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Thread: Tactica Imperial Guard

  1. #10661
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Fithos View Post
    Where can I get some nigh unstoppable stormtroopers? Mine have a nasty habit of dying the turn after they deep strike.
    I find that combining their Behind Enemy Lines special operation (infiltrate/pinning) with the leadership reduction from the Psyker Battle Squad's power to be a good combination. Otherwise they don't tend to last more than a 1 or 2 turns post-deep-strike and so are used to take out high value targets before making their heroic last stand.
    Quote Originally Posted by Azazyll View Post
    I've been wanting a fighter mage for years, and what we get is a model whose tripping over his feat trying to catch an octopus.
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  2. #10662

    Re: Tactica Imperial Guard

    Quote Originally Posted by Fithos View Post
    Where can I get some nigh unstoppable stormtroopers? Mine have a nasty habit of dying the turn after they deep strike.
    Sharing their name with white-clad space warriors renowned for their dubious marksmanship skills and high propensity to dying in varied circumstances is not a good omen anyway.
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  3. #10663
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    Re: Tactica Imperial Guard

    I know it's a bit pricey, but has anyone tried ogryns in a chimera? The S5 assault shots make it an effective troop hunter squad. What armies would this be effective against? Orcs and nids maybe?

    Otherwise anyone have any useful tactics for ogryns? They kinda suck otherwise.

  4. #10664
    Chapter Master Treadhead_1st's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by Fithos View Post
    I actually never really cared for the kasrkin models. I kind of liked the space suit guys, but the beret is a really cool model.

    On another note, I really like this line of the description from GWs website about stormtroopers.

    "they are formidable soldiers. Clad in carapace armour and wielding fearsome hot-shot lasguns they are nigh unstoppable."

    Where can I get some nigh unstoppable stormtroopers? Mine have a nasty habit of dying the turn after they deep strike.
    A unit of 10 hasn't been doing too badly for me - usually with either 2x Melta or 2x Plasma, but I've had great fun with Pinning + 2x Flamers/Grenade Launchers. Deepstrike can work, and certainly I use a unit of 10 in combination with Scout Sentinels for a surprisingly quick-yet-effective flank-strike; but I tend to prefer Infiltration or Scout/Outflanking if the terrain is good. Are they that cost effective? Probably not, but I was determined to find a way for them to work reasonably well. Having great fun against Space Wolves with Long-Fang spam, and most armies have something held back to secure their own objectives. If they're attacking a flank, they can overwhelm units left in isolation given time, or the opponent has to dedicate reasonable resources to taking them out (whilst not a tough challenge, it is units/weapons that are better suited to thinning out the Guardsmen that actually score).

    Sometimes they are a suicide unit, if the situation calls for it. They can usually make a reasonably effective speed-bump (Hot-Shot Pistols, CCW, Carapace isn't too awful really, against non-CC units - particularly when combined with Sentinels against Fist-less opponents), hardly an ideal situation and Rough Riders/Ogryn are better in combat, but the fight happening half way up the field or right in the opponent's deployment zone can buy extra time for shooting the enemy units later in the game. I never really liked the 5-man, 2x Melta, Deepstrike approach - the Scatter was a little too wild for me, and they always died shortly after doing some damage to, but not killing, a vital tank. Seemed a waste of points. In my opinion, either go for a larger unit and make sure you have a flexible plan for them, or leave them at home for more guns.

    Quote Originally Posted by Capt._Jaelinek View Post
    I know it's a bit pricey, but has anyone tried ogryns in a chimera? The S5 assault shots make it an effective troop hunter squad. What armies would this be effective against? Orcs and nids maybe?

    Otherwise anyone have any useful tactics for ogryns? They kinda suck otherwise.
    I kinda liked Ogryn when I gave them a whirl, but not in a Chimera - my army is basically infantry, Russes and Sentinels with the odd Hellhound/Valkyrie/Vendetta thrown in if I have the points, so it would have been an easy target. They work quite well against most opponents, thanks to having T5. It leaves the Power Fist unable to Instant-Kill the models, and makes it trickier for Str4 opponents to wound them. A barrage of shots followed by a Furious Charge can do quite a bit of damage. However, they are very expensive (in all senses). Strangely, I have found that they work better against the more elite opponents, as Orks and Nids can throw out so many attacks that they can score a high number of wounds regardless of the toughness (but then the Ogryn hurt them lots on the charge).
    Last edited by Treadhead_1st; 12-05-2012 at 23:55.
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  5. #10665
    Chapter Master Walls's Avatar
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    Re: Tactica Imperial Guard

    I LOVE Ogryns in a Chimera. They're a hugely good shooting platform if you ask me, quite underrated. Plus they ain't shabby in assault, probably the best assault element in the army. I usually throw a commissar lord in with them, shooting until they get a target they can get out and punch.

    On foot they are good too. If anything they soak up bolter fire and let your other troops get into position. If ignored, they will smash a squad of marines in combat.

  6. #10666
    Librarian GlenMorray's Avatar
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    Re: Tactica Imperial Guard

    Ok so I'm struggling...A LOT! with my IG. I haven't won a game yet...and it's been a fairly comprehensive beat down!

    My army.

    Steel legion (Foot slogger type)

    I have

    1 CMD squad
    4 x plasma Vets
    (Can one of these vets also take a vox caster?)
    2 x Body guard.
    1 x Master of ordinance (Rubbish and useless I know...)

    2 x Leman Russ, both with Lascannon, no side sponsons as I didn't like the look, both with a pintle mounted heavy stubber...Because I did like the look! :F

    2 x 10 Squads of Storm Troopers that I use as Vets. 1st have 3 x gren lncher no heavy wep 2nd have 2 melta and flamer no heavy wep. I know the 2nd is a bad composition but I've bought the models I've crafted them so I can't change them.

    1 x penal legion - 10 X Squats crafted from the Rogue Trader Squats and I love them, they get decimated every time but they look well retro ;]

    Platoon commander
    1 x vox |
    1x plasma <---- Squad
    2 x heavy bolter |

    Inf Squad 1
    Missile team
    Gren Launcher

    Inf Squad 2
    Missile team
    Gren Launcher

    Inf Squad 3
    Missile team
    Gren Launcher

    Inf Squad 4
    Missile team
    Gren Launcher

    Inf Squad 5
    Missile team
    Gren Launcher

    I can't really change these as they are painted (And I dislike painting) crafted and given squad badges. I don't really see anything wrong with the set out either, grenade launcher is cheep and can "Move and fiya" (Alan Partridge anyone?...No?) And missile launcher is versatile if I want to shoot at stuff...

    2 x Scout Sentinels with multi lasers - Possibly my favourite looking unit.

    2 x Armoured Sentinels with Auto Cannons...Actually these are my favourite unit.

    3 x Heavy Bolter Team

    3 x Lascannon Team

    3 x Mortar team.

    3 x Ratling Snipers.

    2 x Chimera with heavy stubber sponsons

    ...And I think that's it.

    I can't really change anything in the army so things I'm looking for is advice on what else I can buy to help me out, pysker squad, Ogryns, more Ratlings etc?

    So I like to play, but more for fun than as an **** who uses all the same units, I do like diversity. I like having loads of blokes in my army (My next force is Orks!) My opponent (Let's call him Dan) Uses the new Necrons (2K), Blood Angels (2K) and Tyranids (1K). The problem with everything in his army is that they are all better than my dudes hands down at everything...They can out shoot me due to thier superior weapons and balistic skill, and they last way longer when I fire back due to my crap AP low Str weps. And let's not even talk about turn 2 when his dudes are in CC...Seriously how the frag do you kill a Hive Tyrant in CC with IG? mmnnngh.

    I'd also like to point out that our only board is 4 x 4 (Is this the usual size?)

    Some Questions I have...

    Questions.
    1. - Feel no pain. My mate has a bunch of units with this rule, if he fails his normal save, usually a 3+ (Blood angels or nids) does he then get a 4+ save to shrug off the wound?! it means like every time I shoot 50 shots at his unit and get the usual 2 wounds he ends up saving them both...I'm like hmm that can't be right surely! :F

    ...And if it is right, then what the hell do I do to stop them getting to me by turn 2 and carving my army to pieces!?

    2. - The guns I have that blast don't even roll to hit anymore they just instantly scatter and usually miss him completely! Leman Russ, Mortar...Missile Launchers on Frag setting...I just want to make sure I'm doing this right? I fire my leman russ at hiis huge unit of gaunts, I choose a model, rol the scatter dice and 2d6 it then usually scatters about 7 inches in the wrong direction, I can correct it by 3 (My BS) and I end up clipping like 2 gaunts, and usually fail one wound. Is this right?

    3. - CC, so he gets in nice and close with his Sanguinary guard and Lord with Artificer armour and a power weapon & Fist, after he's slaughtered 15 of my men, I get to roll back with the other 15 ish, how do I decide what hits who? as what we're doing at the moment is once my rolls wound he rolls all his saves and allocates all the 2's agaisnt his leader then the 1's against his squad, which he then rerolls because of feel no pian, usualy resulting in no deaths...This right? If so...Meep!

    4. - Tyranid leadership. As far as I can tell they never run away aslong as they're within 12" of a synapse creature, true? As my guys seem to disappear at the first sign of trouble! Seems a bit disjointed.

    5. Playing City Fight with IG - I read an article once about a guy who uses IG in City Fight quite effectively using flamer sentinels and the tank with the shots that ignore cover saves. As I have neither I would like to know any other tricks of the trade to killing at least 25% of my opponents army before I see my last unit get massacred in CC. We have a pretty cool board 4 x 4 with 12 symetrical interchangable sections that all have buildings on them. So it looks cool but it's a bit of a white wash.

    I think that's it, don't want this to sound whiney or anything, I'm genuinely asking for help, my main problem is that his dudes just appear to be on me by turn 2 which gives me one round of pathetic shooting before he kicks my **** in CC.

    Thoughts? x
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  7. #10667
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    Re: Tactica Imperial Guard

    Quote Originally Posted by GlenMorray View Post
    Steel legion (Foot slogger type)
    An odd fluff choice, to be sure.

    Quote Originally Posted by GlenMorray View Post
    (Can one of these vets also take a vox caster?)
    Nope.
    Quote Originally Posted by GlenMorray View Post
    1. - Feel no pain. My mate has a bunch of units with this rule, if he fails his normal save, usually a 3+ (Blood angels or nids) does he then get a 4+ save to shrug off the wound?! it means like every time I shoot 50 shots at his unit and get the usual 2 wounds he ends up saving them both...I'm like hmm that can't be right surely! :F
    Yes.

    Quote Originally Posted by GlenMorray View Post
    ...And if it is right, then what the hell do I do to stop them getting to me by turn 2 and carving my army to pieces!?
    Lots of S8 and above--anything that inflicts instant death (ie. is 2x the T of the enemy model/has the ID rule) ignores FNP. So do power weapons and anything against which an armour save "may never" be taken.

    Quote Originally Posted by GlenMorray View Post
    2. - The guns I have that blast don't even roll to hit anymore they just instantly scatter and usually miss him completely! Leman Russ, Mortar...Missile Launchers on Frag setting...I just want to make sure I'm doing this right? I fire my leman russ at hiis huge unit of gaunts, I choose a model, rol the scatter dice and 2d6 it then usually scatters about 7 inches in the wrong direction, I can correct it by 3 (My BS) and I end up clipping like 2 gaunts, and usually fail one wound. Is this right?
    This is right. You just need more templates to make up for it

    Quote Originally Posted by GlenMorray View Post
    3. - CC, so he gets in nice and close with his Sanguinary guard and Lord with Artificer armour and a power weapon & Fist, after he's slaughtered 15 of my men, I get to roll back with the other 15 ish, how do I decide what hits who? as what we're doing at the moment is once my rolls wound he rolls all his saves and allocates all the 2's agaisnt his leader then the 1's against his squad, which he then rerolls because of feel no pian, usualy resulting in no deaths...This right? If so...Meep!
    No, no, no. Your friend is horribly off.

    Once you have rolled to wound, he must allocate wounds AND THEN roll his saves.

    Quote Originally Posted by GlenMorray View Post
    4. - Tyranid leadership. As far as I can tell they never run away aslong as they're within 12" of a synapse creature, true? As my guys seem to disappear at the first sign of trouble! Seems a bit disjointed.
    Don't know this one. Not many 'nids near me.



    Others will be a long with much more advice of a higher quality, I'm sure.
    Quote Originally Posted by Azazyll View Post
    I've been wanting a fighter mage for years, and what we get is a model whose tripping over his feat trying to catch an octopus.
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  8. #10668
    Chapter Master Bunnahabhain's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by GlenMorray View Post
    Ok so I'm struggling...A LOT! with my IG. I haven't won a game yet...and it's been a fairly comprehensive beat down!
    My army.Steel legion (Foot slogger type)

    1 CMD squad 4 x plasma Vets (Can one of these vets also take a vox caster?) No
    2 x Body guard. 1 x Master of ordinance (Rubbish and useless I know...) The master of ordnance is fine on a static squad. The body guards aren't needed at all here.

    2 x Leman Russ, both with Lascannon, no side sponsons as I didn't like the look, both with a pintle mounted heavy stubber...Because I did like the look! :F

    2 x 10 Squads of Storm Troopers that I use as Vets. 1st have 3 x gren lncher no heavy wep 2nd have 2 melta and flamer no heavy wep.

    1 x penal legion - 10 X Squats crafted from the Rogue Trader Squats and I love them, they get decimated every time but they look well retro ;]
    No major problems here, assuming you have enough chimeras

    Platoon command squad
    1 x vox 1x plasma 2 x heavy bolter |

    5 xInf Squad
    Missile team, Gren Launcher

    Can you alter these a little. In particular a second platoon command would help, and shouldn't require major marking changes.
    The platoon command squad you have is currently both awful and not legal. The best thing would be to make a 3rd Heavy bolter, and take them all off into a dedicated Heavy weapon squad. Then load out the command squad with special weapons



    2 x Scout Sentinels with multi lasers - Possibly my favourite looking unit.
    2 x Armoured Sentinels with Auto Cannons...Actually these are my favourite unit.
    both OK

    3 x Heavy Bolter Team
    3 x Lascannon Team
    3 x Mortar team.
    All OK. heavy bolters are rather underwhelming, but at least are cheap
    3 x Ratling Snipers.

    2 x Chimera with heavy stubber sponsons
    OK. The Heavy stubbers are not needed. A few more of these would be very useful.

    ...And I think that's it.

    I can't really change anything in the army so things I'm looking for is advice on what else I can buy to help me out, pysker squad, Ogryns, more Ratlings etc
    It's a bit of a rag bag force, which doesn't do anything really well, and you've got a load of non optimised units. The
    So I like to play, but more for fun than as an **** who uses all the same units, I do like diversity. I like having loads of blokes in my army (My next force is Orks!) My opponent (Let's call him Dan) Uses the new Necrons (2K), Blood Angels (2K) and Tyranids (1K). The problem with everything in his army is that they are all better than my dudes hands down at everything...They can out shoot me due to thier superior weapons and balistic skill, and they last way longer when I fire back due to my crap AP low Str weps. And let's not even talk about turn 2 when his dudes are in CC...Seriously how the frag do you kill a Hive Tyrant in CC with IG? mmnnngh. You don't. You shoot them to death first. The reason all his guys seem better is they are. They're also more expensive, so there should be less of them. However, due to lots of your choices being non optimised, this advantage doesn't show up as much.

    I'd also like to point out that our only board is 4 x 4 (Is this the usual size?)
    No, it is smaller, which will be hurting you, as they get to you much sooner. A 6 x 4 is normal.
    .
    Some Questions I have...

    Questions.
    1. - Feel no pain. My mate has a bunch of units with this rule, if he fails his normal save, usually a 3+ (Blood angels or nids) does he then get a 4+ save to shrug off the wound?! it means like every time I shoot 50 shots at his unit and get the usual 2 wounds he ends up saving them both...I'm like hmm that can't be right surely! :F
    ...And if it is right, then what the hell do I do to stop them getting to me by turn 2 and carving my army to pieces!?
    You can take FNP against any wound that is NOT AP1, AP2, a power weapon, otherwise doesn't allow saves (eg dangerous terrain), or has a Strength twice the targets toughness. So many of your weapons will deny them their FNP

    2. - The guns I have that blast don't even roll to hit anymore they just instantly scatter and usually miss him completely! Leman Russ, Mortar...Missile Launchers on Frag setting...I just want to make sure I'm doing this right? I fire my leman russ at hiis huge unit of gaunts, I choose a model, rol the scatter dice and 2d6 it then usually scatters about 7 inches in the wrong direction, I can correct it by 3 (My BS) and I end up clipping like 2 gaunts, and usually fail one wound. Is this right?
    Scatter for normal blasts is always 2D6-BS, unless you roll a Hit, in which case it hits exactly where you aimed. Mortars and other barrage weapons scatter in the same way if you have line of sight, or just 2D6" if you don't.

    3. - CC, so he gets in nice and close with his Sanguinary guard and Lord with Artificer armour and a power weapon & Fist, after he's slaughtered 15 of my men, I get to roll back with the other 15 ish, how do I decide what hits who? as what we're doing at the moment is once my rolls wound he rolls all his saves and allocates all the 2's agaisnt his leader then the 1's against his squad, which he then rerolls because of feel no pian, usualy resulting in no deaths...This right? If so...Meep!
    Ouch! In close combat, you chose to allocate attacks (on a model by model basis) against the unit, or the Lord. After that, he can't move the attacks, hits, wounds or saves about. You both need to look at the rule book here. The better solution is to set up in a way so they can only charge one squad, let them kill that one 10 man squad, then shoot them dead next turn.

    4. - Tyranid leadership. As far as I can tell they never run away aslong as they're within 12" of a synapse creature, true? As my guys seem to disappear at the first sign of trouble! Seems a bit disjointed.
    You're about right. They have fearless, so they won't run. The downside is that if you beat them in CC, they take more casualties, so not much use for us. However, we can do several things to stop people running. A standard in a company command squad gives a wide area a re-roll on morale tests. Even better, commissars in units make them stubborn, so they always have Ld9, and can re-roll all morale tests. Put one of them in a 30 man combined squad, and you can drag down almost anything.

    5. Playing City Fight with IG - I read an article once about a guy who uses IG in City Fight quite effectively using flamer sentinels and the tank with the shots that ignore cover saves. As I have neither I would like to know any other tricks of the trade to killing at least 25% of my opponents army before I see my last unit get massacred in CC. We have a pretty cool board 4 x 4 with 12 symetrical interchangable sections that all have buildings on them. So it looks cool but it's a bit of a white wash.
    Play smaller forces. Add commissars to make you units better in CC. Have some more open ground, play with smaller forces.

    I think that's it, don't want this to sound whiney or anything, I'm genuinely asking for help, my main problem is that his dudes just appear to be on me by turn 2 which gives me one round of pathetic shooting before he kicks my **** in CC.
    You are facing fast armies, with a far from optimal list, on a too small and crowded board, with loads of cover. The conditions are making life very difficulty for you indeed.
    Occasionally accused of being helpful and constructive.
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  9. #10669
    Librarian GlenMorray's Avatar
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    Re: Tactica Imperial Guard

    Wow, thank "mt namedidntfit" & "Bunnahabhain"

    What should I do to optimise my list a bit more then? I don't really understand what I'm missing?

    HOw many more Chimeras should I get for a 1.5k army?
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  10. #10670
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    Re: Tactica Imperial Guard

    Here is what I would do- I will note in bold were you will have to buy additional models-

    CCS, 3xplasma, 1 medic (feel no pain is awesome, and also goes a long way in allowing you to survive Gets Hot results)

    List is fine up until you come to

    PCS 4 meltas or other special weapons

    3 squads + commissar

    PCS #2 2 specials and a heavy weapon

    2 squads + commissar(optional) But having at least one commissar attached to a regular infantry squad will allow you to form a large LD9 blob squad- this will solve your problem of having your men run away- Alternatively- you might think about adding in infantry squad, GL, autocannon then swapping out the Missile launchers in 2 of your squads and replacing them with 2 Autocannons

    Drop the heavy bolter team-

    Things to consider buying to help strengthen your list Manticore or other artillery, more chimeras

  11. #10671
    Chapter Master Getz's Avatar
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    Re: Tactica Imperial Guard

    Some Suggestions - you'll probably need to get some extra models:

    Quote Originally Posted by GlenMorray View Post
    1 CMD squad
    4 x plasma Vets
    (Can one of these vets also take a vox caster?)
    2 x Body guard.
    1 x Master of ordinance (Rubbish and useless I know...)
    Lose two of the plasma guns for a Standard and medic, this will make the squad more survivable and better able to support the squads around it with Leadership re-rolls. The bodyguards are kinda worthless, but replacing the pair of them with an Officer of the Fleet will help against any arm that tries to outflank of deepstrike on you. I would also drop the plasma for something a bit less threatening, grenade launchers or sniper rifles, for example as foot slogging command squads really don't want to put themselves too high up their opponents target priority list - but if you do do that then remember what you have taken the squad for - leadership support and orders, not firepower.

    Quote Originally Posted by GlenMorray View Post
    2 x Leman Russ, both with Lascannon, no side sponsons as I didn't like the look, both with a pintle mounted heavy stubber...Because I did like the look! :F
    Good solid fire support here. No real need to make any changes, although the heavy stubber doesn't contribute much for it's cost

    Quote Originally Posted by GlenMorray View Post
    2 x 10 Squads of Storm Troopers that I use as Vets. 1st have 3 x gren lncher no heavy wep 2nd have 2 melta and flamer no heavy wep. I know the 2nd is a bad composition but I've bought the models I've crafted them so I can't change them.
    Grenade launchers on Veterans is a bit of a waste of their BS4 (in the sense that you want to give your best shots your best guns) but double melta and flamer is a combination I use myself. Have you paid for Carapace armour? It's not terribly optimal, but if you have you might as well equip the squads with shotguns and use them as an assault team as the carapace does most good in close combat. Whilst I'm kinda loath to recommend you do everything the same way as everyone else, these guys really do need a chimera for each squad.

    Quote Originally Posted by GlenMorray View Post
    1 x penal legion - 10 X Squats crafted from the Rogue Trader Squats and I love them, they get decimated every time but they look well retro ;]
    Nothing wrong with penal legion, although without a transport they probably won't achieve a great deal. I approve of the retro squat models

    Quote Originally Posted by GlenMorray View Post
    Platoon commander
    1 x vox |
    1x plasma <---- Squad
    2 x heavy bolter |
    Okay, as has already been mentioned, this squad is illegal - too many heavy weapons. By far the best way of equipping platoon command squads is with four specials - four flamers is toasty, four meltas can go tank hunting, four plasma can stand and shoot. Even four grenade launcher is okay for the mobile range.

    Quote Originally Posted by GlenMorray View Post
    Inf Squad 1
    Missile team
    Gren Launcher

    Inf Squad 2
    Missile team
    Gren Launcher

    Inf Squad 3
    Missile team
    Gren Launcher

    Inf Squad 4
    Missile team
    Gren Launcher

    Inf Squad 5
    Missile team
    Gren Launcher

    I can't really change these as they are painted (And I dislike painting) crafted and given squad badges. I don't really see anything wrong with the set out either, grenade launcher is cheep and can "Move and fiya" (Alan Partridge anyone?...No?) And missile launcher is versatile if I want to shoot at stuff...
    Again, nothing really wrong here, although considering the kind of opponents your facing you could probably do with trading up to plasma guns.

    Quote Originally Posted by GlenMorray View Post
    2 x Scout Sentinels with multi lasers - Possibly my favourite looking unit.

    2 x Armoured Sentinels with Auto Cannons...Actually these are my favourite unit.
    I like sentinels and won't argue against fielding them, but I think that your armoured sentinels could probably do with lascannons - you seem a bit short on long ranged anti-tank and mobile lascannons should be a big help

    Quote Originally Posted by GlenMorray View Post
    3 x Heavy Bolter Team

    3 x Lascannon Team

    3 x Mortar team.
    Mortars are awesome. Heavy bolter teams are a complete waste of time - I'd suggest converting them into autocannons. Lascannon teams are usable but fragile, you need to make sure they're in good cover, have good lines of sight and have you company command nearby to get the best out of them, but overall they are a difficult unit to recommend - personally I've had a lot of success with them, but I seem to be the only one here...

    Quote Originally Posted by GlenMorray View Post
    3 x Ratling Snipers.
    Ratlings are okay, but you really need at least six and ideally ten of them for them to do any good - even then they're hardly a reliable unit.

    Quote Originally Posted by GlenMorray View Post
    2 x Chimera with heavy stubber sponsons
    I like heavy stubbers, but on the whole they aren't necessarily a good investment of points. These chimeras desperately need to go to your veterans, and then you proabably want a third for your Platoon command squad. As a rule, the more armour you put down, the more survivable it becomes as you tax you opponents ability to deal with it. Your Leman Russes should tie up what heavy Anti-tank your opponent has, the more AV 12 you have after that, the more likely of surviving each individual vehicle becomes.
    Power Armour is for Wimps! Real men go into battle out of the back of a Valkyrie at 500 feet.

    Quote Originally Posted by Gen.Steiner View Post
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  12. #10672

    Re: Tactica Imperial Guard

    Correct me if I am wrong but from your description it sounds as though you are playing with considerably more than 25% terrain and all of it seems to block LoS. This is based on your statement about how you have a city fight set up with the interchangeable blocks. This is as unfair for you as playing with less than 25% would be for you. If my assumption is true then you pretty much get one turn of shooting and that is with them standing right next to you.

    Playing on a 4x4 board is not that bad, but you have to play 1500 points, usually more like 1250 or 1000 to have a good game. You also need to have appropriate terrain. It sounds like a lot of your issues could be fixed with these adjustments.

    If you insist on playing on your current board I would get some artillery so you can take some shots at guys standing behind walls. Don't forget that indirect fire causes pinning (not helpful against tyranids) and if it is ordnance they suffer -1. Also don't forget you still get to subtract your BS from distance if you have los.

    In regards to your saying your shots always scatter, I am assuming you mean you have terrible luck but just to make sure, you know if you roll a hit on the scatter it doesn't scatter at all (excluding the MoO) Much of the strategy then is in targeting things so that if it scatters it will still hit something. Blood Angels don't get FnP against battle cannons. They should make short work of them.

  13. #10673
    Disgraced Inquisitor Captain Brown's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by GlenMorray View Post
    Wow, thank "mt namedidntfit" & "Bunnahabhain"

    What should I do to optimise my list a bit more then? I don't really understand what I'm missing?

    HOw many more Chimeras should I get for a 1.5k army?
    Well the more the better under the current rule set, but that may change under the next edition...so no need to go and rush to get more until you know. Basically the Chimeras are used to get your Veterans or Command Squads and their short ranged special weapons into lethal range to destroy enemy vehicles or infantry formations. In a foot slogging list you can use them as counter attacking units to bolster your line when the bad guys reach it. Now the ideas below are purely my opinion and not gospel or guaranteed to do anything, but are Captain Brown’s way of tweaking what you have without too much disruption.

    Steel legion

    1 CMD squad
    4 x plasma Vets
    2 x Body guard: Drop these and use them as figures elsewhere in the army - such as building a second Platoon Command Section
    1 x Master of ordinance: Drop him or switch him to be a Medic or a vox Trooper (However in your build the Vox is useless unless your squads have a Vox...so just use as a normal trooper and save the points.) and drop one of the Plasma Vats
    You could also drop some of the Plasma Vets and replace with a Lascannon Team (to take advantage of your BS 4) and someone with a Regimental Standard and use them to keep your battle line in the fight and snipe at tanks and monstrous creatures...the Master of Ordinance could be kept to help drop large templates on the battlefield as the unit does not move.

    2 x Leman Russ, both with Lascannon, no side sponsons as I didn't like the look, both with a pintle mounted heavy stubber...Because I did like the look
    These two should be firing at enemy infantry formations, because if you do scatter you still want to flatten something. You might want to consider dropping the Lascannon for a Heavy Bolter, as you should be blasting infantry formations with these guys.

    2 x 10 Squads of Storm Troopers that I use as Vets. 1st have 3 x gren lncher no heavy wep 2nd have 2 melta and flamer no heavy wep. I know the 2nd is a bad composition but I've bought the models I've crafted them so I can't change them.
    OK, the Grenade Launcher Squad does not need to be in a Chimera as they are really anti-infantry and can move and fire...but to confuse your opponent you can put them in one (in fact if you are only moving at combat speed all three Grenade launchers can fire from the top hatch and your opponent will try to take out that Chimera leaving your more dangerous one alive to deliver the Melta Squad). The other vet unit should be in a Chimera to get those Melta guns into range of the enemy tanks/monstrous creatures.

    1 x penal legion - 10 X Squats crafted from the Rogue Trader Squats
    Since they can scout they can harass the enemy by coming in as reserves...being on foot makes them slow...so try to use them to distract the enemy from your gun line.

    Platoon commander
    1 x vox |
    The Vox is useless unless your squads have a Vox...so just use as a normal trooper and save the points.
    1x plasma <---- Squad
    2 x heavy bolter |
    I assume you mean a Heavy Bolter Team of two troopers...I would be better to make this a Lascannon and use this squad to hit enemy tanks/monstrous creatures...granted you a poor shot...but volume is the key and a Lascannon here is cheaper than in a HWS.

    Because you have so many Infantry Squads you could buy an extra Platoon Command Section (using one or two of the Body Guards and the extra Plasma Gun left over from your HQ) and another Lascannon team. If you have freed up some Plasma troopers from the Command HQ you could use them in this squad and the other.

    Inf Squad 1
    Missile team
    Gren Launcher

    Inf Squad 2
    Missile team
    Gren Launcher

    Inf Squad 3
    Missile team
    Gren Launcher

    Inf Squad 4
    Missile team
    Gren Launcher

    Inf Squad 5
    Missile team
    Gren Launcher

    2 x Scout Sentinels with multi lasers
    2 x Armoured Sentinels with Auto Cannons
    If you could swap the weapons on these two...then your Multi Laser armed Armoured Sentinels could engage infantry and tie them up in a length combat (with their 12 fron armour getting used in CC because they are walkers...you only need to worry about Powerfists and Monstrous Creatures). The Scout Sentinels use their scout move to come in as reserves and use those Autocannons to hit vehicles side and rear armour...this will make your opponent think twice about charging everything across the board and that gives your troops more time to shot them.

    3 x Heavy Bolter Team

    3 x Lascannon Team
    Break these up and use in Command Sections and Company HQ.

    3 x Mortar team.

    3 x Ratling Snipers.

    2 x Chimera with heavy stubber sponsons (see the veteran comments)

    My two cents,

    CB

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  14. #10674
    Chapter Master FraustyTheSnowman's Avatar
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    Re: Tactica Imperial Guard

    Good advice given so far. My only comments are to advise against the medic in the command squad (as a dark eldar player, I feel that feel no pain on t3 models is worth much less credit than it's given), and second the use of lascannon HWSs (I've finally gotten a chance to use them, and had good luck with them). Along with dropping the heavy stubbers on pretty much everything. I like the look of them too, and put them on all my chimeras, but never pay for them, and haven't regretted it yet.
    Nightmare Craft: Chaos Daemons (5/4/13)

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  15. #10675
    Librarian GlenMorray's Avatar
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    Re: Tactica Imperial Guard

    Wow thanks everyone, you're name's are all confusing but know that I've read all the comments!

    I totally agree about the terrain set up, I had a game last night and made sure I positioned all the terrain around the edges whilst my opponent positioned them in the middle, made for a pretty good game, and my twin linked Lascannon teams shot up his C'Tan in two turns! Woop ;] (Twin linked because of 'Bring it down')

    I take the advice on the heavy stubbers, everything I shot at last night with the single Leman Russ I used was armour so the str wasn't good enough to crack it, saying that turn one I shot 8 Necron warriors and they fled off the table! Haha, score!

    So I'll try the medic in the CCS see how I fare, I like te standard in there as well, should be an easy conversion, I've alos got an old squat model that's carrying a little box on his shoulder, think he was a loader for the old thudd gun!...Man I loved that thing! ;] So yea, I'll give that a whirl.

    I was trying to figure out what was so good about the Chimeras, but the thought of shooting from it never occured to me! :F Also jumping out and meltering his Monlaiths sounds promising! ;] Do I still get the 2D6 armour Pen vs living metal...For that fact do they still have living metal?

    Oh hey another question?

    If units have scout does that mean they can come on as reserves on any table edge?

    What else happened last night that confused me...Hmm...

    Oh yea, If I indirect fire with Mortars is it 3D6 Scatter, and they scatter with the arrow direction on a hit result but I only roll 2D6 instead of 3 like the Master of Ordinance?

    (P.s. Also my Master of Ordinance wipped out one unit of warriros and blew up a battle barge! Not so useless now huh vinny!?)

    Thanks guys.
    As our feet sink in the snow. We build a snowman no one will know. For the snow will melt away. As the night turns to day

  16. #10676
    Chapter Master ColShaw's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by GlenMorray View Post
    I was trying to figure out what was so good about the Chimeras, but the thought of shooting from it never occured to me! :F Also jumping out and meltering his Monlaiths sounds promising! ;] Do I still get the 2D6 armour Pen vs living metal...For that fact do they still have living metal?
    Living Metal is a different rule than it was in the old Necrons codex; it has nothing to do with armor penetration dice. Your Meltas will work just fine on a Monolith.

    If units have scout does that mean they can come on as reserves on any table edge?
    Units with Scout can use the Outflanking special Reserve deployment. This is specified in the main rulebook. You can't come on from any table edge, but it does give you some more options.

    Oh yea, If I indirect fire with Mortars is it 3D6 Scatter, and they scatter with the arrow direction on a hit result but I only roll 2D6 instead of 3 like the Master of Ordinance?
    No. The Master of Ordnance has his own special rule for the extra-die scatter when a HIT is not rolled on the scatter die. There is an extra d6 to scattering out-of-sight barrages only when Night Fight is in effect. In other cases, you reduce the scatter by the firing model's BS for direct fire, but not for indirect fire. You still hit squarely on a HIT with Mortars, even when firing at something they can't see.

    (P.s. Also my Master of Ordinance wipped out one unit of warriros and blew up a battle barge! Not so useless now huh vinny!?)
    I love my Master of Ordnance, and never consider him useless. He's such a low points cost upgrade, that if he scores even one good hit in a game, it's enough to make him worthwhile.
    Hope this helps.
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  17. #10677
    Disgraced Inquisitor Captain Brown's Avatar
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    Re: Tactica Imperial Guard

    Quote Originally Posted by GlenMorray View Post
    I was trying to figure out what was so good about the Chimeras, but the thought of shooting from it never occured to me! :F Also jumping out and meltering his Monlaiths sounds promising! ;] Do I still get the 2D6 armour Pen vs living metal...For that fact do they still have living metal?
    Basically drive up at full speed, pivot to turn the rear ramp to the target, disembark your Veteran Squad with Metal Guns in the movement phase (they must be within two inches of the rear ramp when they disembark). Now you cannot assault...nor can the Chimera fire anything...but you don't want to, you just want to fire those Melta Guns into the target as close as they can get. In the shooting phase fire the Melta Guns into the target and hopefully you are in short rang for the extra penetration. Yes, you waste the other shots of the squad...but a chance to kill a Monolith with a single squad and transport is worth it.

    Quote Originally Posted by GlenMorray View Post
    If units have scout does that mean they can come on as reserves on any table edge?
    As mentioned by ColShaw, when they do come on in reserve movement you roll a dice and it determines the table edge (as explained under mission special rules in the rulebook)...this often means you can place your Scout unit closer to something your opponent thought was safe, or you throw a monkey wrench into his/her plans by flanking his attacking or defending forces, or you suddenly have a unit close to an objective they thought was safe.

    Cheers,

    CB

    Disavowed Moderator...I can only move threads in MP&T and Project Logs now...I cannot revoke your warnings or give access to the Chaos Wastes.
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  18. #10678
    Librarian GlenMorray's Avatar
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    Re: Tactica Imperial Guard

    Very much so cheers Colshaw, seems like I have to look a bit more into Scouts as I initially thought they were useless!
    As our feet sink in the snow. We build a snowman no one will know. For the snow will melt away. As the night turns to day

  19. #10679
    Veteran Sergeant Scibadi's Avatar
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    Re: Tactica Imperial Guard

    Remember you can shoot your guys from the Chimera's fire points
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

  20. #10680
    Chapter Master biggreengribbly's Avatar
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    Re: Tactica Imperial Guard

    But only at 6" or less movement IIRC.
    Quote Originally Posted by Polymphus
    -"In my mind, you're a lictor sitting at a PC and making sarcastic comments to the family of rippers next door."
    -"I agree. PCs break and enter into places, commit many senseless acts of murder by slaughtering creatures for acting their nature, loot and pillage their fallen enemies homes, and then return to town and celebrate with a drink.

    Sociopaths wish they had it this good.
    "

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