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Post by Deleted on Apr 21, 2008 12:28:49 GMT -5
the answer between infantry platoon or armoured fist is clear: Conscripts platoon!(lol)
indeed, what do you want: a)more tanks?20 conscripts cost less than either choice, so more points for russes and hellhounds, real tanks, not chimeras. b)more infantry?conscripts are ideal to gather numbers. c) more heavy/special weapons?as in a), 20 conscripts save u points so u can have 3 veteran squads easilly, for more BS4 special/heavy weapons.or more heavy weapons squads if u dont want vets. d)close combat?conscripts are one of the few ig units that can strike back aganst a foe with multiple attacks, like banshees/scorpions/assault marines etc. due to their number(they can't all be killed first turn)
so conscripts platoon is pretty much a given.i don't like their concept so much but they trully are a given.they can actually do something while expensive platoons simply "exist" to make your list viable. as for chimeras, they only work en masse as anti-infantry vehicles(they certainly don't as transports unless they transport ogryns/veterans with fist)
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Post by acolyte on Apr 21, 2008 14:09:38 GMT -5
a)more tanks?20 conscripts cost less than either choice, so more points for russes and hellhounds. erm, as comscripts take a doc point id rather take 5 stormies as grenadiers and save 30 pts on your 20 scripts and they harder and better equip
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Post by Deleted on Oct 13, 2008 14:00:31 GMT -5
AF is good for use with commisars. take an armoured fist squad...10 guys and a transport that takes up 1 FOC troops spot...then take your infantry platoon with 5 10 man squads and 1 cmd squad.
now you have both troop choices covered and you only have to put commisars in your 2 command squads...leaving you 3 commisars to put in whatever troops you want...like maybe that AF chimmy to help it capture objectives and keep it from falling back.
then you take your last 2 commys and put them into 2 squads of your infantry platoon...prefferably without heavy weapons teams as these 2 squads could be mobile and versatile.
this leaves your platoon with 3 10man squads with a command squad behind it controlled by the commisar...this is your gunline and won't break easily...especially if you give the rest of the command squad some cc weapons for the counter charge.
i've yet to put this tactic to test as i'm still building my army...but in theory you have a mobile army and a small but brickwall of a gunline. 3 hell hounds and a demolisher advancing with the AF squad...infiltrated vets with plasma harrassing the enemy on other side of board. bassy in back with heavy weapon teams, battle tank near the gun line...hq wherever the hell you want it to be...maybe in a chim next to your advancing tank division on the flank.
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Post by Deleted on Oct 13, 2008 23:42:16 GMT -5
It's plain and simple with Imp. Guard - face it, our armor save just sucks! I mean, come on, flak armor isn't even made of metal, it's hardened fabric! AND! chimera's are too expensive for every squad to take one. And my last point is that most likely, once the guardsmen have disembarked from their chimera, they'll be shot to friggin' pieces before they can do squat!
Massive gun lines and insanely massive infantry chargers similar to those performed by the Russian Red Army in WWII is what really wins the day in a game of 40k while playing guard! Doesn't matter about your casualty rate - you're likely guaranteed to have more troops than your opponent anyway! Oorah!
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Post by Rolling Thunder on Oct 14, 2008 6:55:56 GMT -5
Still, one needs something to take and hold objectives. My personal favourite would be a drop platoon.
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Post by Deleted on Oct 14, 2008 9:17:55 GMT -5
I most often use conscripts to get to the objective, using massive amounts of flashlights to torch any incoming enemies, and they are led by a Commissar so that they don't retreat. Then, while the little brats hold the position, my tanks come rollin' in to help provide a fire shield, and then send in my regular infantry platoons (which are often equipped with carapace armor!) to help secure the position. You just have to have a swamp of guardsmen, and that's the only way I can see it working. That - or use Stormies in a Chimera or a Valkyrie gunship transport to drop right onto it.
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Post by Belesarius on Oct 15, 2008 22:58:23 GMT -5
Although I don't currently have the time or will power to paint another platoon of miniatures at the moment, An armored fist unit would be useless for me. First, Tanks aren't allowed in catachan armies, so I'd have to use about 4 doctrines to have the same sort of force w/ tanks. Second, jungles are very dangerous for vehicles and outside the jungle I'd have a disadvantage.
Also with only a 2 squad platoon, or a minimum strength 4 squad platoon, I really could use more man power.
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Post by aeonian on Oct 17, 2008 9:48:05 GMT -5
Man power is the way to go - it's the only way to win with guardsmen!
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