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		<title><![CDATA[Latest posts for the thread "Non-mechanize Guard: a take on it"]]></title>
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				<title>Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ The new Guard codex comes out and the main addition is a large number of good to excellent AV12 vehicles.  In the old story of "everything counts in large numbers", if you take one AV12 in a lynchpin for a role then you might as well take 10 and end up mechanized more or less, since you are just overloading the opponent's list of anti-transport shooting.  Now that is a fine army, but that is pretty much just one build with some tweaks for the metagame and thats about it.<br /> <br /> So with the "all or nothing" base on the defensive aspect, if one wants to build an alternative but still strong list, one have to consciously avoid AV12 shooting tanks.  So this leaves us with a few things:<br /> 1. Russes<br /> 2. Guardsman<br /> 3. Expensive guardsman, expensive guardsman on horses, expensive guardsman with toys...all of which gets shot and die first unless there is a lot of them<br /> 4. Indirect fire that hide behind Russes<br /> <br /> With this in mind I set out to build an army that can kill everything and defend everything.  Now infantry shooting is not that strong without problematic things like <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> which is killed easily by anti-AV12 that so much have been given to avoid and also give <span class="glossaryitem" onmouseover='gp(316);'>KP</span> silly.  I'll have to rely on russes which due to cost and the number of slots, will often have to pull double duty which means no specialization and no doing things that can be done by infantry.  Artillery is okay, but one needs constant <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking or else it isn't shooting, and with only three slots that is just too much stuff tied down in one place.  The infantry isn't that good value for points, but russes can't do everything so they have to fit the roles that it can do, which is take a cheap <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, be a bit scary to vehicles thats too close (but not more, since it isn't chasing down a tank) and take attacks and die cheaply. (oh, and flashlight small weak things...but there aren't many of that left)<br /> <br /> With all this in mind, this list is weaker than mech, but if the meta-game shifts to anti-mech it should have a niche.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: 140<br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with Creed = 140<br /> <br /> Elite: 97<br /> inquisitor with 2x mystics = 32<br /> Marbo = 65<br /> <br /> Troops: 650<br /> <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> 4 = 30<br /> Squad x 2 <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, melta = 140<br /> Squad x 1, <span class="glossaryitem" onmouseover='gp(5);'>AC</span> = 60<br /> Squad x 1, <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, Commissar = 95<br /> 30+140+60+95 = 325<br /> <br /> <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> 4 = 30<br /> Squad x 2 <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, melta = 140<br /> Squad x 1 <span class="glossaryitem" onmouseover='gp(5);'>AC</span> = 60<br /> Squad x 1, <span class="glossaryitem" onmouseover='gp(5);'>AC</span> Commissar = 95<br /> 30+140+60+95 = 325<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span>: 960<br /> LRx2 = 300<br /> LRDx2 = 330<br /> LRDx2 = 330<br /> <br /> Total 1847<br /> <br /> <br /> <br /> ~100 infantry<br /> 8AutoCannon<br /> 4Melta<br /> 4Demolisher plates<br /> 2Battlecannon plates<br /> ---------------------------<br /> Lets see how it deals with different things:<br /> <br /> AV11/12 : There is 8AC and two Battlecannon shots...and of course it dies when it gets close.<br /> AV13/14 support: since it can only shoot at guardsman and russes, it probably wouldn't do too much, mostly ignore and drive demolishers at them if nothing left to kill<br /> 2+ save: drop demo plates on them<br /> fast assualty stuff: let them eat a squad and drop plates on them, if not hold them up forever by cheap stubborn men while killing other stuff<br /> long range torrents for fire: find some cover for the guardsman and let the russes clear them out.  At least it isn't killing your expensive AV12 but only guardsman that can go to ground.<br /> Deep strike/outflank: let mystics do its job, and see pray that with so many identical units, nothing critical is killed.<br /> <br /> <span class="glossaryitem" onmouseover='gp(316);'>KP</span>: blob, shoot the weak one and be happy that you have less <span class="glossaryitem" onmouseover='gp(316);'>kp</span> to give than many armies<br /> Missions: multiple small units that all score.]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 17:39:37]]> GMT</pubDate>
				<author><![CDATA[ SWPIGWANG]]></author>
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				<title>Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ I am going to stew on this topic and try to math hammer out a list, but I do agree that this is a hole in the metagame understanding of new guard that we should be filling soon.]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 18:21:07]]> GMT</pubDate>
				<author><![CDATA[ DarkHellion]]></author>
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				<title>Re:Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ My prediction for the new metagame:  <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> gets broken down and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> falls into a heavy mechanized list.<br /> <br /> <br /> Either that, or Pariahs have just become a whole lot better in all-comers lists when compared to Immortals.]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 18:26:56]]> GMT</pubDate>
				<author><![CDATA[ Dronze]]></author>
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				<title>Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/melta is not very good.<br /> <br /> Heavy 48" assault 12"? Not understanding how that works<br /> <br /> If anything, I'd drop the meltas quick, just a waste of points.<br /> <br /> Also, squads kind of suck and I've found that 2 Demolishers and 1 tank that counters the local meta is the meanest thing to do.<br /> <br /> Spend the points on actually giving your tanks guns, especially plasmas on the Demolishers.<br /> <br /> It's fun fielding a lot of pie but in the end a 4+ kill really blows, a 6 on glance kills, and all you gain is stun=shaken.<br /> <br /> With the rest of the points, I'd go and buy heavy weapon teams with lascannons that creed can stand in between in a chim with camo netting and order BRING <span class="glossaryitem" onmouseover='gp(484);'>IT</span> DOWN to <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and Vehicles. <br /> <br /> Once all the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and vehicles are down, order FIRE ON MY TARGET to deny some cover saves to 2+ armor.]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 18:40:28]]> GMT</pubDate>
				<author><![CDATA[ Nenya97]]></author>
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				<title>Re:Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ Needs;<br /> <br /> Voxes<br /> <br /> Better equipped guardsmen<br /> <br /> Somthing to keep creed alive. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 18:58:44]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ I think you're making a mistake ignoring Heavy Weapon Squads in a non-mech list.  They can be killed by anti-transport firepower, but how much will it take to substantially eat into your <span class="glossaryitem" onmouseover='gp(59);'>HW</span> base?<br /> <br /> A BS4, S6+ shot, target in cover:  2/3*5/6*1/2=10/26 or .278 chance of killing one of your heavy weapons.  This is reduced to 0.185 if the team goes to ground.<br /> <br /> This means that it takes 3-4 BS4, S6+ shots to kill one third of one squad of guard heavy weapon teams.  To wipe out a whole squad (not gone to ground), it takes almost 11 of these shots.  This is a non-trivial amount of firepower.  They are vulnerable to fire, to both more and less than S6, but it's not as if they blow away in a stiff breeze.  <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 19:03:36]]> GMT</pubDate>
				<author><![CDATA[ Biophysic]]></author>
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				<title>Re:Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ I'm new to Guard (I guess we all are in a way), but I'll weigh in.<br /> <br /> I think mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is really good, but I think guyspam could be a contender too.  A few things I think a platoon-centered army should probably do:<br /> <br /> 1) Actually spam guys.  We have 5 point troop models that aren't very good on their own (compare to a 6 point ork boy).  If we're gonna rely on them, I think it would be wise to field them in at least triple digit numbers, if not close to 200.  I'm not sure if we have enough points in 1750 to still afford the necessary toys and vehicles, but I think it's doable.<br /> <br /> 2) Abuse orders.  I think they're a great strength of Guard, and you can easily field lots of officers.  To this end, I think voxes are a good idea.  Maybe not on every squad, since that will get expensive, but a good number of vox-squads would amplify (no pun intended) the power of orders greatly.<br /> <br /> 3) Use artillery.  I think Russes could work too, but artillery is cheaper and can be screened by sufficient amounts of guardsmen.  Our large numbers of small squads (as opposed to small numbers of large squads ala Orks) can create a very large footprint to limit deep striking.<br /> <br /> 4) Double <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>.  The more advisors the better, and the company commander's orders are even better than the platoon commander's.]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 19:51:50]]> GMT</pubDate>
				<author><![CDATA[ Wobberjacky]]></author>
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				<title>Re:Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ The one thing that bothers me about <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armies taking no fast moving units/chimeras is how do you contest/take objectives on the other side of the board without heavy use of vendettas/valks? ]]></description>
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				<pubDate><![CDATA[Fri, 15 May 2009 23:59:44]]> GMT</pubDate>
				<author><![CDATA[ Jpr]]></author>
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				<title>Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ I think horde guard with a Catachan theme, Vendettas and Griffons will rock.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sat, 16 May 2009 00:15:56]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ Smooth, the thread was avatar-free before you went and posted.  Look what you've done!]]></description>
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				<pubDate><![CDATA[Sat, 16 May 2009 00:30:18]]> GMT</pubDate>
				<author><![CDATA[ captain.gordino]]></author>
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				<title>Non-mechanize Guard: a take on it</title>
				<description><![CDATA[ I won't be running a mech list, because you can't blob your platoons and that many Chimeras/Valkyries are really expensive, even with <a href="http://www.maelstromgames.co.uk" target="_new" rel="nofollow">cheap online retailers</a>, so I'm sticking with a horde gunline.]]></description>
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				<pubDate><![CDATA[Sat, 16 May 2009 04:58:33]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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