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Thread: Tactica Imperial Guard - 6th Ed

  1. #41
    Chapter Master tuebor's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Lord Cook View Post
    4) Daemons. Oh how you tempt thee. They're even rated pretty reasonably on the allies chart in terms of mutual trust. As much as I should go for something more sensible, there's just something about an enemy advancing towards a Guard firing line only to have a big unit of Bloodcrushers land right in front of him that screams FY. I do have those Carnosaurs still lying around. How would one justify needing one's lizards to always deep strike?
    They tunnel underground and pop up where they're needed (sometimes).

    I think the best multipurpose replacement for the Hydra is going to be the Quad Gun, probably with the Aegis defence line. It's pretty cheap and you can get a squad of 3 Ratlings to hide behind it and fire it with BS4, all for 130 points and providing 4+ cover for a sizeable unit of Guardsmen.

    e: I think Ogryns took a hit with the challenge rules. They need to be babysat by somebody and if you use a Lord Commissar he's going to be harassed with challenges and if he refuses you can't use his leadership. You could do pretty well escorting them with a Space Marine character geared up for survivability, I suppose.
    Last edited by tuebor; 01-07-2012 at 08:36.

  2. #42

    Re: Tactica Imperial Guard - 6th Ed

    As to regards the Flakk missiles I think its safe to say that until such time as the FAQ says otherwise or a new army book arrives that current missile launchers can never be considered to be equipped with these, I imagine it wont be a cheap option relatively speaking unless they do it so it replaces their Krak missiles rendering the unit somewhat impotent against groundlocked vehicles.

    I think I'll always be bringing along either an aegis line or bastion if I can help it though I dont imagine a 2 wound toughness 7 gun will last long in any battle being something of a primary target for anyone using fliers.

  3. #43
    Chapter Master tuebor's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    The big advatage the gun has is Interceptor, so it'll force fliers to be a bit more cautious in their strafings runs. Of course, the best antiaircraft we or anyone else in the game has is the Vendetta, which is becoming increasingly hard for me not to take.

  4. #44
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    Re: Tactica Imperial Guard - 6th Ed

    LC beat me to the doors of the Griffon appreciation society. I took two in every game last edition and now they are only going to become more awesome. Two days ago I was sniping Ork Nobs out of their units with super accurate shellfire, yesterday I managed to knock the last wound off a SM Librarian with a cheeky barrage. Plinking away at the sides of AV11 vehicles got a lot better with the new rules too. Another minor change for multiple barrages is that you can now place subsequent hits touching anywhere on any of the previous templates, rather than the initial one.

    In the handful of games I've played this week I've found Veteran Squads to be useful as mentioned above. I always used to say bring an autocannon in them last ed, that is just reinforced now with snap fire and overwatch.

    Primaris Psykers are an auto include for me from now on, the Pyromancy and Telekenisis spells are synergistic with guard and can be hilariously effective. For 70pts I think they're a steal. There'll always be a spare seat in a Chimera for them.

    Heavy Stubbers on your tanks could be useful but I'm not sure if the points still justify it. If you can't spend em elsewhere go for it. I have them on my ML,HB chimeras and the amount of snapfire does mount up. Leman Russ would be better off with HB sponsons if they want to do weapon destroyed shenanigans.

    Line Infantry blobs with Commissar, Plasma Guns and Autocannons are very useful I've found. You need to be VERY careful with your positioning, as people will try and range/los/focus fire snipe the useful models out of your blob. Even so, having a large number of infantry models around, in cover and providing such weight of S7 fire even on the move is good stuff, especially when objectives require someone to get their uniforms dirty. A surprised marine opponent of mine lost a lot of tactical marines charging into the wall of death a 4xflamer PCS sprayed into them. Seeing as there are fewer KP missions than last edition, you could get away with smaller units now.

    Leman Russ Battlecannons feel less useless when you have no heavy infantry to shoot at thanks to the new vehicle and blast rules, especially if they have a hull Lascannon.

    Vendettas are must includes, I think I will probably settle on two and a MM Devil Dog. Also hilarious when playing the Scouring scenario (they become scoring ^_^).


    I'm really excited about trying a Pask Exterminator and running my Executioner for the first time this edition. I wonder if there is any mileage to placing a cheap Leman in a Squadron with a more expensively geared version to suck up the hits? I think a lot more so than last edition, but probably not points efficient. My PC sponson Lemans are dead this edition, thankfully I have a dozen other hulls to toy with! Dare I say that the old school hull LC 2xHB version will see a renaissance?

    EDIT: One thing to note, needing only 25% obscured to gain cover means it's a LOT easier to get some kind of save for your tanks. I've found vehicles much less likely to go down to a single shot, but will get ground out now rather than remain impervious. I like this predictability and it gives you chances to react or plan ahead for this, rather than sitting by and waiting for chance to determine live or die on those damage chart rolls. Remember this change goes both ways and we are the kings of medium strength fire.
    Last edited by Sircyn; 01-07-2012 at 09:49.

  5. #45
    Chapter Master tuebor's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Lord Cook View Post
    Are still pretty similar. Psykers will remain powerful; thankfully still being able to cast Weaken Resolve from the back of a Chimera
    I just noticed that psykers in transports can only target themselves, another unit in the transport or the transport they're in with psychic powers. Page 67, top right of page.

  6. #46
    Lord Solar MarCookius Lord Cook's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by tuebor View Post
    I just noticed that psykers in transports can only target themselves, another unit in the transport or the transport they're in with psychic powers. Page 67, top right of page.
    Turn over the page and look at the rules for Witchfire on page 69. Weaken Resolve is now classed as a Witchfire attack, given that it's a psychic shooting attack that is non-specific as to type. Second paragraph covers firing from vehicle fire points.

    EDIT: Just skimmed the Daemon Codex. Hmm. On second thoughts, the Daemonic Troops choices pretty much kill any potential for useful alliance there. Oh well.
    Last edited by Lord Cook; 01-07-2012 at 11:48.
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  7. #47
    Veteran Sergeant Scibadi's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    If I have a special weapons squad in a vendetta, would it be better to have 3x flamers or a demo charge?
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

  8. #48

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by dangermouse425 View Post
    Nice write-up, Lord Cook, an interesting read.
    - Are Ogryns any good in 6e, or do they still suck?
    Heres the issue with Ogryns in a single sentence:

    There an assault unit which is neither scoring, fast, capable of deep striking nor have access to an assault vehicle and require a character to be effective.

    Compare them to a similar unit, like allied Ork Nobz.

    - Ork Nobz with a warboss are a scoring troop choice.
    - Ork Nobz get an open topped AV14 assault vehicle.
    - Ork Nobz get access to power claws.
    - Ork Nobz can have FNP
    - Ork Warbosses are great strength 10 combat characters.
    - Ork Nobz can also be fitted with mega-armour, allowing them to even defeat GK paladins in combat now with the power rule changes.
    - Ork Nobz can have bikes, making them same toughness as Ogryns and a whole lot nastier.

    There really is very few downsides to Nobz over Ogryns. You might be more vulnerable to instant death but that's a mute point if your riding around in a battlewagon, encased in mega armour or speeding on a toughness 5 bike these days. Firepower is a bit less but not enough for me to care.

    I'm sure Ogyrns would make great count-as Ork Nobz squads though. I'm sure a counts-as-Imperial version of the Ork battlewagon would make an interesting project.



    Quote Originally Posted by Lord Cook View Post

    EDIT: Just skimmed the Daemon Codex. Hmm. On second thoughts, the Daemonic Troops choices pretty much kill any potential for useful alliance there. Oh well.
    Plague bearers could work. Drop a small squad of them on an objective and go to ground. Thats how daemon players use them anyway.

    There pretty much the hardest units to shift in 40k for there points.
    Last edited by Asymmetric; 01-07-2012 at 13:13.

  9. #49
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    Re: Tactica Imperial Guard - 6th Ed

    Plague bearers could work. Drop a small squad of them on an objective and go to ground. Thats how daemon players use them anyway.
    I believe that since they are fearless they cannot go to ground.

  10. #50

    Re: Tactica Imperial Guard - 6th Ed

    Doom Scythes are the biggest threat to us this edition with their auto hit S10 AP1 death rays moving up to 36" and still being able to fire.

    A single Doom Scythe took out three leman russes yesterday and the other killed all three of my hydras, leaving me with no air support. I don't know how you would counter these, as they are basically alpha strike units, but to think they basically will automatically kill at least two leman russes when they come in is just upsetting.

  11. #51

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by vanvelzen View Post
    I believe that since they are fearless they cannot go to ground.
    Well spotted.... thank god for that then. I hate having to dig plague bearers out of cover.

  12. #52

    Re: Tactica Imperial Guard - 6th Ed

    How do people feel about taking the Fortress of Redemption and covering the battlements with a large platoon and filling the 2 bunkers with heavy weapon teams.
    Last edited by Asymmetric; 01-07-2012 at 14:02.

  13. #53
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Commissar Merces View Post
    but to think they basically will automatically kill at least two leman russes when they come in is just upsetting.
    How on earth are they doing that? With 4's to pen and 4's to Destroy, they'd need to hit EIGHT Leman Russes to kill two on average rolls.
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Commissar Merces View Post
    Doom Scythes are the biggest threat to us this edition with their auto hit S10 AP1 death rays moving up to 36" and still being able to fire.

    A single Doom Scythe took out three leman russes yesterday and the other killed all three of my hydras, leaving me with no air support. I don't know how you would counter these, as they are basically alpha strike units, but to think they basically will automatically kill at least two leman russes when they come in is just upsetting.
    The only thing that comes to my mind is putting your Hydras or Russes in reserve. On the turn they arrive, they can (hopefully) take out the damned things.

  15. #55
    Chapter Master FraustyTheSnowman's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Not that I like khorne units, but what about having a unit of berzerkers hanging out in our deployment zone to act as artillery defneders/counter charge?

    Honestly I have to say I'm not seeing the dread that others seem to over transports. I feel chimeras make better gunboats than transports anyways (assault hitting on rear armor, weak side armor combined with thin profile)...so I'm tickled ten shades of pink with 6th. I'll probably still run my hybrid vostroyans a lot, more to get actual experience behind my opinion...but my mechanized platoons will be making a lot more appearances. Yep, the tanks will get wrecked with three glances, but where those glances would have kept me from shooting last edition I'll be firing up until the point im turned to slag.

    On the subject of infantry blobs, I have this horrible image of 40-50 man blobs with the heavy weapons in the backfield and the rest of the unit slowly inching up through no-man's-land and into the opponents deployment zone...not sure if I like the idea or hate it...
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  16. #56
    Chapter Master tuebor's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Lord Cook View Post
    Turn over the page and look at the rules for Witchfire on page 69. Weaken Resolve is now classed as a Witchfire attack, given that it's a psychic shooting attack that is non-specific as to type. Second paragraph covers firing from vehicle fire points.
    Oh good, I must have skimmed over that too quickly.

    What are people planning on doing to avoid giving up easy VPs from the Slay the Warlord! secondary objective?

    Speaking of Warlords, I think Creed got a tiny bit more desireable since Fearless doesn't cause No Retreat! wounds anymore using For the Honour of Cadia! turned from a death sentence into a viable thing.

  17. #57

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by MyNameDidntFit View Post
    How on earth are they doing that? With 4's to pen and 4's to Destroy, they'd need to hit EIGHT Leman Russes to kill two on average rolls.
    False. The laser beam things that they fire shoot in a direct line, meaning he can place the line on the rear armor of your tanks. At AP2 he also gets +2 to his pen chart. It's brutal

  18. #58
    Chapter Master FraustyTheSnowman's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Lord Cook...not that we lack in ap1 or 2 weapons, but what about a unit of daemonettes as a troop, something to block incoming terminators?
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    Re: Tactica Imperial Guard - 6th Ed

    Anyone considered using Scout Sentinels in pairs with searchlights? If the first turn is Night Fight, then they can scout, move and illuminate targets for other things to shoot at and if not, Outflank for Multi-laser to your flank Goodness. Viable, considering 50% of normal missions would have Night Fighting?

  20. #60
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    Re: Tactica Imperial Guard - 6th Ed

    Chimera's come with searchlights anyway so I would only take scout sentinels for outflanking tbh
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

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