by Shorack » Sat Nov 03, 2007 1:02 am
by LordMalekTheRedKnight » Sat Nov 03, 2007 8:12 am
Shorack wrote:Then people tend to say that the power of IG are the heavy weapons.But you can get heavy weapons for SM too, they are even cheaper and don't need a second guy to help handle it.
by killmaimburn » Sat Nov 03, 2007 8:53 am
LordMalekTheRedKnight wrote:you get 5 of them for every 2 Marines.
by Ranhothep » Sat Nov 03, 2007 11:14 pm
by Angelwing » Sun Nov 04, 2007 2:43 pm
Ranhothep wrote:what hasnt been mentioned yet: with a good setup and some practice, guard NEVER breaks officer Ld + standard = no turning back, you die standingAlso recently, I came to love the conscripts. Thats one awesome problem solver. If you cant deal with something, just swamp it and let it rot in cc till the end of the game, alto most of the time the conscripts will win Oh, NEVER play any tanks besides chimeras, maybe a basilisk if youre lucky with your hit dice. the rest is completely useless, you will be better off with some specialised unit like Inquisitor (preferably with Tarot), maybe some sisters or more hardened veterans or an Assassin.Guard is IMO one of the harder armies to play, but once learned, it definitely can hold its own against the best of them!
by LordMalekTheRedKnight » Sun Nov 04, 2007 3:36 pm
Angelwing wrote:Okay. Guard units never breaking? Leadership 9 with modifiers and a re roll. Unlikely to break maybe, but not 'never'
by Ranhothep » Sun Nov 04, 2007 8:41 pm
by Shorack » Sun Nov 04, 2007 10:12 pm
by LordMalekTheRedKnight » Sun Nov 04, 2007 11:15 pm
Shorack wrote:Tim (i hope it is ok to call you Tim?),
Shorack wrote:it is true that they are customisable, but all your options quite frankly do the same: they stand and shoot.
Shorack wrote:You are quite right on the lots of HW (heavy weapons).But my fear is that for example the hw squads you can pick with the HQ slot are far too attractive to shoot at for the enemy. (2 kills is a disabled weapon).
Shorack wrote:But overall, feedback certainly did help
Shorack wrote:My problem is, i know nothing about how other armies can be mingled in with IG. (i don't even know if you can add catachan units to a standard IG army )Could someone give more info on that subject or link?
Shorack wrote:Ranhothep, i do agree that IG can have many units, but dangerous is a bit harder. Against SM, only 1 turn out of 3 a heavy bolter will kill one. (so the bolter itself can win back its cost) But for a lasgun, that is 1 turn out of 18. (so 18 points of guardsmen will kill 15 points SM in a game, if you suppose you can shoot every turn)
Shorack wrote:It really makes for a boring playstyle to me, but i don't see how to get some effective mobility into it, instead of mobility just because it is mobile.
by Shorack » Sun Nov 04, 2007 11:57 pm
how about Slave Levies with Plasma Guns and Heavy Weapons?how about Sentinels?Command Squads w/4 Grenade Launchers (and Storm Bolter, and Sharpshooters)?how about Melta/Plasma gun Drop Troops?Infiltrating Storm Troopers/Vets?Flamer/Plasma/Melta squads in Chimeras?Hellhounds?Roughriders?
by LordMalekTheRedKnight » Mon Nov 05, 2007 12:43 am
Shorack wrote:Seems like full close combat aim really revolves around rough riders (which isn't surprising after all ), but how would that fair against more horde-like armies? (due to the one-use-only-lance)
Shorack wrote:And what is that about abhuman doctrines? Something from white dwarf (which i haven't read in years ) And is it official or do you need acceptance of opponents?(and what does it do ofc )
Shorack wrote:About the shootie army then, doesn't that cause the problem of heavy weapons? Since those don't mix up with movement. Won't you get outshooted or really experience the lack of it?
Shorack wrote:Also, with the movement, the lasgun is limited to 12 inch, so once you can shoot, you'll get charged.
Shorack wrote:Good point on the heavy weapons squads, i just keep forgetting it it seems. (maybe because of the bases)
Shorack wrote:The mobile command squad certainly is an option.
Shorack wrote:I have more problems with plasma and especially melta drop troops, it seems to me like a 1 shot suicide mission. So the target really has to be worth it and you have scenario's that won't allow the deepstrike to work, which would mean you're very close range melta would have to abuse his legs to get in range and pray that they stay attached for long enough.
Shorack wrote:Infiltrating storm troops/vets: that would mean giving them a gren launcher again, but yes, that would work i suppose, or you could indeed use melta, but wouldn't that be a single strike again? (or am i looking too negative at 1 turn glorious shooting before being torn apart?)
Shorack wrote:The chimera squads, might be quite a valid idea with plasma vets i guess (6 shots, 4 hits, 3-4 wounds, should work to get the enemy running away instead of running towards you)
Shorack wrote:must admit that last piece of your post with all those options really works inspiring. Maybe i should try to slap that all in a 1500p list and see what space remains before launching a new barrage of questions. Thanks a lot
Shorack wrote:*edit* my apologies for always using too many smileys
by killmaimburn » Mon Nov 05, 2007 9:06 am
LordMalekTheRedKnight wrote:- a one-off killer strike (massed Roughrider charge, 10-20 models, wiping out one or two expensive enemy units, leaving a gap in the opposing force and scoring a lot of VPs)
by Angelwing » Mon Nov 05, 2007 3:09 pm
by Ranhothep » Mon Nov 05, 2007 6:33 pm
Angelwing wrote:Ranhothep: defending tankssurvivability: agreed, one russ on its own is a sitting duck, but if you take two, a hellhound, a couple of chimeras and some sentinals as well, the enemy is forced to prioritize. I also take advantage of the battlecannons range. not much else can match it, leaving you safe for a turn or two.
by Angelwing » Tue Nov 06, 2007 3:02 am
Ranhothep wrote:I FULLY agree mate BUT here were allready talking about mech guard, not regular footsloggers
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