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Post by Deleted on Jan 9, 2008 5:14:17 GMT -5
Hello everyone,
another question on Imperial Guard rules. I found it better to split this into a new thread rather than ask two questions in one thread. This question is related to the use of Sentinels. Before deciding on playing Imperial Guard, I had some enjoyable games with my Space Marines against an experienced IG player. I noticed how he enjoyed using two Sentinels set up on either side of the board. With the Codex in hand, I am confused about this use of them. The way I understand it you can bring 0-1 units of Sentinels to the game. I cannot see anywhere you can get more than 1 unit in total, and cannot see that you are allowed to not abide by the unit coherency rule. As he is quite an experienced gamer, I am convinced his set-up is not illegal - so, what am I missing?
Any responses will be greatly appreciated
Best regards Christer
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Post by telecustom on Jan 9, 2008 8:41:05 GMT -5
Here is the easy answer. The 0-1 you are refering to is in the Command Squad section. The Sentinal is actually a Fast Attack Choice. Check out that section for more information. I figured ou you can actually run as many as 12 Sentinals in one army. That is alot of mobile gun platforms. Good luck.
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Post by Deleted on Jan 9, 2008 9:31:59 GMT -5
and alot of cool models with a heavy weapon
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Maverek
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Post by Maverek on Jan 12, 2008 2:02:16 GMT -5
I figured ou you can actually run as many as 12 Sentinals in one army. That is alot of mobile gun platforms. Good luck. Couldn't you have 15 with 9 divided into 3 fast attack and 6 divided into 2 command squads?
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Post by Deleted on Jan 12, 2008 2:28:42 GMT -5
i think you can have only one command platoon. it would be weird to have 2 heroic senior officers trying to command the same army
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Post by telecustom on Jan 12, 2008 10:05:02 GMT -5
I looked at the option to have 2 Command PLTs. But space puppy is right, you only get to have 1.
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Maverek
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I like to keep this handy... for close encounters.
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Post by Maverek on Jan 13, 2008 16:05:35 GMT -5
Well the old IG codex said you can have two, and the new ones unit diagram hasn't changed from the old one, plus it wouldn't entirely make no sense, the second command squad's officer could be the armies second in command, or something else.
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Post by Deleted on Jan 14, 2008 8:52:40 GMT -5
Hi everyone,
thanks alot for your help and comments. It truly is very useful to a newcomer like me! I simply missed the Sentinel as fast attack choice - amazing I could miss it, really!
I have had a chance to dwelve deeper into the Codex, and the way I understand it you can have a total of 12 Sentinels in your army: - 3 as a support to the HQ Choice (Sentinels are 0-1 choice here according to p. 39 in the codex) - 9 (3x3) as fast attack choices, maxed out
I is this correct?
Best regards, Christer
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Post by Deleted on Jan 14, 2008 23:31:39 GMT -5
yes you are correct sir.
just remember the guard are full of all shorts of shooty death.
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Post by Deleted on Jan 16, 2008 14:41:05 GMT -5
yeah that is exactly right. By now you probably figured out how he had 2 individual sentinels set up in different spots, but just to make it perfectly clear, he probably set up 1 sentinel as part of his command HQ, and another as a fast attack choice.
And yes I just confirmed that you can ONLY have 1 command platoon. In the codex it says "1 command platoon", not 0-1, not 1+, just 1!
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Maverek
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I like to keep this handy... for close encounters.
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Post by Maverek on Jan 18, 2008 16:51:38 GMT -5
Alright everyone look in the box of your codex Imperial Guard if you have one on page 37. In the box that say STANDARD MISSION it reads, and I quote " The Standard Mission Force Organization chart is a good example of how to choose an army, To begin you will need at least on hq unit and two troop units (dark shaded boxes indicate units that must be taken for the mission). This leaves the following for you to choose from to make up your army's total points value: Up to 1 additional HQ unit, 0-3 additional Elite units, 0-4 additional Troops units, 0-3 additional Fast Attack units, 0-3 additional Heavy Support units". And there you have it, 15 sentinals
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Post by Deleted on Jan 20, 2008 15:04:26 GMT -5
I see it. We all agree that you can get a max. of 9 Sentinels by maxing out your Fast Attack choices. The reason I chose to include only 3 more Sentinels is partly because they are a 0-1 choice - I suspect per HQ. Partly also as I seem to remember a discussion on here ending in it being agreed that you can only have 1 HQ; I cannot find it anywhere in the Codex, so I might be wrong, you actually able to have two 0-1 Sentinel choices, for a total of 15? Anyone who can clarify?
Best regards Christer
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Maverek
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I like to keep this handy... for close encounters.
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Post by Maverek on Jan 20, 2008 18:08:18 GMT -5
my quote above is from the codex, word for word, its 1 mandatory HQ and 0-1 additional HQ if you want one, page 37, new IG codex.
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Post by Deleted on Jan 20, 2008 19:36:42 GMT -5
however on page 38 it says 1 Command Platoon. you cant have 2 command platoons. its unheard of in any military doctrine.
the extra hq is for special characters
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Maverek
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I like to keep this handy... for close encounters.
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Post by Maverek on Jan 22, 2008 8:22:06 GMT -5
It doesn't actually say the special character thing anywhere, if it does can you refer a page or book, also the second command platoon could be the company's second in command, which last time I checked every army has a 2iC.
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Post by fatuous on Jan 22, 2008 9:20:12 GMT -5
You can only have 1 HQ platoon. You can have 2 HQ choices, but the limit on HQ platoons is on the HQ platoon page of the codex (page 38).
If you want a souped up 2nd in charge, then u have the option to use a Hon Emp to do so, but you are only allowed to take 1 HQ platoon, in fact you HAVE to take 1 HQ platoon, you don't have an option for more or less than 1.
The other HQ slot can be used for special characters, adding Last Chancers, Xeno hunters, etc.......
I guess if you had an allied army consisting of 2 imperial guard armies then you could have 2, but I haven't read the allies rules in quite a while.
No, it doesn't mention specifically in the codex that the other HQ slot is for special characters, it doesn't need to. Read page 38, and see the limits imposed on the HQ platoon.
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Post by Deleted on Jan 24, 2008 4:35:21 GMT -5
On page 38, it says one command platoon, which means you must have and can only have one command platoon, of course you could get a sentinel power lifter to take up a HS slot, but their close combat, so... unless you have a second detachment, you can't have more than one command platoon
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Post by Deleted on Feb 24, 2008 16:06:51 GMT -5
if you look at tech priests, you can 0 - 1 options.
this means you can have at the most one choice of tech priests (so two of the little blighter's as they both count as one choice)
the same applies with vets and rattlings.
but if you look at the command platoon it says 1
this means you HAVE to have one command platoon and you are not allowed any more.
you are allowd a second HQ choice, but this cannot be a second command platoon. so all in all, that means you can have 12 sentinels. you could have say an inquisitor allied to the army or something.
on a side note though, where dose that advisor's don't take up a HQ choice on the force chart? I'm sure this is the rule, but if not then you are only allowed the one adviser, which sucks.
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Post by Deleted on Feb 24, 2008 19:01:02 GMT -5
Advisers don't take up an hq choice unless you use the independent commissars doctrine. But when attaching commissars you must attach the first commissar to the command platoon then the next to your first infantry platoon and so on up to 5 max.
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Post by Deleted on Feb 25, 2008 11:39:04 GMT -5
yer i noticed it later that night, it saysin the entry for each of the three advisors that they dont count as HQ choices
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