most part at the short ranges in COD double tapping plasmas seem to do the trick except for AV14.
Maybe trade cameoline for lt infantry - infiltrate and a 3 rd die for difficult terrain is very nice (if you want to get close with flamers)
I am considering myself cheap squads armed with a flamer and a mortar as shooting is either long range and out of sight or very up close and personal.
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Clear the battlefield and let me see
All the profit from our victory.
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![[Post New]](/s/i/i.gif) 2006/07/27 03:51:00
Subject: RE: Imperial Guard 1500 for CoD
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Regular Dakkanaut
Westchester, NY
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I believe when taking Chameleoline upgrade all units every squad must take them. I would swap out autocannons for missile launcher squads with sharpshooter. Also sharpshooter for LC teams. Drop the flamers, if they're that close your dead already. I generally take Chameleoline and carapace armor this is a 4+-3+ save. Better than marines in hard cover.
RB
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Grey Knights--7000 W14 L13 D1
Beasts of Chaos--4000
"We own the Night" |
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![[Post New]](/s/i/i.gif) 2006/07/27 12:01:53
Subject: RE: Imperial Guard 1500 for CoD
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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I'm fairly certain that Grenadiers canot have Cameleoline. Could be wrong.
Unfortunately this list has 12 big guns tied to 24 models, making your gunline extremely fragile.
BYE
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![[Post New]](/s/i/i.gif) 2006/07/27 14:06:33
Subject: RE: Imperial Guard 1500 for CoD
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Regular Dakkanaut
Westchester, NY
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Light inf and jungle fighters cannot have Carapace armor grens can.
RB
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Grey Knights--7000 W14 L13 D1
Beasts of Chaos--4000
"We own the Night" |
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![[Post New]](/s/i/i.gif) 2006/07/27 14:51:59
Subject: RE: Imperial Guard 1500 for CoD
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Grenadiers already have Carapace Armour. And only 'Guand Infantry' can take Doctrines (in most cases). Grenadiers are not 'Guard Infantry'.
BYE
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![[Post New]](/s/i/i.gif) 2006/07/28 03:54:27
Subject: RE: Imperial Guard 1500 for CoD
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Regular Dakkanaut
Westchester, NY
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Thanks for posting that. It just saved me 60pts now I can pick up that 3rd sentinel.
RB
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Grey Knights--7000 W14 L13 D1
Beasts of Chaos--4000
"We own the Night" |
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![[Post New]](/s/i/i.gif) 2006/07/28 11:43:37
Subject: RE: Imperial Guard 1500 for CoD
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Regular Dakkanaut
Westchester, NY
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Cameleoline can be taken by grens. At least it doesn't state it cannot.
RB
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Grey Knights--7000 W14 L13 D1
Beasts of Chaos--4000
"We own the Night" |
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![[Post New]](/s/i/i.gif) 2006/07/28 11:58:31
Subject: RE: Imperial Guard 1500 for CoD
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Blood-Drenched Death Company Marine
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Grens are not list as "Guard Infantry squads", so no they can't.
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![[Post New]](/s/i/i.gif) 2006/07/31 00:43:06
Subject: RE: Imperial Guard 1500 for CoD
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Been Around the Block
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Thank you for the responses, guys! I can make the change to the Grenadiers easily. I had actually considered changing them for Hardened Vets to save points and get an extra plasma gun into each squad.
HBMC you mentioned the gun line, I'd really like your advice on how to improve my heavy weapons lineup. Would a couple of tanks be the way to go instead of the heavy weapons squads? And what about all those flamers in the infantry, just plain suicidal? Should I consider losing the Hellhounds and Heavy Weapons teams to add a couple of Leman Russ and Sentinels? I am very new to guard and hardly anyone plays them in my local area so I would dearly love some experienced counsel. Cheers guys!
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![[Post New]](/s/i/i.gif) 2006/07/31 03:03:42
Subject: RE: Imperial Guard 1500 for CoD
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Fresh-Faced New User
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If this is just for CoD, definitely don't get rid of the hellhounds. Also, there's nothing wrong with your heavy weapons. Line of sight is tricky in CoD, so heavy weapons squads usually cover areas you think your opponent might move through. You won't put them all in one place, so most will probably do their job. Plasma guns in squads is better than flamers. Don't give squads heavy weapons, unless you don't care if they ever use them. The key to city fighting is moving around. Vehicles get immobilized a lot in all of the difficult terrain.
Chameoline is not as valuable as light infantry -- and you don't have to give it to everybody. A 4+ cover save is good enough -- we're guard. But being able to move quicker and infiltrate is huge.
I think Vets are great. In 1500 points you could easily afford a vet sarge w/ Honorifica and a powerfist. Put him with a big squad and come up through sewers, or infiltrate. That squad could make good use of flamers. Special weapons teams are also good, but are fragile. I like sentinels a lot as well. They can usually squeeze through stuff and line up on big targets. They are also good at tying up enemies in close combat.
Take close order drill if you can. It's easy to stay in base contact and hitting the same time as marines helps tremendously.
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