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Post by Deleted on Jul 7, 2007 22:09:08 GMT -5
Ya so I'm going to start an imp guard army and heres my plan... I'm not experienced with guards so please tell me if this is a good idea.
HQ 1 command squad with 2 mortar squad attached to it 5 commissars
TROOPS around 200 guards including around 40 conscript (half the squads get a meltagun the other half flamers no HW)
FAST ATTACK 2 hell hounds
HEAVY SUPPORT 9 mortar squads
my battle plan is mainly to bombard the enemy with mortars while advancing with infantry and hell hounds with conscripts acting as meat shields for advancing troopers.
thx in advanced for any reply please tell me what to improve.
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Post by Turtleboy(AWOL) on Jul 8, 2007 0:18:28 GMT -5
interesting idea, I'm unsure how it'll work as I've never tried anything like it. I know that being crushed by an artillery army is a brutal thing - if you sit back and shoot to the max you can kill the heck out of shooty armies due to the bombardment (though you might want a basilisk or three to put some teeth in the indirect fire department. being able to push forward with mass guard and hellhounds (in theory) is good but in practice, unless they have carapace armor, they get crushed as when in the open they get no armor save. add in the carapace armor doctrine and I think you'll be golden (though it'd get painfully expensive with all the mortar squads). an alternative is to use grenadiers and storm troopers for the bulk of your infantry units.
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Post by twerd on Jul 8, 2007 0:44:20 GMT -5
yeh you need to be carefull with your advance here are a few tips
1. use cover as a shield 2. Conscripts will not last that long so use them to cover your guard when they mve to the open. 3. And rember if your advance is going well your walking into an ambush.
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Post by Deleted on Jul 8, 2007 19:32:37 GMT -5
Also, I'm not sure but I think you may need close order doctrine to make it effective.
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Post by Deleted on Jul 8, 2007 20:08:21 GMT -5
well i'm thinking of adding a squad of sentinals with laser to kill tanks but wheit of numbers should help also i might just make my intire army (if legal) conscripts it woulb be cheapper= more guards. I am also awair that my guards will die thats why their there but most army that i'll be playing agaisn will be hit by 3 to 6 mortars per turn wich means they'll probably be pinned. And if it worked at vimmy for my Contry i'll work for me ;D
p.s. thx for the reply keep hem comming
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Post by Turtleboy(AWOL) on Jul 9, 2007 5:11:16 GMT -5
unfortunately there's limitations on how many conscripts you can take if you're planning on loading up on conscripts, find every way to load up on command squads too since conscripts are useless without a command squad to lead them (ah the fun of the IG .. lets play hide the officer!! - yes I actually do camoflague my officers to blend in with normal guardsmen so they don't get picked off -_- ).
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Post by Deleted on Jul 9, 2007 7:30:10 GMT -5
Yeah i make my Officers blend in as well. Anything like a a big olaborate base attracts attention.
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Post by Mabus on Jul 10, 2007 6:07:02 GMT -5
Screw mortars, they suck! Get some big artillery guns. Check out Forgeworld's Thudd guns and heavy mortars.
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Post by Deleted on Jul 10, 2007 19:16:50 GMT -5
well i'll be using my army in alot of tourneys and i already have a big order from forge world 2 graia hell hounds and a armaggedon basilisk as well as an exterminator so i won't have money for thudd guns and bessides for the same price as a squad of thuddguns i'll probably get 6 to 9 mortars.
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Post by majorjav on Jul 11, 2007 4:35:00 GMT -5
Interesting, an army with lots of mortars!!! You you try heavy mortars and thudd guns, they are awesome!! Large pie plates are sooooo sweet!!! Do ont forget that a single thudd gun as 4 blast templates with +1 str compared to regular mortar....and a thudd battery are 3 guns so....just count!!!
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Post by Mabus on Jul 11, 2007 10:34:12 GMT -5
The Graia hellhounds are some of the best looking FW models in my oppinion, they look so much better than the GW ones. Still, I still think Thudd guns would peform better.
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Post by Deleted on Jul 11, 2007 14:05:58 GMT -5
alright i see your point about thudd guns but like i have stated i play in alot of tourneys and thudd guns are not allowed anymore since the news tourney rules came out so i won't be able to use them in a tourney...so it would be a waste of money. BUT i might change my army list to include 3 basilisk or 2
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Post by fatuous on Jul 12, 2007 5:49:03 GMT -5
Well I really like the sound of it, that many mortars will have an effect even on marines (well, fingers crossed lol).
1 point I have noticed when using conscripts, they don't work as a shield in the way u expect them to against enemy fire, as usually, they will just pass their Ld test and shoot up ur normal squads, so you may want to add a few more normal IG squads.
They do however work great in stopping assaults, and can absorb a lot of fire, you just need to give your opponent a reason to target the consctipts over your normal squads. So may be think about adding flamers to ur conscripts. 30 guys with 3 flamers is frightening, not to mention 50 with 5. ANd obviously negates the poor BS.
If you are planning on taking 5 commissars too, you may want to consider taking independent ones to attach to your conscripts so they never break, but remember they are then independent chars, so don't bother with powerfists.
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Post by Deleted on Jul 13, 2007 6:31:41 GMT -5
In principle the list looks good.
Hellhounds rock against Eldar, Dark Eldar, Tau, Tyranids, Orks and other IG. Great for City of Death battles as well.
Mortars when I've used them have a limited use, they only pin if they score a kill and only then if the unit fails the morale roll, Tyranids can't be pinned as they are fearless. Any marine army with a master automatically gets his Ldr 10, so it is unlikely that they will fail that often and if the unit has a chaplain attached they are fearless, plus Chaos are nearly always fearless. One thing I would take would be sharpshooters for them as re-rolling those 1's for mortars means that you are pushing the number of dice so the odds might be better.
IMHO a Basilsik would be better, larger template, more chance of killing as it wounds on a 2+ in most cases and can also damge vehicles, plus pins as well.
Conscript squads are good meat shields but do need the advantage of a command squad, and if you can make them look similar, they might get lost amongst the numbers, although again IMHO I'd give him a trademark item, which would allow the unit to re-roll failed ldrship tests, which at least keeps him on the table and means that your conscript units get to use his ldrship within 12" Iron discipline is a good doctrine to take as well, as you can ignore the -1 modifier for being under half strength as well as being able to rally.
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Post by twerd on Jul 13, 2007 22:06:02 GMT -5
i agree with iceman (o and welcome to the forum) bassie are better than mortors though do get more attentiom from opponets but that will been less causilties on the advance
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Post by Mabus on Jul 20, 2007 4:24:11 GMT -5
If taking loads of Basilisks be VERY weary of Deep striking Terminators. Say good bye to your big guns if they have chain fists. I agree with the Independant Commisars, they are also a lot cheaper than taking them as advisors.
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