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Thread: Tactica Imperial Guard

  1. #10381
    Veteran Sergeant Scibadi's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by ColShaw View Post
    I wouldn't bother with Melta Vets. Plasma Vets, maybe, since the greater range of their special weapons can synergize well (either a Lascannon for AP2 synergy or an Autocannon for massed S7 against medium vehicles). Melta Vets like to move, so I wouldn't think they'd usually get much benefit from the heavy weapon, and they're already kind of a lot of points by IG standards.

    If you have 20-30 points you don't know what to do with, I guess you could do worse than slapping a few Autocannons in the units for versatility's sake.
    Thanks, I think I'll skip them for now.
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

  2. #10382

    Re: Tactica Imperial Guard

    Quote Originally Posted by Commissar Merces View Post
    P)As someone pointed out, my list is actually 250 points under 1,850. Should I add a tank (leman russ? Hydras?) or add another full platoon?
    A. I have to take Straken in this list if I want to use him in later games, therefore he has to be in this list.
    B. Marbo has proven himself and I have seen him kill 20 boyz by himself (with some serious luck mind you).
    C/E. Its a WYSIWYG campaign so I have to go with what I have. I could move those weapons into the rank and file lines instead and save some points. I am actually thinking about giving the platoon command a missile launcher instead
    D. Again, add the heavy bolters here.
    F. Typo. My bad
    G. Perhaps. Maybe exchange some melta's for plasma?
    P) Depends which way you want to go. If you have the vehicles available I'd go for one of the two ways i've mentioned; either drop some points (rahem+marbo) and go full bore on the vehicles, or drop chims and grab platoons.
    A) Then have blobs with PWs, Commissars, etc.. or you're taking a 100 point relic blade.
    B) I didn't say he wasn't good; quite the contrary. I'd still say drop him because you need points. He's a chimera, he's 3 HWTs, he's an IS; you need bodies or vehicles more than him at this point
    C/E) :S, you want a list critique then you get one. ACs > HBs in literally *every single comparable instance* except the one mentioned: single wound T3 models w/out FnP. ACs have better range, damage output, target selection (I.E. you can shoot at anything AV13-,T10-) etc.. for the same price. Seriously consider remodeling them in the future. If there was a 5 point difference you could maybe; MAYBE find some argument
    F/G) I figured, but it's good to note. I'd still consider dropping him for the big points buff. If you keep him; yes plasmas make the most of his BIT against MCs, but I'd still go GLs. If you want a melta squad do an SWS with 3 meltas so that they have to choose between your orders and your meltas. BIT SWS meltas are just as good as BIT Vet Meltas (basically) for 60-65% of the cost. Without BIT they may be "garbage", but with it they're gold.


    What I'd do is save a load of points by consolidating HWTs into your line squads (that aren't with Rahem.) Get a few PWs on your Sarges, combine 2-3 squads at a time and get a minimum 2 blobs near straken. Cut Marbo. This means you need to add a platoon or cut rahem. Consolidating the weapons saves you points; combining squads 'correctly' (PWs and morale) makes straken effective and means BIT orders are still just as effective; the freed up points + (maybe) Marbo's points = new platoon + 6ish PWs + Heavy weapons in your line squads.



    EDIT: With all of that; these are *competitive* suggestions. If you have choices based on theme or because it's what you have; adjust accordingly and make a mental note that you could probably improve the list in the future. We can't take all variables into account on here; we can just point you in the right direction. Similarly; I have too many MLs in what I'm likely to build, some of which won't fire much; but theme is an intangible argument for them. I have Kraks on everything; this is an intangible uncompetitive choice; If I admit i'm hamstringing myself then I can use advice to point my list in a direction so it's least painful.
    Last edited by blurrymadness; 20-03-2012 at 21:51.

  3. #10383
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    Re: Tactica Imperial Guard

    Hello peeps

    Just wondering is it worth buying powerswords for my sgt's for my platoon blobs?

    Looking to do a infantry heavy list with platoons looking like this

    PCS, X4 Flamers, Chimera
    Commissar with powersword
    x3 Infantry Squads each with a greande launcher & autocannon


    Cheers

  4. #10384
    Veteran Sergeant Scibadi's Avatar
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    Re: Tactica Imperial Guard

    Blobs are more for holding stuff up than actually killing anything. I would make the rest of your list and see if you have any spare points left over before giving them powerswords.
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

  5. #10385
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    Re: Tactica Imperial Guard

    Quote Originally Posted by russellmoo View Post
    Similar to what's been covered in this thread- I've been trying to put together a foot guard 1250 pt list- would sentinels be useful or should I just put in nothing but guardsmen on foot?
    I always use a few scout sentinels with autocannons, in the current meta they are good in pretty much every battle (unless you roll horrible on reserves ofc). Always pays to have some "fast" anti transport units around imo.

    @Daysmiht906: Personally I would not bother wqith power weapons if you're going to run the blob with heavy weapns since you're most likely going to stay put and shoot anyways, only platoons I'd equip with power weapns would be the ones that are supposed to run forward and get stuck int he thick of the fighting. A commissar, a few flamers/meltaguns and some power weapons an throw that at the enemy. Lots of guardsmen will die but it's fun to see people trying to react to offensive guard platoons

  6. #10386
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    I don't think power weapons are a great buy for blob squads (I do give them to the Commissars, but that's it). They cost the same as an Autocannon, and I know which I'd prefer 9 times out of 10. In a Straken mass-infantry-assault force they can be useful (lots of I4 S4 Power Weapon attacks is a lot scarier), but that's a very specific instance.

    In a foot Guard list, Sentinels are going to stand out. Using them as Outflankers is about the only way they'll get a decent chance to do something before getting a lot of anti-tank firepower dumped on their puny AV10.
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  7. #10387
    Librarian Shrapnel's Avatar
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    Re: Tactica Imperial Guard

    Regarding Power weapons in Blob platoons, I'd subscribe to an all or nothing approach. A few powered attacks from the commissar is going to be lost in the wave of non-power attacks from the platoon. kit out your sergeants too if anyone's getting power weapons. It's guard - more is better
    "We will hold out until our last bullet is spent. Could do with some whiskey"

    Quote Originally Posted by Bunnahabhain
    I believe the most powerful option is sitting still, and firing twice....

  8. #10388

    Re: Tactica Imperial Guard

    I reworked my list, I really do appreciate the help.

    HQ
    CCS (175)
    Straken
    Astropath
    Lord Commissar with carapace + powersword (90)

    Elites
    Marbo (65)

    Troops
    Black Platoon
    Platoon Command Squad (50)
    Missile Launcher, sniper rifle
    20 Man Combined Infantry Squad (130)
    Two grenade launchers two heavy bolters
    20 Man Combined Infantry Squad (130)
    Two grenade launchers, two heavy bolters
    Heavy Weapons Squad with 3 autocannons (75)
    Heavy Weapons Squad with 3 autocannons (75)
    Heavy Weapons Squad with 3 Lascannons (105)

    White Platoon
    Platoon Command Squad (120)
    Al Rahem
    4 grenade launchers
    Infantry Squad Melta gun + Chimera (115)
    Infantry Squad Melta gun + Chimera (115)
    20 Man Combined Infantry Squad + two melta guns. (120)

    Green Platoon
    PCS + Missile Launcher (45)
    20 Man Combined Infantry Squad (125)
    Two grenade launchers Missile Launcher
    20 Man Combined Infantry Squad (125)
    Two grenade launchers Missile Launcher


    Fast Attack
    Scout Sentinel with Auto cannon (40)

    Heavy Support
    Hydra (75)
    Hydra (75)

    Exactly 1850

    Puts me over 120 boots on the table as well as a lot of heavy weapons thrown in. I could combine the two hydra's cost for a leman russ instead, but I kind of like having the 8 S7 shots.
    Last edited by Commissar Merces; 21-03-2012 at 14:38.

  9. #10389

    Re: Tactica Imperial Guard

    Alright fellow brothers, my lists are usually more friendly based. However I'm looking at a 1250 tournament, might the powers that be have any ideas for a killer list with guard ? No holds barred of course.
    Hard pressed on my right; my left is in retreat. My center is yielding. Impossible to maneuvre. Situation excellent. I am attacking. - General Ferdinand Foch to General Joseph Joffre during The Battle of the Marne, 1914.

  10. #10390
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    Re: Tactica Imperial Guard

    If you take power weapons in a Guard force, then make them be Power Fists. I3 makes you strike last in almost any engagement and your weedy S3 isn't a match for most combat troops out there, because they usually have T4 or T5. Those that don't, have a higher I. Besides, 10 points for a power weapon is +20% to the points cost of a guardsman squad. Would you pay +20% of a Leman Russ just to get the heavy stubber upgrade? That'd be 30pts for those who like the actual value of things. Not worth it!
    Fists give an actual boost in combat and can insta-kill T3 things, like Autarchs or Farseers or whatever the DE have. Also, it's worth considering that a sergeant can be abused for heavy shooting wound allocation so should always be considered disposable. If someone shoots a speedbump squad, make sure the Sarge gets as many hits as possible to ensure he dies. As long as the squad flees/breaks from combat, you can shoot the enemy assaulters the next turn. You'd hate to pass your Ld8 test at that point.

    That's my view on power weapons anyway.

  11. #10391
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by ChaplainCharlie View Post
    If you take power weapons in a Guard force, then make them be Power Fists. I3 makes you strike last in almost any engagement and your weedy S3 isn't a match for most combat troops out there, because they usually have T4 or T5. Those that don't, have a higher I. Besides, 10 points for a power weapon is +20% to the points cost of a guardsman squad. Would you pay +20% of a Leman Russ just to get the heavy stubber upgrade? That'd be 30pts for those who like the actual value of things. Not worth it!
    Fists give an actual boost in combat and can insta-kill T3 things, like Autarchs or Farseers or whatever the DE have. Also, it's worth considering that a sergeant can be abused for heavy shooting wound allocation so should always be considered disposable. If someone shoots a speedbump squad, make sure the Sarge gets as many hits as possible to ensure he dies. As long as the squad flees/breaks from combat, you can shoot the enemy assaulters the next turn. You'd hate to pass your Ld8 test at that point.

    That's my view on power weapons anyway.
    Unfortunately, pretty much the only places you'd want power weapons of any sort (fists or otherwise) are in blob squads, and blobs can't take Powerfists. The fists are reserved for CCS, PCS, and Vet units (and of course Lord Commissars). One of my friends has a tendency to use a Fist on his Platoon Commanders, along with some assault weapons, and use them to counterattack weakened enemy units.

    Oh, how I wish my blob squad Commissars could take Powerfists.
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  12. #10392
    Chapter Master razormasticator's Avatar
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    Re: Tactica Imperial Guard

    Happy to report I recently picked up 2 FW Griffons from Bartertown.
    So now I have 2 Medusa's, 2 Griffons & 2 Baslisks, as well as 1 Manticore.

    I want to eventually add 1 more Manticore to my artillery available.
    Looking forwards to trying those griffons out in a game.
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  13. #10393
    Chapter Master razormasticator's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by ColShaw View Post
    Unfortunately, pretty much the only places you'd want power weapons of any sort (fists or otherwise) are in blob squads, and blobs can't take Powerfists. The fists are reserved for CCS, PCS, and Vet units (and of course Lord Commissars). One of my friends has a tendency to use a Fist on his Platoon Commanders, along with some assault weapons, and use them to counterattack weakened enemy units.

    Oh, how I wish my blob squad Commissars could take Powerfists.

    Couldnt you attach the PCS to the blob squad so they can fight in the same combat though?
    The 75th Logres Prime Ice Drakes:
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    WAAAGHHH GORTEEF_ my Orks:

    http://www.warseer.com/forums/showth...71#post5572071
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  14. #10394
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by razormasticator View Post
    Couldnt you attach the PCS to the blob squad so they can fight in the same combat though?
    They could multi-charge, but unfortunately, PCSs don't have the Combined Squad rule, so can't join up with the blobs. Pity, really, as it would open up some interesting options (people might actually take banner bearers, for starters, and it'd allow a weird unit like a Powerfist on the Platoon Commander, a Commissar with another Powerfist, a banner bearer, and some assault weapons). Can't remember at the moment whether a PCS can take a Medic (there's really no good reason to do it currently) but that'd be awesome in a blob, too.

    Anyway, this is all speculation, since it can't actually happen. Sigh.
    Quote Originally Posted by Atrahasis View Post
    Ours is not to reason why, ours is but to glue and buy.
    Quote Originally Posted by FraustyTheSnowman View Post
    Anything else I have to say has already been said by Col Shaw...listen to the lego man, he's wise.
    "Ember of Dreams"
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  15. #10395

    Re: Tactica Imperial Guard

    Hello,

    I will be playing against my friend BA's army.

    I prepared a list, but would like to get some thoughts. I just bought hellhounds and was thinking about running them as devil dogs.

    HQ:

    Lord Commissar x1 (70)

    Troops:

    PCS with 4 flamers and chimera x1 (105)
    Troops with 2 flamers and chimera x1 (115)
    Troops with chimera x1 (105)
    Vets with 3 melta x1 (100) (in the vendetta)
    Troops (50) (in a vendetta)

    Fast:

    Vendetta x2 (260)
    Banewolf x2 (260)

    Heavy:

    Leman Russ with PC x2 (380)
    Demolisher with PC x1 (230)
    Manticore x2 (320)

    Total of 2000 pts.
    Last edited by lordgregg; 21-03-2012 at 21:42.

  16. #10396
    Chapter Master Bunnahabhain's Avatar
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    Re: Tactica Imperial Guard

    Many more troops are wanted, and far fewer ( ideally zero) vehicle squadrons.
    Also, the company command squad is by far the best HQ- I'd always choose one above the others, outside of strongly themed or very low points lists.
    Occasionally accused of being helpful and constructive.
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  17. #10397

    Re: Tactica Imperial Guard

    Why exactly would you avoid squadron? Technically, the banewolves, the LR and the Manticore are in squadron. Should I just drop the manticores?

  18. #10398
    Chapter Master Bunnahabhain's Avatar
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    Re: Tactica Imperial Guard

    Squadrons...
    Force you to fire at the same target. Fine for a pair of hydras, overkill for three russes
    Make you much more vulnerable to damage: i) immobilised = dead, ii) hits on one member of the squadron killing all of them( ie TH/SS termis, or fire dragons managing to kill a tank ~20" away)

    You can't squadron manticores at all.
    Occasionally accused of being helpful and constructive.
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  19. #10399
    Chapter Master Xandros's Avatar
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    Re: Tactica Imperial Guard

    On the other hand, successive hits can be placed on already damaged tanks, ie. ones that have lost their main weapon, so in any case the potential loss is very little. This means that significant overkill is necessary to have a shot at whacking an undamaged tank.

    For example, shooting one lascannon and scoring a penetrating hit stands no chance of doing appreciable damage. This does hinge on a tank already having been disarmed, and not immobilized, wrecked or exploded.

  20. #10400

    Re: Tactica Imperial Guard

    Artillery Squadrons can also be nice because of the multiple barrage rule, but as was pointed out Manticores can't squadron and that's the only artillery in your list.

    On another note, unless you are planning to use your 3rd infantry squad as a meat shield(which I assume you aren't as they are riding in a Vendetta) You definitely want at least a special weapon on them, unless your plan was to just use them to make the vendetta scoring which seems like a bit of a waste of 50 points. You could at least get them an Autocannon and just hop in the vendetta turn 5 or when you are threatened.

    I would also probably but the vets in a chimera so they can shoot their meltas without having to expose themselves. I like suicide units and all, but you could just as easily get a SWS with meltas for the job for cheaper and they wouldn't be as much of a loss when they died. That's assuming you are planning to suicide them.

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