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		<title><![CDATA[Latest posts for the thread "IG army List"]]></title>
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				<title>IG army List</title>
				<description><![CDATA[ All righty, so far with this list I've lost to <span class="glossaryitem" onmouseover='gp(119);'>SM</span> many times, but wiped Eldar and Orks. I thinks it's a good list, but I am looking to improve.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>) Heroic Senior Officer, standard bearer, medic, melta gun, and master vox.<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)Yarrick<br /> <br /> Elites)1x 10 man ratling squad<br />          1x 10 man stormtroopers with vet sgt. who has the honorifica. 2 meltas. Infiltrate and mounted in chimera.<br />          1x 10 man stormtroopers with vet sgt. 2 plasma guns. Infiltrate.<br /> <br /> Troops)1 Platoon with Junior officer and medic. Mainly lasguns.<br />                 Platoons=5 squads with Grenade Launchers and voxes and lascannons<br />            1 Platoon with junior officer and standard. Mainly <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons and pistols.<br />                 Platoons=5 squads with flamers and voxes and autocannons.<br /> <br /> Fast)1 squadron of Sentinels with 2 cadian pattern(autocannons and Armoured crew) and 1 mars pattern(multi laser)<br />        2 Hellhounds with extra armor<br /> <br /> Heavy) 1 Basilisk with indirect fire upgrade.<br />             1 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with lascannon hull, heavy bolter sponsons, extra armor, track guards.<br />            1 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> Demolisher with hull lascannon, sponson plasma cannons, extra armor, track guards.<br /> <br /> Doctrines are: Sharpshooters and Carapace armor.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 16:33:38]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ -an armoured fist squad or 2 to provide flexible mobility for your guard troops and a quick pinch shot blocker/absorber if your in trouble<br /> - more guardsmen: you can never have enough<br /> - more special weapons such as plasma and melta so you can change your guard army to deal with <span class="glossaryitem" onmouseover='gp(95);'>MEQS</span><br /> - if your not aming for a specific army you can spend the extra points on doctrines such as camoline and close order drill. they're very cheap and effective.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 23:59:32]]> GMT</pubDate>
				<author><![CDATA[ king-newmic]]></author>
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				<title>Re:IG army List</title>
				<description><![CDATA[ Look, I'm no master strategist or anything, but your list is eye-bleedingly bad. I've come up with 15 basic problems with your list that I think most <span class="glossaryitem" onmouseover='gp(69);'>IG</span> players will agree with. <br /> <br /> While you certainly don't need to make all of these changes, any one is a good place to start in building a harder list. (Pay particular attention to #6, which is actually an illegal option you've chosen.)<br /> <br /> <br /> 1) <b>Yarrick.</b> I love his fluff, but he's not worth the points you pay. At all. Compare him to, for example, Jarran Kell. For 21 points <i>less</i> than Yarrick, Kell is almost as good in Close Combat, and has a 12" <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 8 with re-roll bubble from the "Leadership" rule that Yarrick somehow lacks. Oh, and you get Creed (and his <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10 bubble!) thrown in for free. <br /> <br /> 2) <b>Carapace Armor.</b> Costs twice as much as "Camoline," but is half as useful. You're bleeding away hundreds of points on this nearly-useless doctrine.<br /> <br /> 3) <b>Sharpshooters.</b> This doctrine can be worthwhile, but is not worthwhile for <b>any</b> of your squads as you currently have them configured.<br /> <br /> 4) <b>Drop Troopers.</b> It's free, it's great, and you don't have it.<br /> <br /> 5) <b>Close Order Drill.</b> It's free, it's good, and you don't have it.<br /> <br /> 6) <b>Standard Bearer.</b> You've got one in a platoon <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. This is illegal.  (page 39, "Standard Bearer" rules.)<br /> <br /> 7) <b>Medics.</b> Are widely seen as not being worth their points.<br /> <br /> 8) <b>Vox Casters.</b> Are also widely seen as not being worth their points.<br /> <br /> 9) <b>Stormtroopers.</b> They're not bad per se, but you're paying a 31 point per squad premium over Veterans who fill the same role. (And the Veterans have a slot for an extra assault weapon!)<br /> <br /> 10) <b>Platoon <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>.</b> You should either throw 4x assault weapons into the PHQ squad and use them aggressivley, or else throw a single heavy weapon in and hold them back. Equipping them with pistols and <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> is just pointless.<br /> <br /> 11) <b>Assault weapon placement.</b> Grenade Launchers are much better paired with autocannons than lascannons. Similarly, multiple flamers can be brutal in mobile squads. A single flamer is much less useful, especially when paired with a static autocannon.<br /> <br /> 12) <b>Assault Weapon loadout.</b> Under the current rules grenade launchers are vastly inferior to all other weapon choices. Try placing some plasma guns in line infantry squads.<br /> <br /> 13) <b>Sentinels.</b> Armored Crew compartments are (currently) overpriced. Mixing weapons is not ideal. (Although the autocannon and multilaser are pretty similar, so you can probably get away with it.)<br /> <br /> 14) <b>Leman Russ.</b> Mixing <span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons with a lascannon is a poor choice, since you can't split fire and the weapons are designed for very different targets. Track Guards are a terrible purchase for the tank, since the current missions contain no downside for ending a game "immobilized."]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2009 08:03:20]]> GMT</pubDate>
				<author><![CDATA[ Dave47]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(376);'>mmm</span>....... you said 15 basic problem theres only 14, but I agree with just about all of them.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2009 11:33:58]]> GMT</pubDate>
				<author><![CDATA[ Sternguard_rock]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ Wait till the&nbsp;new codex.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2009 20:13:26]]> GMT</pubDate>
				<author><![CDATA[ Arran235]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ Dave47 although I see where your coming from on #14, i think it's a good idea to have a lascannon thrown in the hull, incase the turret is destroyed or maybe you need the AP2 for something.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2009 22:21:09]]> GMT</pubDate>
				<author><![CDATA[ Jarran]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ looks good but make sure they die as they run at you]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2009 22:23:02]]> GMT</pubDate>
				<author><![CDATA[ the assasin of night]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote><div><cite>Jarran wrote:</cite>Dave47 although I see where your coming from on #14, i think it's a good idea to have a lascannon thrown in the hull, incase the turret is destroyed or maybe you need the AP2 for something.</div></blockquote><br /> If you want a "Plan B" for a weapon destroyed, you have four options:<br /> <br /> 1) Hull <span class="glossaryitem" onmouseover='gp(51);'>HB</span>: Move 6" and shoot the <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, or move 12" and ram / tank shock. (Free!)<br /> 2) Hull <span class="glossaryitem" onmouseover='gp(80);'>LC</span>: Move 6" and shoot the <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, or move 12" and ram / tank shock. (+10 points)<br /> 3) 3x <span class="glossaryitem" onmouseover='gp(51);'>HB</span>: Stay still and throw down 9 <span class="glossaryitem" onmouseover='gp(51);'>HB</span> shots, or move 6" and shoot one <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, or move 12" and ram / tank shock. (+10 points)<br /> 4) 2x <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and 1x <span class="glossaryitem" onmouseover='gp(80);'>LC</span>: Stay still and throw down 6 <span class="glossaryitem" onmouseover='gp(51);'>HB</span> shots and a <span class="glossaryitem" onmouseover='gp(80);'>LC</span> shot, or move 6" and shoot one weapon, or move 12" and ram / tank shock. (<b>+20 points</b>)<br /> <br /> Option one still leaves you with something to do. And if option one doesn't look adequate, option 2 and 3 are 10 points cheaper than option 4, and are just as effective. You don't buy a Lascannon for the <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, you buy it for the Strength. (A heavy bolter is better at killing Terminators than a lascannon.) If you're shooting at high armor vehicles, the 2 <span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons will be wasted. Don't buy things that you don't plan to use.<br /> <br /> A 3x <span class="glossaryitem" onmouseover='gp(51);'>HB</span> tank is a <b>better</b> tank than a <span class="glossaryitem" onmouseover='gp(80);'>LC</span> / 2x <span class="glossaryitem" onmouseover='gp(51);'>HB</span> tank, and costs 10 points <b>less.</b>]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 01:39:26]]> GMT</pubDate>
				<author><![CDATA[ Dave47]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ Well the reason I have track guards is that termies usually deepstrike and immobilize my Leman Russ on my side of the table.<br /> <br /> Sharpshooters has benefited me nearly 50% of the time(allowed me to reroll a 1 that killed an avatar with a laspistol once). Thanks for the advice, but I'm gonna keep this.<br /> <br /> The only units I have in cover are normally my ratlings and snipers. My infantry are normally not in cover. I get what your saying and I'll give it a go though especially in city fight.<br /> <br /> I forgot to write that I take close order drill almost automatically, but doesn't anyone else? <br /> <br /> Personally, the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> command squad is there for fun actually, I love assaulting the enemy with <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, its fun to see their faces.<br /> <br /> I will try the vets and replacing my <span class="glossaryitem" onmouseover='gp(380);'>GL</span> with heavier weapons.<br /> <br /> The lascannon is for my turret should it get ripped off though, it has happened 2x to me while facing Tau. Also S7 doesn't pierce Land Raider armor unless I roll a 7, which is admittedly hard. I like Yarrick or fluff reasons, I know he kind of... well does blow, but hes fun to have.<br /> <br /> I fixed that standard bearer, but isn't drop troops 1 pt per model? I tried it once and it didn't turn out too well.<br /> <br /> I should've added that I prefer sitting back and letting them rush at me besides my flanking stormtroopers. I'm also looking at being able to lay down pie plates against nid and ork hordes while being able to take out <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.<br /> <br /> Oh and if I remove my track guards, should I add on hunter killer missiles?<br /> <br /> Thanks for continued advice.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 02:20:52]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote><div><cite>halonachos wrote:</cite>Well the reason I have track guards is that termies usually deepstrike and immobilize my Leman Russ on my side of the table.</div></blockquote><br /> <br /> Pretty poor reasoning. Wasting the points in fear of that happening robs you. 1, the odds are so so that will happen and two...what if no <span class="glossaryitem" onmouseover='gp(471);'>DS</span> termies?<br /> <br /> <blockquote class="uncited"><div>Sharpshooters has benefited me nearly 50% of the time(allowed me to reroll a 1 that killed an avatar with a laspistol once). Thanks for the advice, but I'm gonna keep this.</div></blockquote><br /> <br /> Your call. You just have had better luck than others...<br /> <br /> <blockquote class="uncited"><div>The only units I have in cover are normally my ratlings and snipers. My infantry are normally not in cover. I get what your saying and I'll give it a go though especially in city fight.</div></blockquote><br /> <br /> This speaks more to poor tactics rather than army design. My God, man, use the cover whenever you can! The Imperium gives your cardboard for armor!<br /> <br /> <blockquote class="uncited"><div>Personally, the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> command squad is there for fun actually, I love assaulting the enemy with <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, its fun to see their faces.</div></blockquote><br /> <br /> Fluff is fun but you asked them to eval and in evaluation this is hap-hazard. Say hi to the biker nobz at your next tournament for me...<br /> <br /> <blockquote class="uncited"><div>I fixed that standard bearer, but isn't drop troops 1 pt per model? I tried it once and it didn't turn out too well.</div></blockquote><br /> <br /> Drop guard is about finesse.<br /> <br /> <blockquote class="uncited"><div>I should've added that I prefer sitting back and letting them rush at me besides my flanking stormtroopers. I'm also looking at being able to lay down pie plates against nid and ork hordes while being able to take out <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.</div></blockquote><br /> <br /> But you are screwed in a multiple objectives game...<br /> <br /> <blockquote class="uncited"><div>Oh and if I remove my track guards, should I add on hunter killer missiles?</div></blockquote><br /> <br /> Oh God, no. Shore up the points for more options.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 06:34:53]]> GMT</pubDate>
				<author><![CDATA[ Mickhedd]]></author>
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				<description><![CDATA[ Are you actually serious about this list? There is alot of good advice here that it seems like you are ignoring. This list is worse than bad, it's just worse. <br /> <br /> 110 guardsmen = good but having the all equipped with autocannons, plasma guns and camoline is better.<br /> <br /> Vox's, medics and Carapice must go. this will save you at least 300 points that you can use for more platoons. <br /> <br /> This reminds me of my first couple lists. It's appalingly bad but with a few tweaks it will be just fine. Drop troops is your best friend by the way, well, other than the camo.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 06:51:41]]> GMT</pubDate>
				<author><![CDATA[ Kungfuhustler]]></author>
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				<description><![CDATA[  Firstly I want to say that I'm sorry if it sounds like I'm ignoring advice, and yes this is my first list, I've tried it with drop troops in a second list, and I had a third list with Xeno hunters instead of sharpshooters. They didn't perform well and so I went back to my first list.<br /> <br /> <blockquote><div><cite>Mickhedd wrote:</cite><br /> <br /> This speaks more to poor tactics rather than army design. My God, man, use the cover whenever you can! The Imperium gives your cardboard for armor!<br /> </div></blockquote><br /> <br /> Well that's why I gave them plastic armor! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <blockquote><div><cite>Mickhedd wrote:</cite>Fluff is fun but you asked them to eval and in evaluation this is hap-hazard. Say hi to the biker nobz at your next tournament for me...<br /> </div></blockquote><br /> <br /> Sorry, I've never played in a tournament and probably never will, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> ignores my area and rogue trader has come around only twice, once when I didn't play and once when I only had a Leman Russ and 30 infantry to my name. <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"><br /> <br /> <blockquote><div><cite>Mickhedd wrote:</cite>Drop guard is about finesse.</div></blockquote><br /> The <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have finesse <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"><br /> <br /> <br /> I'll post my new list soon and have that picked apart for fun and thankyou for the help, hopefully I won't skip over most of what was said.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 13:05:22]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote><div><cite>halonachos wrote:</cite><br /> <br /> <blockquote><div><cite>Mickhedd wrote:</cite>Drop guard is about finesse.</div></blockquote><br /> The <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have finesse <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"><br /> </div></blockquote><br /> <br /> Drop guard is about using them to deliver strategic firepower and overwhelm. Where and what to drop comes into play. Weapon choices, etc make or break drop guard. Also, you need to learn to navigate terrain since I've seen many a drop guard army impale itself on trees on the way down.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 13:14:05]]> GMT</pubDate>
				<author><![CDATA[ Mickhedd]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>) Heroic Senior Officer, standard bearer, melta gun, plasma gun, and master vox.<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)Heroic Senior Officer, 2x plasma guns, master vox.<br /> <br /> Ensures <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 9 to all guardsmen no matter location and two in case one gets wiped out.<br /> <br /> Elites)1x 10 man ratling squad<br />          1x 10 man stormtroopers with vet sgt. who has the honorifica. 2 meltas. Infiltrate and mounted in chimera.<br />          1x 10 man stormtroopers with vet sgt. 2 plasma guns. Infiltrate.<br /> <br /> Troops)1 Platoon with Junior officer. Mainly lasguns.<br />                 Platoons=5 squads with Plasma Guns and voxes and autocannons.<br />            1 Platoon with junior officer. Mainly <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons and pistols.<br />                 Platoons=5 squads with flamers and voxes and autocannons.<br /> <br /> Fast)1 squadron of Sentinels with 2 cadian pattern(autocannons) and 1 mars pattern(multi laser)<br />        2 Hellhounds with extra armor<br /> <br /> Heavy) 1 Basilisk with indirect fire upgrade.<br />             1 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with lascannon hull, heavy bolter sponsons, extra armor.<br />            1 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> Demolisher with hull lascannon, sponson plasma cannons, extra armor.<br /> <br /> Doctrines are: Mechanized, drop troops, close order drill.(Joking)<img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> Real doctrines are: Drop troops, close order drill, and carapace armor.<br /> <br /> An aside question though; it doesn't say, but does xeno-fighters apply to Tau or necrons? I've always had questions about this.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 13:28:58]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ xeno fighters is trash. why not take iron dicipline? <br /> <br /> why gove the honor to the stormy sgt? he dosen't even have a power sword and his squad is a throw away in any event...<br /> <br /> The infiltrating squad has the plasma and not the melta?<br /> <br /> Carapice still costs too much. If you REALLY want tougher troops do what I do and take the grenadiers doctrine and use 30 stormys as 3 troops choices. targeters, nades, 4+ save, bs4...<br /> <br /> you might try the light infantry doctrine to infiltrate a platoon of reg guardsmen as well.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 21:12:22]]> GMT</pubDate>
				<author><![CDATA[ Kungfuhustler]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ I have two stormtroopers with infiltrate, the one squad with the chimera confers the infiltrate rule to the chimera and they have meltas.<br /> <br /> I would get grenadiers if one thing is true, can I get multiple troop choices of 0-3 stormtroopers. For example can I get 6 stormtroopers for two troop choices?<br /> <br /> The melta stormies have the honorifica because I estimate that they'll run into enemy units, both stormies vets. have power weapons(sorry). Also, it increases the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> to 9.<br /> <br /> I may also replace drop troops with iron discipline.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 21:29:30]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>Re:IG army List</title>
				<description><![CDATA[ This list is definitely an improvement. All of my old suggestions still stand, but I'll assume you're aware of them, and move on to new comments:<br /> <br /> -You've made an (easy to make) mistake: The <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> platoon is a "1" choice, not a "1+" choice, so you can only have one <span class="glossaryitem" onmouseover='gp(69);'>IG</span> command squad in an army. If you want more than one <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 9 (or 10) bubble, you need to use Creed and Kell, or else use some Commissars. Neither choice is great, but Creed and Kell are a better buy than the Commissars. But unless you're playing an Apocalypse-sized game, you should be able to get away with one <span class="glossaryitem" onmouseover='gp(82);'>LD</span> bubble in a static gunline army.<br /> <br /> -Your army is very short on lascannons and melta guns. This is a big problem. Either throw in one (or more!) Deep Striking Veteran Squads with 3x Meltas, or else throw in some 3x <span class="glossaryitem" onmouseover='gp(80);'>LC</span> anti-tank squads.<br /> <br /> -Regarding Camoline, I'll expand on my previous comment: You don't need to use terrain to benefit from Camoline. You can make your own cover! Camoline turns the 4+ "shooting through a unit" save into a 3+ save. (2+ if you go to ground to hold an objective!) This let's you keep small squads (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, FS, and static veterans) screened by your 10-man squads. I don't view Camoline as essential, but I view it as worlds better than Carapace.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2009 23:02:52]]> GMT</pubDate>
				<author><![CDATA[ Dave47]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ But wouldn't my opponent guess that this is my tactic and then fire at my front row and then move on to my rear while using ordnance to tear my rear a new one? I also suffer from Terminator deep striking behind my lines.<br /> <br /> Sorry about that <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> thing, but I am thinking Schaeffer and last chancers armed with meltas for my other troop and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices.<br /> Its about 398 points for Schaeffer, Kage, 14 Last chancers(upgraded to specialists) and armed with meltas.<br /> Looking to add 2 lascannons per platoon so 3 autocannons and 2 lascannons for one platoon. I'll probably switch my autocannons for heavy bolters if I play orks or nids though.<br /> <br /> I'll most likely cut the honorifica and my vet sgts and power weapons to get some points saved up.]]></description>
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				<pubDate><![CDATA[Fri, 6 Mar 2009 13:06:19]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote><div><cite>halonachos wrote:</cite>Its about 398 points for Schaeffer, Kage, 14 Last chancers(upgraded to specialists) and armed with meltas.</div></blockquote><br /> No. It's not. <br /> <br /> Scaeffer: 75 Points.<br /> Kage: 35 points.<br /> Last Chancer: 11 points .<br /> Specialist upgrade: 5 points.<br /> Meltagun upgrage: 10 points.<br /> <br /> 75 + 35 + 14*(11+10+5) = 474 points.<br /> <br /> So, for 474 points you get a mediocre character, a crappy character, and 14 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 melta guns that can be split into up to 5 squads. Or you can split your two platoons of five squads into five platoons of two squads, and take an extra 3x Platoon <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, with 4 meltas each. Then add a sixth platoon <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with 4x meltas for 80 more points, and two squads of ten guardsmen with Heavy Bolter and Plasma Rifle.<br /> <br /> The total cost of these additions is 480 points. So, you're faced with a choice between:<br /> <br /> -16 T3 models and 14 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 Meltaguns for 474 points, or<br /> -40 T3 models, 16 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 meltaguns, 2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 plasma rifles, and 2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 heavy bolters for 480 points.<br /> <br /> The Last Chancers obviously have some advantages, but on balance I think they're just too expensive compared to the alternatives. ]]></description>
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				<pubDate><![CDATA[Sat, 7 Mar 2009 08:32:41]]> GMT</pubDate>
				<author><![CDATA[ Dave47]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ You also forgot last chancers get deep strike and count as scoring units in small easy to hide bundles.  <br /> <br /> last chancers are the way to go, take a demo charge or two however and be prepared not to use them in the new book]]></description>
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				<pubDate><![CDATA[Sat, 7 Mar 2009 14:41:28]]> GMT</pubDate>
				<author><![CDATA[ glowgos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ 1: Last Chancers are uniformly overpriced.  BS4 special weapons are not worth the minimum 23 points they cost with Schaeffer. Infiltrate/Deep Strike or no, these are one shot weapons.<br /> <br /> 2: Carapace armor: wasted points. A minimum baseline infantry platoon with carapace costs 220 points for 25 men - the same price as 35.<br /> <br /> 3: Sharpshooters: also basically useless.  10 points per infantry unit.  Infantry keyword is only attached to troops choices. Save the points for another unit since it can't help your heavy platoons.<br /> <br /> 4: Infiltrate or a Chimera. Not both.<br /> <br /> 5: Voxes: 65 points wasted.  Average roll on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> is 7. Guard <span class="glossaryitem" onmouseover='gp(82);'>LD</span> is 7. If a squad breaks discard it and move another forward.<br /> <br /> 6: Lascannons as backup on a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> cost the same as 3 <span class="glossaryitem" onmouseover='gp(51);'>HB</span>.  Leave armor cracking to your units, or <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> where you can deliver more firepower downrange.<br /> <br /> 7: So you're blowing 10+6+25+weapons to make a sergeant into an aspect warrior with extra attacks? Honorifica Imperialis is just taking up points you could be distributing around for further weapon upgrades.<br /> <br /> 8:If you're going with Drop Troops, a unit of hardened Veterans might be a more cost effective way to deliver 3 meltas and a lascannon.  <br /> <br /> 9: Demolishers are extremely likely to get engaged in melee. if you *must* give it sponsons, Heavy flamers are more likely to get a return on their points.  If you must be plasma happy, try an Executioner.<br /> <br /> 10: Xeno fighters are Orks, Eldar (all sorts), or Tyranids...but why in the Emperor's name are you getting in melee with races that are a: higher initiative, and b: infinitely superior at <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>?<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 8 Mar 2009 08:23:40]]> GMT</pubDate>
				<author><![CDATA[ Oldgrue]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ 1) How are last chancers "one shot weapons"?<br /> 2)How is carapace useless if there is no cover around and I'm against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, with Ap5 weapons.<br /> 3)I have NO heavy platoons they're only attached to my squads and the rules say that any unit with 1(one) BS3 model may take it and it doesn't apply only to; Plasma, Meltas, and Sniper weapons.<br /> 4)Why shouldn't I want to infiltrate a chimera with 6 shots?<br /> 5)I don't roll average rolls and I would rather keep half a squad at half victory points than give the enemy full victory points.<br /> 6)<span class="glossaryitem" onmouseover='gp(69);'>IG</span> infantry suck and aren't near my tank to give it support.<br /> 7)Said I was taking honorifica off and I want the power weapons.<br /> 8) The purpose of the Stormtroopers is that they can move and shoot, I see there's an extra assault weapon, but Stormtroopers have 4+ armor and I would be wasting points on a lascannon for them.<br /> 9)I only play normal games and I can't get the executioner yet, the heavy flamers is a decent idea if I was against a horde army.<br /> 10) I was asking if it could be applied against Tau, I mean, it would help against said "superior" <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> units, but orks at a lower initiative as are most Tyranids. Both of those often end up in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> combat so it is impossible to avoid.<br /> <br /> Sorry oldrogue, but that really didn't help unless you can elaborate more.<br /> Thanks to everyone(including oldrogue) though.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2009 19:13:45]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote><div><cite>glowgos wrote:</cite>You also forgot last chancers get deep strike and count as scoring units in small easy to hide bundles.</div></blockquote>  <br /> No, I'm well aware of that. You know what else can Deep Strike, and is a scoring unit in small easy to hide bundles? Platoon <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>.<br /> <br /> <blockquote class="uncited"><div>last chancers are the way to go, take a demo charge or two however and be prepared not to use them in the new book</div></blockquote><br /> Aha! Now <b>this</b> is something I forgot! Demo Charges actually might make Last Chancers a worthwhile unit, as they have the potential to absolutely clean house against Terminators, Obliterators, Broadsides, and other similar threats. The downside is the double scatter risk: First you need a good deep strike roll, and then there's only a 50% chance of landing the template directly on target. <br /> <br /> Still, it's an interesting option, and may represent a valid use for the Last Chancers.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2009 21:47:51]]> GMT</pubDate>
				<author><![CDATA[ Dave47]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ I have used last chancers once or twice thanks to Steleks advice and they are total alpha strike that comes  hits hard and only needs 1 reserve roll, they are amazing phycological warfare against inexperienced players as well. The <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 helps the scatter as well <span class="glossaryitem" onmouseover='gp(84);'>lol</span> ]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2009 22:10:11]]> GMT</pubDate>
				<author><![CDATA[ glowgos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ Ok, I'm going to assume that the problem here is one of communication, and try to elaborate on why I believe Oldgrue was trying to get at:<br /> <blockquote><div><cite>halonachos wrote:</cite>1) How are last chancers "one shot weapons"?</div></blockquote><br /> We've been talking about deep striking them deep into enemy lines. If you want to land them in cover, you run the risk of losing models from DSing into difficult terrain.  A small number of T3 5+ models with meltaguns are a high priority target. They'll draw away enemy fire / assaults, but they shouldn't live to fire twice, unless the game is basically already over.<br /> <br /> <blockquote class="uncited"><div>2)How is carapace useless if there is no cover around and I'm against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, with Ap5 weapons.</div></blockquote><br /> First, you should be using cover. But even ignoring that point, most of the casualties inflicted on <span class="glossaryitem" onmouseover='gp(69);'>IG</span> by Space Marines player come in two forms: Long-range firepower with <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4+ weapons, or assault. If the Space Marine player is setting up a gun line 24" from you, he's playing into your hands. If he deepstrikes, then those rapid-fire shots suck. But by skipping Carapace, you can buy enough extra units to ensure that your return fire annihilates the deep strikers. I guess if you know you're playing against Tau, Caparace might be worthwhile. But otherwise, it's a broken doctrine. It's overpriced for standard squads, and doubly overpriced for PHQs and <span class="glossaryitem" onmouseover='gp(482);'>AT</span> Squads, which are important units.<br /> <br /> <blockquote class="uncited"><div>3)I have NO heavy platoons they're only attached to my squads and the rules say that any unit with 1(one) BS3 model may take it and it doesn't apply only to; Plasma, Meltas, and Sniper weapons.</div></blockquote><br /> Well, actually, "Sharpshooters" does work on meltas, but that's not the point. <br /> <br /> Do the math: You're paying 10 points for an extra 1/6th of a shot per weapon, with no improvement to the unit's durability. That's like paying 60 points to double your firepower. If you can keep the squad alive, this is worthwhile for shooty squads that have a lot of heavy weapons: a 3x <span class="glossaryitem" onmouseover='gp(80);'>LC</span> squad is 115 points, so it's worth 10 points for an extra 1/2 of a lascannon. But you wouldn't want to pay the points if the squad had only one lascannon.<br /> <br /> <blockquote class="uncited"><div>5)I don't roll average rolls and I would rather keep half a squad at half victory points than give the enemy full victory points.</div></blockquote><br /> Well, unless you've got some cheap dice, you DO roll average rolls. Your claim is especially strange in the context of Leadership rolls. If your dice are rolling bad, you're gonna pass! If they roll high, you should do well enough in shooting that you don't need to worry so much about <span class="glossaryitem" onmouseover='gp(82);'>LD</span> checks. (And this is the first you've mentioned that your local group uses <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> instead of <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>.)<br /> <br /> <blockquote class="uncited"><div>6)<span class="glossaryitem" onmouseover='gp(69);'>IG</span> infantry suck and aren't near my tank to give it support.</div></blockquote><br /> We're talking about a gun with a 48" range here. Infantry don't need to be near the tank to "support" it by neutralizing threats to the tank.<br /> <br /> <br /> -------------------------------------------------------------------------------------------------------------------------<br /> <br /> Look, sorry about that, but a lot of Oldgrue's points are common knowledge for <span class="glossaryitem" onmouseover='gp(69);'>IG</span> players, which is why I think he didn't really elaborate much. The common knowledge may not be perfect, but it's widely accepted for a reason, and that reason is that it usually works.<br /> <br /> I think you've been very resistant to acknowledging any shortcoming in your list, and it's painfully obvious to most <span class="glossaryitem" onmouseover='gp(69);'>IG</span> players that your list is weak. This may not be a problem in your local meta-game, depending on skill level, but I don't think it has ever been possible to win a tournament with a Carapace Armor Sharpshooter <span class="glossaryitem" onmouseover='gp(69);'>IG</span> army that doesn't use Veterans or <span class="glossaryitem" onmouseover='gp(482);'>AT</span> squads, and that doesn't put assault weapons into PHQ squads. In 3rd, 4th, or 5th Ed. this is a weak army.<br /> <br /> There's nothing wrong with choosing to play at a disadvantage, but it's annoying to have you claiming that your choices are good ones. A <span class="glossaryitem" onmouseover='gp(80);'>LC</span> + 2 <span class="glossaryitem" onmouseover='gp(51);'>HB</span> Leman Russ is the coolest looking version of that tank, and used to be the fluffiest, and some people use it for those reasons. But nothing short of a change in the rules will make it a "good" choice.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2009 22:32:09]]> GMT</pubDate>
				<author><![CDATA[ Dave47]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ I know my list blows, but some of the help doesn't help me. Like the cover thing, in an average battle there may be 3 or 4 pieces of cover in the middle of the field. <br /> <br /> I think that your right, it mainly is my problem for myself. I haven't carried myself in an appropriate manner. One of the things I do is look and criticize, I'm sorry.<br /> <br /> When I said bad for <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>, I meant rolling 8-12. Sorry for that. I roll miraculously for shooting and wounding, but horrible for <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. That's a personal problem though.<br /> <br /> I may make two lists though, one for tourneys and one for local gaming.I've seen pictures of tourney matches and they have 400x the amount of cover I'm used to so I'll put cameleoline for that.<br /> <br /> I didn't know that meltas worked in sharpshooters though so I'm going to load up more meltas in some of my PHQs and regular squads.<br /> <br /> Everyones told me that the Leman Russ with <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and <span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons is a horrible sin against god so I can only assume it is so, but unfortunately I have a sentimental attachment to it so it will never leave my list.<br /> <br /> If I take Schaeffer though, is it a good idea to have squads of 1 with democharges? When it comes to cover and deep strike though, I usually try to land behind what little cover I can so I have a barrier between my guys and incoming fire, I've seen termies roll their ankles more than a few times due to this. Doesn't damage taken in landing in dangerous terrain ignore saves though?<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2009 15:12:07]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ OK, the last chancers ARE suicide troops they not in it to live there in it to nuke stuff, split the demo charges into each squad so you maximise your fire power. <br /> <br /> The idea is there are no more termies to shoot back because they are all dead. <span class="glossaryitem" onmouseover='gp(269);'>id</span> go for 5 demo charges then add plasma or maybe a few melta, drop and enjoy. ]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2009 15:53:05]]> GMT</pubDate>
				<author><![CDATA[ glowgos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ You know, I've always wanted suicide guardsmen in my army. But how should I distribute the squads, should I have five squads with 1 Democharge each, or should I place my democharges in squads of 1 and put the remaining demo in a squad of 6 or so?]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2009 15:56:50]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<description><![CDATA[ The way I run demo charges in my unit are to use a special weapon team, drop troops and put two flamers in the unit.  <br /> <br /> The synergy between the flamers and the demo charge should be obvious; they are both close quarters weapons. <br /> <br /> For a mere 57 points, you can drop in close to your target - don't be afraid to get up close and personal.  It's a cheap unit, and you need to get all up ons to have the demo charge work.  Drop in, hope you're in 6" of something - unload.  At that point, they've delivered their payload - you're not going to kill them all, but if it hits it's going to hurt.  Most multiwound characters are going to suffer instant death (standard caveats apply), and it chews through any armor save. <br /> <br /> It is, however, an erratic way to your payload, and is the most effective at taking out Marines & Equivalents.  Against lesser opponents (hordes, etc), it's like using a sledgehammer to put a nail in the wall to hang a picture.]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2009 17:00:35]]> GMT</pubDate>
				<author><![CDATA[ bryantsbears]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote><div><cite>bryantsbears wrote:</cite>Against lesser opponents (hordes, etc), it's like using a sledgehammer to put a nail in the wall to hang a picture.</div></blockquote><br /> <br /> So is that a bad thing or a good thing?]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2009 17:40:48]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ Well, it kills things dead right quick, other than daemons and their invulnerable saves and invulnerability to instant death.  There are better ways to kill horde though.  <br /> <br /> I generally run my 1500 list with one in it, but that's more related to the number of 3+ armor saves I watch people pass in the local metagame. ]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2009 21:01:33]]> GMT</pubDate>
				<author><![CDATA[ bryantsbears]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ I generally play 1500 to 1850 with my imperial guard and I have never really played with less then 4-5  piece's of terrain  sometimes even 6 or maybe 7 pending on there size perhaps you should  try to add some more terrain   ,granted i would only suggest this if your playing on a 6x4 board ,then you can put the camoline more to use]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2009 22:22:28]]> GMT</pubDate>
				<author><![CDATA[ TheCadianParatrooper]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ 1) How are last chancers "one shot weapons"?<br /> Last chancers are a:26 points per melta/plasma/sniper. 11+5(specialist)+10(melta). Presuming for a moment that they don't die a screaming death deepstriking they're S/T 3 and suddenly high priority targets with no armor.  They devour points hungrily, and don't have the staying power they need to have when they start out at a minimum of 165 points for 6 models. (210 for 4 specialists with melta/demo/sniper/plasma)  165 points is 5 points more (until May) than 25 lasguns in 3 scoring units.<br /> <br /> 2)How is carapace useless if there is no cover around and I'm against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, with Ap5 weapons.<br /> Carapace armor is +20 points per unit. That cost begins to stack up with platoons of 5 squads - it quickly could pay for another infantry platoon.   If you've got no cover saves against <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies you still should be outshooting them. A fire support squad attached to the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> would be very useful here. (There's a theme here <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> )  Engaging guard across an open field should be tantamount to death.<br /> <br /> 3)I have NO heavy platoons they're only attached to my squads and the rules say that any unit with 1(one) BS3 model may take it and it doesn't apply only to; Plasma, Meltas, and Sniper weapons.<br /> that same 10 points could give a +1 cover save, or be saved for use elsewhere.<br /> <br /> 4)Why shouldn't I want to infiltrate a chimera with 6 shots?<br /> You *WANT* to, but read Infiltrate again: "If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate."  Stealthy is not an adjective that should be applied to a Chimera.<br /> <br /> 5)I don't roll average rolls and I would rather keep half a squad at half victory points than give the enemy full victory points.<br /> Dave47 has this cold.<br /> <br /> 6)<span class="glossaryitem" onmouseover='gp(69);'>IG</span> infantry suck and aren't near my tank to give it support.<br /> If you're using guard for melee - you're using them wrong. A Leman Russ can fire either its ordinance, or trade 9 S5 shots for 1 S9 shot. A guard Lascannon might be 25 points, but if the squad isn't moving its no trouble. Also, the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> platoon should have a the full compliment of lascannons you need.<br /> <br /> 7)Said I was taking honorifica off and I want the power weapons.<br /> Why? So the WS3 guardsman can maybe deliver a S3 power weapon while the rest of the squad dies horribly. Or you can pay for a melta gun.  That dreaded S3 AP5 Hellgun isn't impressing anyone, and storm troopers can be bought in 5 man teams leaving points for lascannons in your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> platoon.<br /> <br /> 8) The purpose of the Stormtroopers is that they can move and shoot, I see there's an extra assault weapon, but Stormtroopers have 4+ armor and I would be wasting points on a lascannon for them.<br /> The point here is to illustrate possibilities. The Veterans doctrine allows you to use hardened veterans in the same numbers, who are cheaper, deliver more firepower, and are effectively the same with the deep strike doctrine.<br /> <br /> 9)I only play normal games and I can't get the executioner yet, the heavy flamers is a decent idea if I was against a horde army.<br /> Its available in the Imperial Armour books as well as Apocalypse...and confirmed in the may <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex release.<br /> <br /> 10) I was asking if it could be applied against Tau, I mean, it would help against said "superior" <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> units, but orks at a lower initiative as are most Tyranids. Both of those often end up in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> combat so it is impossible to avoid.<br /> But it doesn't help against Orks - you're climbing up against <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/T 4. Tyranids need no mention. Tau should not have a melee unit.  You should laugh at a tau with melee troops. <br /> <br /> Demo charges are a waste of points precisely because they are one shot weapons.They're not worth 25 points to field (for Last Chancers)  especially with the inherent lack of accuracy in a blast weapon now.  Guardsman throws at a target 1.001 inches away, has a 1 in 3 chance of landing on target and an average scatter of 3 inches. Not that you want to throw it so short. Using a special weapon squad should be as vehicle or <span class="glossaryitem" onmouseover='gp(56);'>hq</span> hunters.  Same deep strike, same S8, and <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> more reliable.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Mar 2009 02:00:51]]> GMT</pubDate>
				<author><![CDATA[ Oldgrue]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ I've been playing with the last chancers a bit lately. I figured I had better get what I can out of them while I can use them. I even played a game where they all had melta guns, carapice and power swords! (This was actually a really funny game). <br /> The only way I have found them to be good is by deepstriking with one melta and two demo charges per squad. 2 demo charges REALLY puts the hurt on my opponents and the melta guy is there just in case my drop vets haven't showed up yet and I need to pop a deathwing (grr) landraider. They are spendy, suicidal and probably not the best thing since sliced bread, BUT, when they work they work well.]]></description>
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				<pubDate><![CDATA[Thu, 12 Mar 2009 08:48:16]]> GMT</pubDate>
				<author><![CDATA[ Kungfuhustler]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote><div><cite>Oldgrue wrote:</cite>1) <br /> 4)Why shouldn't I want to infiltrate a chimera with 6 shots?<br /> You *WANT* to, but read Infiltrate again: "If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate."  Stealthy is not an adjective that should be applied to a Chimera.<br /> </div></blockquote><br /> <br /> Actually in the 5th edition rule book it says that when you flank, any unit with infiltrate confers the ability to the transport. Thanks for coming back and clarifying though.<br /> <br /> One problem I have is this. With the veterans I have to take a doctrine for restricted troops(I think). For heavy support squads its another doctrine(added on to <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> squad). I also have ratlings( a third doctrine). If I take close order drill then I have one doctrine left, and if I want to take more vet squads then I need another doctrine point. So I've used all of my doctrines and have close order drill, vet guards, heavy support weapons, and ratlings.<br /> <br /> I like the idea kungfuhustler had though, a combination of drop vets and last chancers( I have 2 months with them at least).]]></description>
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				<pubDate><![CDATA[Thu, 12 Mar 2009 11:55:53]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ Doesn't codex trump rule book though?  <br /> <br /> Rules read, and while this isn't an exact quote it gets the point across, that any storm trooper squad not mounted in a chimera can deep strike or infiltrate for 1 pt/model. <br /> <br /> We're stuck with a crummy transport.  5th edition rules allow people to get into dedicated transport after they've dropped off the cargo; our Chimera can only drive the guys who were purchased with it.  <br /> <br /> Less than 60 days to the next codex...]]></description>
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				<pubDate><![CDATA[Fri, 13 Mar 2009 18:06:52]]> GMT</pubDate>
				<author><![CDATA[ bryantsbears]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ <blockquote class="uncited"><div><br /> Actually in the 5th edition rule book it says that when you flank, any unit with infiltrate confers the ability to the transport. </div></blockquote><br /> You both can't and can. I love <span class="glossaryitem" onmouseover='gp(50);'>GW</span>!  <br /> <br /> Drop Troops, Chameleoline, Grenadiers, Heavy Weapons - still room for one more.<br /> <br /> I think its insane to spend 25 points for an unreliable weapon (Last Chancers w/ Demo charges) , but if it works for you<br />  have a blast.]]></description>
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				<pubDate><![CDATA[Sat, 14 Mar 2009 04:51:29]]> GMT</pubDate>
				<author><![CDATA[ Oldgrue]]></author>
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				<title>IG army List</title>
				<description><![CDATA[ Heh, have a blast.<br /> <br /> I'll give cameleoline a chance and try to"make my own cover". I would love to take grenadiers though, and drop troops works with it? If it does then I'm gonna take it, I haven't had my dex with me for a week or two now because I left it at a friends house. <br /> <br /> Luckily for me though,our house rules are pretty lenient. When it comes to <span class="glossaryitem" onmouseover='gp(50);'>GW</span> bungling the rules we go with whatever would make the game more interesting. For example we also let our <span class="glossaryitem" onmouseover='gp(25);'>DA</span> player use 2nd edition Asmodai.<br /> <br /> Of course I would also like to thank everyone who offered me help with my list, I'm gonna give it several tries and see what comes of it. ]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 14:46:06]]> GMT</pubDate>
				<author><![CDATA[ halonachos]]></author>
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