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Post by Deleted on Jan 22, 2007 16:33:09 GMT -5
hey everyone, i'm new here, and was wondering if i could get some advice about my doctrine selections, and how to use them.
here there are:
Light Infantry Cameleoline Veterans Ratlings Heavy Weapon Platoons
It's supposed to be a sneaky, heavy weapon filled army. Also, what units would the light infantry and cameleoline help most?
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Post by Deleted on Jan 22, 2007 18:08:41 GMT -5
Looks good. I'd say go ahead and kit out everyone you can with both of those. In the case of specialist kit, I think you have to give it to everyone who can have it anyways. The thought of whole platoons of heavy weapons setting up on my flanks, and jsut about anywhere on the table you want them, is pretty frightening.
-Ben
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Post by majorjav on Jan 24, 2007 6:02:37 GMT -5
I like it! Light infantry is very good because the opponent will be confused: you will place your unit once he has put his whole army and wherever you want on the tabletop...12 or 18" from his units though!! More over, choose doctrines according to the kind of army you want. Light infantry and cameleoline are cheaper on basic 10man guard units but on heavy weapons teams, it is a good thing!!
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Post by Deleted on Jan 24, 2007 13:49:57 GMT -5
thanks a lot. i've been trying this w/ smaller games and it's pretty good, b/c they work like sneaky, crappy space marines (i don't play them like that heh).
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Post by Turtleboy(AWOL) on Feb 9, 2007 5:21:56 GMT -5
Light Infantry Cameleoline Veterans Ratlings Heavy Weapon Platoons an army with good resilience when in cover, late deployment that forces the enemy to use his/her whole deployment zone so you can't deploy in outrageous postions on the side he doesnt put troops on, lots of veteran squads for high concentrations of special weapons and hidden powerfists, packs of snipers, and above all MASSIVE AMOUNTS OF HEAVY WEAPON TEAMS. that about sum what you're going for with the list? if so then I'd say you've got the right doctrines picked out one word with heavy weapon platoons - you get 2 AT squads and 2 fire support squads or even 2 mortar squad if you want to substitute them in for AT or fire support squads with your command platoon so taking the heavy weapon platoons doctrine is like saying this in an army list: command squad AT squad AT squad fire support squad fire support squad heavy weapon platoon command squad AT squad AT squad AT squad heavy weapon platoon command squad fire support squad fire support squad fire support squad now... you could even add in a third heavy weapon platoon if you wanted to but seriously, how much cover exists on a table? you'll find that heavy weapon squads take up alot of ground space cuz those big ol' bases. something to think about since having heavy weapon squads in the open is just...bad. good luck!
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Post by Deleted on Feb 14, 2007 12:12:56 GMT -5
yeah that is just about what i meant turtleboy. thanks for the advice with that.
also, what is a better special weapon for guardsmen / veterans? plasma gun or grenade launcher?
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Post by Turtleboy(AWOL) on Feb 14, 2007 13:17:23 GMT -5
it's all about variety. all the special weapons are good, you just need to get the right gun in the right place at the right time.
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Post by Deleted on Mar 27, 2007 0:07:06 GMT -5
Yeah, you hafta decide what you're going to do with the vet squads before choosing their guns. I have 1 junior command squad with 3 grenade launchers and karks to take out either light skimmers or walkers. It's safer too because I can deep strike them out of falmer range (specially against dreadies) and throw a bunch of shots at them with grenades. (They're cheap, and usually I get at least one stunned). And then when it charges in, you have your Kraks so you can fight back.
What I do with my vets is load them up with meltas and a plasma pistol for the sarge. I deep strike them, so 12 is the most range I'll get when dropping in. Their higher BS makes good use of the meltas also. It's my primary tank hunting unit. I also gave the extra vets shotguns for mobility afterwards. For plasmas, if you have nothing special picked out for your HQs, I'd say load them up with a plasma pistol for the officer, 3 plasma guns and a medic, because they're the only squads that can get medics. I also drop these guys in, and if I can shoot, it's rapid-firing time, so the lower BS deosn't really matter as I'm pumping out twice as many shots. However, if you do this, it his strongly recommended NOT to buff out your officer...Because, well, you're bound to lose some guys due to overheating, then enemy fire...And if you get charged, you're already dead, even with a heroic senior and a commissar with powerfists or power weapons (I tried to make it work for a while, but it just never happened). Since you don't want to use that doctrine, however, you can choose to either mount up the vets on a chimaira with meltas for tank busting (or leave that up to the storm troopers with their grenades and better armor), or infiltrate them with plasmas so that you can pop a shot off at a unit of your choice in the 1st round.
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Post by Warmaster Stabwhiskers on Mar 27, 2007 0:25:42 GMT -5
Actually if u take off the plasma pstol off the sergeant and just leave a bolter or a lasgun, it works all the same,
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Post by Deleted on Mar 27, 2007 9:00:47 GMT -5
Actually if u take off the plasma pstol off the sergeant and just leave a bolter or a lasgun, it works all the same, The plasma pistol gives an exra S7 AP2 attack...I always give my important officers plasma pistols because it's the only real useful combat item they can get other than the expensive powerfist. When you drop down and fire at a squad of termies, or a pesky character or monstrous creature, you NEED the higher strength and the AP as a guardsman. Cause if you're close enough to shoot that pistol at him and you fail to wound with a laspistol or bolter...You're about to become food.
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Post by Warmaster Stabwhiskers on Mar 28, 2007 3:25:37 GMT -5
aint all guardsmen and their sergeants food?
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Post by Deleted on Mar 28, 2007 14:57:42 GMT -5
Not if you've been vaporised! Sides, evil things tend to like to eat things that are still alive. The pre-killed ones arn't fresh
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Post by Deleted on May 29, 2007 13:03:06 GMT -5
hey this is actually woowoo, the guy who made the thread. i forgot my account info for that account, so just made this one anyways, these doctrines have been working for me, but i've found two big problems 1: People keep trying to "push" me into different areas because they know i infiltrate all my guys. Like, they'll put units as close to my terrain pieces as possible to deny cover to me, and put their infiltraters in places also denying terrain. 2: If i have guys on different levels in multi-level terrain pieces (buildings), and someone pie-plates the top squad, are all the squads beneath affected as well, even if they squad beneath is protected by the floor above it?
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Post by knight (M.I.A) on May 29, 2007 13:11:27 GMT -5
1: Do some unexpected setup. Don't infiltrate for example.
2: That is not covered by rules. So I suggest you make a house rule for that. I prefer that all units that are covered by the template are hit to represent that parts of the building are collpasing, but that is just a personal preference.
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Post by Warmaster Stabwhiskers on May 29, 2007 21:12:27 GMT -5
It depends really, house rules tend to create instability in the original rules and can mess up alot of stuff!
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Post by Deleted on Jun 19, 2007 19:38:02 GMT -5
ya light infantry rules!! placing your entire army after them? ultimate!
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Post by Deleted on Jun 25, 2007 6:12:52 GMT -5
bout ure question on the pie plate on buildings....ure oponent has to choose which level of units they are targeting and all other units not on that level are not affected...i mayb wronjg so sum1 just correct me if i am
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Post by fatuous on Jun 26, 2007 6:03:45 GMT -5
As far as I know that is the city fighting rule, which is what me and my friends use, but I don't have the CF rule book. As long as every one is using the same rules it shouldn't matter too much, but for us it made more sense to target a level and keep the templates horizonal. I guess building colapsing is kind of a cool idea, and as long as its the same for every one, then should be ok.
To the OP.
Personnally I love nade launchers for special weapons. Cheap and versatile, and a massive range. I would start with these, and may be the odd flamer (especially if fighting in ruins), then specialise out to plasma and meltas.
I would ditch heavy weapon platoons and put the supoprt squads with you Command platoon. Consider changing this for Drop troops, see below for more details.
Camoline has to go on every unit it can. Light inf, I would only put on those units that are going to infiltrate or move through cover, or if u really want a sniper rifle. I would not put it on every squad by default, as adding 20 points per sqaud is a lot if u are not using it.
U have to be sneaky with your set up if you want to infiltrate a lot of troops, as if ur opponent gets to place an infiltrater first, he can stop u in your tracks, or even put them in your deployment zone if you haven't put any one down at all.
Drop troops can help you here, then u can keep people back to infiltrate, and if that goes wrong, drop them in later. I would try to have at least some guys that you are going to deploy at the start, even if it is just tanks, to stop enemy infiltraters.
Most of all tho, try to be unexpected. Don't alwasy use the same tactics. Save some points by not infiltrating every one for a game or so, and throw your opponents off.
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