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		<title><![CDATA[Latest posts for the thread "Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?"]]></title>
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				<title>Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ Hey guys,<br /> <br /> I've been building a guard army over the past couple of months and I have yet to actually test it... (it's two squads away from completion) and really I just went for a list I found awesome rather than one that I thought would win games.<br /> <br /> Anyway, essentially it's a 1500 point gunline with 8 shock trooper units (I've not got my list on hand) a psychic battle squad (9 psykers),  basilisk, <span class="glossaryitem" onmouseover='gp(87);'>LR</span> Demolisher with Plasma Cannons and Valkyrie + Melta Vets.<br /> <br /> I'm a pretty new player so I have no idea about how it's going to fair but the plan was to just sit back and hope the enemy concentrates fire on the Demolisher whilst the valkyrie whizzes around to drop off vets behind the enemy tanks...<br /> <br /> I was hoping that the Shock Troopers might pepper the enemy to death with autocannons and grenade launchers.<br /> <br /> Aaand <span class="glossaryitem" onmouseover='gp(462);'>ofc</span> the Basilisk (and a heavy weapons squad which I have yet to arm... I may just redistribute the points depending on the ideas I get here, I'm 15 points off 1500 and will save another 120 if I scrap the lascannons... I've been wondering if I can make use of the sentinels I got with the battleforces I used <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> But anyhoo, I get that the flavour of victory is to spam chimeras or some shizzle, not really read into it to be honest, I'm more of a fluffy casual player than a tournie guy and I consider a mechanised guard army to be a little too "gamey" and a bit less "epic" than a huge wave of bodies.<br /> <br /> But what I have in mind happening now is a Land Raider taking advantage of my weak <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, killing my <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and gurging out some Termies onto my gunline... then I am screwed?<br /> <br /> Do I need to drop some infantry for some Rough Riders or something? What should I do? Should I get an <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with a Vanquisher cannon (was in my original list)?]]></description>
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				<pubDate><![CDATA[Tue, 19 Jan 2010 18:42:24]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ In Big Friendly Letters: <span style="font-size: 18px; line-height: normal;">Don't Panic</span>!<br />  Welcome to the wonderful world of Guard were everyone will slaughter you in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Anyway Lascannons do't really work against Land Raiders. If you have 8 squads of infantry (wow) use a few as speedbumps. Position a squad of 10 w/nothing in front of a blobed squad  or a LRD. You will lose combat by a lot and you will run and get killed... Remember: Don't Panic! Order your blobed squad to <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> on the exposed  enemy. OR if you have equiped them with power weapons assault the power armored beasts and grind them down. (Penal Legion anyone?) Your Valkyrie mounted Melta Vets will then be able to kill the raider. Tip: equip your <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> with either all flamers (and a vox) OR all melta (and a vox). In a gunline orders are your friends and even at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 twin linked meltas will kill anything!<br /> On the Vanquisher i haven't yet tried it it certainly looks promising but with everything getting cover now i would humbly suggest the Devildog.]]></description>
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				<pubDate><![CDATA[Tue, 19 Jan 2010 19:03:13]]> GMT</pubDate>
				<author><![CDATA[ konst80hummel]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ Heh, thanks for that advice... my one niggle is wondering how the heck I am going to get my hands on that many meltas <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> I am going to have to buy a command squad box simply to finish off my veterans (one melta short).]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 09:27:27]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ Well, Shock Troopers do not really shock anyone. A single squad regardless of its armament has relatively little firepower. Of course it is also cheap, so that is in order. As konst80hummel pointed out, squadding them up or blobbing them together is a very viable option. It allows you to use your limited orders more efficiently. This notwithstanding, you should play what you like - you can always adapt and make slight changes over time if you feel you must.<br /> <br /> For your Psykers to be really effective, I would include another unit that can pin. A Heavy Weapon Squad with mortars is cheap and cheerful and does not suffer the problems that other <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> suffer, namely being <span class="glossaryitem" onmouseover='gp(269);'>ID</span>'able by S6 weapons and generally being easy pickings. Ratlings are another unit that also provides some measure of anti-Monster firepower, and rarely break the budget, pointswise.<br /> <br /> In general, gunlines have indeed gone out of fashion, and for good reason. Gunlines only work well when an opponent jogs up to you over an open field. With the plethora of deployment options (outflanking, scouting, infiltrating, deep striking...plus running and driving fast), you simply cannot sit back. The second huge problem of a gunline is that they don't have the means to get to objectives. Yes, they can run too but they are fragile, and cannot shoot if they do. The Move, move, move! order can go some way to ameliorate this problem but most people will target your officers. I realize you do have the Valkyrie but that is only a single AV12 vehicle. As cool and useful as that is, a single one is relatively easily neutralized.<br /> <br /> You do indeed have comparatively little to stop Land Raiders. The currently fashionable armada of light transports should go down to concentrated autocannon fire but <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 is problematic, as the only reliable unit consists of the Vets. A very basic tenet of the Imperial Guard is redundancy, as one squad will be dead and the second will miss, so you need the third to accomplish the task. This isn't always true of course - a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with 4 meltas and an order is usually enough to destroy a main battle tank but you get the gist. <br /> <br /> Terminators can be killed by plasmaguns if they are the standard variety. If they carry storm shields however, massed - massed! - small arms fire is a more cost-efficient way. Again, orders come in quite handy, as does blobbing. When you do blob however, consider adding one or two commissars - your men simply won't budge unless you decide that they should get out of the way for another volley by pulling the commissar and reducing their leadership. With the addition of a simple powersword, infantry blobs of 20-30 men can also push way above their weight in close combat - just don't let any walker get close.<br /> <br /> For an all-infantry force, orders really are a must, so consider taking two Company Command Squads - they've got the best orders. Keep objectives in mind and start moving early enough, remember your orders, order blobbed squads for high-density firepower, watch your flanks, shoot transports first so that the opposition has to footslog it too and don't despair - losing a company of His Most Glorious Imperial Guard means absolutely nothing to the Imperium!]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 11:42:13]]> GMT</pubDate>
				<author><![CDATA[ Lord Solar Plexus]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ So drop my 3 lascannons, perhaps get mortars and arm my <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with meltaguns? <span class="glossaryitem" onmouseover='gp(258);'>Atm</span> they have plasma guns...]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 11:57:45]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ For example, yes. Lascannon aren't all bad though. Perhaps you can swap out two autocannon for lascannon in your line squads; with an order, that is two twin-linked S9 shots. They can also start taking off the odd wound of Monstrous Creatures from a distance. <br /> <br /> Pinning is nice but doesn't work against many armies. Orks are fearless until they only number 11 models, Nids, some <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Daemons, everything around an Avatar...lots of stuff is, and that doesn't even include mechanized lists, as all passengers are impervious to pinning and most psychic attacks. Still, the mortar squad is cheap, will hopefully fire all game long because it is out of sight and thanks to the multiple barrage rules can harass especially light infantry. Shoot the transport first and then hit them with the mortar blasts.<br /> <br /> Oh, having no <span class="glossaryitem" onmouseover='gp(19);'>CC</span> capabilities IS a drawback but at the end of the day, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is a shooting force, and you have invested those points in more men and guns, so there.]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 12:06:51]]> GMT</pubDate>
				<author><![CDATA[ Lord Solar Plexus]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ Here's my Army List with revisions... still 35 points more to mess around with though:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> <br /> Command Squad: <br /> Company Command Squad -145 points<br /> Laspistol<br /> Veteran with Meltagun<br /> Veteran with Meltagun<br /> Veteran with Medpack <br /> Master of Ordnance <br /> Regimental Standard<br /> <br /> Troops: <br /> <br /> 1st Platoon Command: <br /> Command Squad -60 points <br /> Plasma Gun<br /> Plasma Gun<br /> <br /> <br /> Infantry Squad 1 -65 points <br /> Autocannon<br /> Grenade Launcher<br /> <br /> Infantry Squad 2 -65 points <br /> Autocannon<br /> Grenade Launcher<br /> <br /> Infantry Squad 3 -65 points<br /> Autocannon<br /> Grenade Launcher<br /> <br /> Infantry Squad 4 -65 points<br /> Autocannon<br /> Grenade Launcher<br /> <br /> Infantry Squad 5 -65 points<br /> Autocannon<br /> Grenade Launcher<br /> <br /> Infantry Squad 6 -65 points<br /> Autocannon<br /> Grenade Launcher<br /> <br /> Infantry Squad 7 -75 points<br /> Lascannon<br /> Grenade Launcher<br /> <br /> Infantry Squad 8 -75 points<br /> Lascannon<br /> Grenade Launcher<br /> <br /> Psychic Battle Squad -105 points<br /> five additional psykers<br /> <br /> Veteran Squad<br /> 3 meltaguns -100 points<br /> <br /> Valkyrie -115 points<br /> -Lascannon	<br /> <br /> Heavy Weapons Squad -60 points<br /> 3x Mortars<br /> <br /> Heavy Support: <br /> <br /> Leman Russ Squadron: <br /> Leman Russ Demolisher -205 points<br /> Plasma Cannon Sponsoons<br /> <br /> Ordnance Battery: <br /> Basilisk 1 -125 points <br /> <br /> Total: 1465]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 13:31:43]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ Your <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> is a bit problematic. It apparently tries to do different incompatible things. You want those meltas in their face asap (which they cannot do on foot) but the Master wants to stay put. You rely on your opponent to actively drive into melta range (or to within 12"). While that may well happen, it isn't reliable. The Vets I assume go into the Valkyrie?<br />  <br /> Your infantry looks good. Spend those 35 points on the second mandatory Platoon Command squad that you are missing. You cannot have eight line squads in one platoon.<br /> <br /> The Psykers are usually equipped with an APC, too. Your best bet is to keep them in cover and even go to ground, then use Get back in the fight - if you haven't used your <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> as a suicide unit to stop a transport with nasty cargo.]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 14:57:21]]> GMT</pubDate>
				<author><![CDATA[ Lord Solar Plexus]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ Dont you need a second platoon command squad in there?<br /> <br /> If you can, change the valk to a vendetta .... and either way it wouldnt hurt to put the heavy bolters on the valk/ vend if you can find the points.  With a pregame scout move or an outflanking reserve move the vend will often be able to drop off its emlta troops in a good spot, but in case thats not possible 3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> las cannons make the vend a great tank killer in its own right.  With a pregame scout move to within 12" of a heavy target the vend can then move 6", unload its melta troops to shoot at the heavy armor while the vend itself fires at a second heavy target.  Or possibly some termies who might come spilling out of a dead <span class="glossaryitem" onmouseover='gp(87);'>LR</span>....<br /> <br /> With the number of bodies you are going to be fielding it might be worthwhile looking at a few heavy weapon squads to further up your guns to points ratio.<br /> <br /> It might also be worthwhile at least looking at getting a few chimeras, they give a lot for the points cost.  At least think about how much better life would be for the psycher squad, heh.<br /> <br /> <br /> <br /> Sliggoth<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 14:59:31]]> GMT</pubDate>
				<author><![CDATA[ Sliggoth]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ Ack I am pretty stupid, eh? I figured that that the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> could control infantry...<br /> <br /> I did consider getting the Psykers a Chimera but I couldn't think about where I'd find the points...<br /> <br /> I'll be experimenting with the Valk <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> It can slide the bolters back behind the doors so you can play it with or without.<br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, I guess I should assign the meltaguns to the Platoon Command Squad?]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 01:06:22]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ First, please use another term in your subject line for your getting defeated badly or something to that effect.<br /> <br /> Second there really isn't a reason to not have close combat capabilities.  You can add Straken or Creed for furious charge and then add power weapons on your sarges and commissar for some good close combat ability. <br /> <br /> Third Commisar is a requirement for 1 per infantry platoon so your combined squads gets stubborn leadership 9.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 01:57:04]]> GMT</pubDate>
				<author><![CDATA[ Avariel]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ When it comes to guard I have one simple rule "shoot first shoot some more, and when everything is dead try to take an objective or two" Typically the only <span class="glossaryitem" onmouseover='gp(19);'>CC</span> I have in my army is a squad of rough riders. I usually take Creed as well to give them furious assault. They are my get out of jail free card. Didn't manage to kill that land raider and now khorne beserkers are ripping through your line? Rough riders will run them down like grass. But only one unit per game. But that is it. Nothing else, no power weapons, and NO COMMISSARS! If you are fighting an assault army do not blob your squads, keep them seperate and as far apart from each other as possible. That way assault armies will jack up only one squad and even if a guardsmen managed to survive he will run allowing you to shoot the evil-doers, Commissars will keep poor Joe Blow guardsmen in combat until the next turn where he will die and then they can charge a second unit]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 05:58:37]]> GMT</pubDate>
				<author><![CDATA[ Volkov]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ There's a few ways to look at it.  <br /> <br /> I think it's perfectly viable to plan to shoot your way out; in that case, I'd heed Volk's advice about squads and commissars.  <br /> <br /> On the other hand, I think tooling up a blob to be able to handle <span class="glossaryitem" onmouseover='gp(19);'>CC</span> can find a place in many builds, as a counter-assault unit, screen, and/or tarpit.  Seems to me like 30 men is a good minimum, up to 6 <span class="glossaryitem" onmouseover='gp(486);'>PW</span>'s.  Maybe some meltabombs for walker duty.  <br /> <br /> I also think the guard could pretty much be built as an assault army, with multiple platoons, <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>'s with commies and kitted for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, rough riders, big bloated <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>'s with bodyguards and advisors, characters, and maybe even some priests (god knows they get no love around here).  I just don't know how good an army like that would be.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I agree with the subject line wording advice.  For some, it means alot more than losing a game of toy soldiers.]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 09:41:46]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ Changed subject line, evidently I'm just too used to gamer slang eh?<br /> <br /> I've been thinking about the point regarding the Master of Ordnance... how he should sit back, it's making me wonder if I should just get lascannon emplacements in the command squad?]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 10:36:53]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ If the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> is sitting back, I think you could keep the <span class="glossaryitem" onmouseover='gp(373);'>MoO</span> and change up the meltaguns (they need mobility to close the range).  A lascannon and sniper rifles would give you good range.  Drop the medic pack and you could squeeze two plasma in.]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 11:17:54]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ OKAY:<br /> <br /> Swapped the two meltaguns on the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> for a lascannon, got rid of the other two lascannons on the infantry squads and replaced with autocannons, saving 20 points... Used those points to put meltaguns on a new <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> which I just added as people rightly pointed out I have more than one platoon.<br /> <br /> That totals to 1495.<br /> <br /> Nice and snug?]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 13:39:57]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ Nice and snug. Stick a meltabomb into your Lieutenant's bandolier and go playtest your list. Playing with it will be worth more than half a dozen pages on this thread because there's just so many variations, combinations and differences.<br /> <br /> <blockquote><div><cite>Avariel wrote:</cite><br /> Second there really isn't a reason to not have close combat capabilities.  You can add Straken or Creed for furious charge and then add power weapons on your sarges and commissar for some good close combat ability. <br /> </div></blockquote><br /> <br /> There also isn't a dire necessity to bring <span class="glossaryitem" onmouseover='gp(19);'>CC</span> assets in every list. I agree that a few powerswords here and there are nifty but you don't need Straken. Creed is pretty good for an infantry list but the reason not to take him is simple: Points! :-)<br /> <br /> <blockquote><div><cite>Volkov wrote:</cite><br /> That way assault armies will jack up only one squad and even if a guardsmen managed to survive he will run allowing you to shoot the evil-doers, Commissars will keep poor Joe Blow guardsmen in combat until the next turn where he will die and then they can charge a second unit</div></blockquote><br /> <br /> Not when you have blobs of 30 men. Very few units can reliably chew through such tarpits, T3 or not, and if you meet one, shoot it up a little before it gets to close.]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 13:55:44]]> GMT</pubDate>
				<author><![CDATA[ Lord Solar Plexus]]></author>
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				<title>Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ Heh well thanks a lot for all your help guys, seriously appreciate it.<br /> <br /> The army won't be up and running until I can beat the University into paying me my scholarship (which will totally be spent on academic excellence?).<br /> <br /> <span class="glossaryitem" onmouseover='gp(258);'>Atm</span> I've got 4 infantry squads, the psykers, the veterans (bar one melta gun) 2 Command Squads, the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and the Valkyrie assembled... I have enough bitz to make the third <span class="glossaryitem" onmouseover='gp(732);'>CS</span> but it looks like I am going to have to go shopping for some more shock troops and one more heavy weapon box (to make the mortars) before this baby'll be properly ready... Guard sure are expensive compared to <span class="glossaryitem" onmouseover='gp(119);'>SM</span>...]]></description>
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				<pubDate><![CDATA[Thu, 21 Jan 2010 14:15:22]]> GMT</pubDate>
				<author><![CDATA[ Henners91]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ Just my 2 cents....for me the medipack has been a life saver for my Company Commander...my usual opponent is a chaos player and always gets his demon prince to my <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> Saved my squad numerous times...and its always worth seeing the look on his face when his demon prince doesnt do crap do some tiny humans. So <span class="glossaryitem" onmouseover='gp(269);'>id</span> say keep it.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 16:35:05]]> GMT</pubDate>
				<author><![CDATA[ Kazerkinelite]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ You don't need assault (check Tau and you'll see what I wean) but it would be usefull to have a counter charge unit but if not make sure that the enemy never gets there. This can be done by sacrificing squads to slow them down, overwhelming firepower or mobility. Your army can do to but you definetely need a fast objective capturer/ contester. This will likely be another Valk/Vendetta or chimera bound squad. Also if you have a look you'll find that Chimera's are a good source of firepower and I agree that <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> should have one.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 16:54:01]]> GMT</pubDate>
				<author><![CDATA[ O'shovah]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to be destroyed on the field of honour?</title>
				<description><![CDATA[ <blockquote><div><cite>Kazerkinelite wrote:</cite>Just my 2 cents....for me the medipack has been a life saver for my Company Commander...my usual opponent is a chaos player and always gets his demon prince to my <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> Saved my squad numerous times...and its always worth seeing the look on his face when his demon prince doesnt do crap do some tiny humans. So <span class="glossaryitem" onmouseover='gp(269);'>id</span> say keep it.</div></blockquote><br /> <br /> That doesn't seem possible since a Demon Prince ignores armor saves in close combat, thereby negating <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 17:15:34]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Re:Guard gunline with no close combat capabilities; am I going to get raped?</title>
				<description><![CDATA[ <blockquote><div><cite>Volkov wrote:</cite> and even if a guardsmen managed to survive he will run allowing you to shoot the evil-doers, Commissars will keep poor Joe Blow guardsmen in combat until the next turn where he will die and then they can charge a second unit</div></blockquote><br /> Never forget that you can always allocate some of the nasty <span class="glossaryitem" onmouseover='gp(486);'>PW</span>/<span class="glossaryitem" onmouseover='gp(105);'>PF</span> attacks to the comissar to kill him if needed. Of course it's a shame to lose a 30 pts. char that way but hey, we're the guard, our live is so ******* hard <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> (and it's worth the cost if you can flame away the evil attackers in your turn). Comissars are however a must have for any big blob, even berzerkers will have a hard time to get through the 31 guardsmen trying to kill them with their nasty hidden <span class="glossaryitem" onmouseover='gp(486);'>PWs</span>...<br /> And if you got Creed in your list, you can even charge them with S4/I4  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 22:20:43]]> GMT</pubDate>
				<author><![CDATA[ Ragnar Blackmane]]></author>
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