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Post by lowlyconscript on Feb 1, 2015 7:45:47 GMT -5
Hello everyone I am a new guard player and had some questions about the units I want to field. I have the brb, the codex and a few starter units. I want veterans as my troops and plan on having 3 units of ten with many vehicles. I'm not keen on the idea of having huge units of troops(I know its guard) I plan to do my killing with tanks and valkeries. Anyway my questions are as follows.
What's the best general special weapon for vet squads?
Is the hellhound a good unit?
Heavy stubbers seem great for their points is that the case?
To baselisk or not to baselisk?
Ive got three standard leman russ tanks was a bad choice?
I always loved the old kaskrin unit are scions worth having?
Totally clueless in regards to what hqs to consider.
Thank you IG veterans, oh I have cadians by the way.
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Post by macknight on Feb 1, 2015 13:40:45 GMT -5
What's the best general special weapon for vet squads? same weapons of one type, since you're going mobile vets, i'd suggest melta guns, plasma guns and flamers, though the last option wasting the BS4 of the vetsIs the hellhound a good unit? yesHeavy stubbers seem great for their points is that the case? they're situational, only take them if you have spare pts and no models to fillTo baselisk or not to baselisk? if you're going mobile, then noIve got three standard leman russ tanks was a bad choice? never a bad choiceI always loved the old kaskrin unit are scions worth having? the new scions kit have a great convertability, 2 boxes and cadian bodies will give you carapace vets that you may want to fieldTotally clueless in regards to what hqs to consider. company command is always a good start
Thank you IG veterans, oh I have cadians by the way.
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Post by Aeon on Feb 1, 2015 14:31:39 GMT -5
I apologize that there isn't much information in this guide right now, I am currently stream lining it and making it easier to read, but here is somewhere to start learning the very basics about what each unit in the Imperial Guard does commissar.proboards.com/thread/18244/guide-imperial-guard-units-written Something to consider is the very basics of list building, as well. Macknight speaks the truth regarding each unit you asked about, but I want to take it slightly further When building a list, keep this in mind: 1) Every unit should have a clear purpose and a means to accomplish it. So, if you want your veterans to be tank killers, equip them with 2 or 3 melta guns and put them in a Chimera so they can be driven close enough to zap a tank. If they are long range anti infantry objective holders, give them camo cloaks, 3 sniper rifles or 3 grenade launchers and an autocannon and sit them in cover. Something you SHOULDN'T do, is give them 3 short range weapons and then have them foot slog, as they will die horribly 2) For every unit you bring that is geared towards anti infantry, you should have at least TWO units that hit even harder against heavier units and even vehicles. A few heavy bolters and flamers is all you need for dealing with a mob of gaunts, but when 3 battle wagons or a pair of Predators and a Land Raider come knocking, you're going to want way more melta guns and lascannons than you heavy bolters 3) Mixing roles, is generally not a good idea, but it is up to the player. For example, you could give a veteran squad that is geared towards taking out tanks, a pair of melta guns and a heavy flamer. The heavy flamer can't really hurt vehicles that well, but if your veterans happen to disembark near some infantry, you could potentially hit both the vehicle and the enemy squad with your flamer! 4) Storm Troopers are pretty expensive, as they still have the same stat line as a regular Guard veteran. They die pretty easily, but they can deal some serious damage. You should always have a delivery system for your best troops, be there a ground vehicle, deep striking or a valkyrie or vendetta gunship. 5) Hellhounds are great against light infantry, Banewolves are amazing against heavy infantry (like Space Marines and a lot of Tau and Eldar units). Devildogs should be avoided usually 6) Basilisks are nice but here's why I don't take them: It is only 1 point stronger than a battle cannon shot so it can't instant kill Toughness 10, it has the same AP, but the vehicle is open topped. Also, because it fires indirectly, you're usually not going to have true line of sight to the stuff you want to shoot, so you will miss often. Instead, I field Wyverns for anti infantry. They are twin linked, re roll to wound, ignore cover, and have 4 shots each. You will almost always deal 10+ wounds with a single Wyvern, although they cannot kill tanks, you will have plenty of other anti tank 7) Company Command Squad in chimera is great with veterans in a chimera. The officer can stay in the vehicle, and allow the veterans to ignore cover by giving them the right order. Also, it's another squad of guys with 4 ballistic skill, so go ahead and give them 4 melta guns. A command squad is very useful
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Post by gamma016 on Feb 1, 2015 18:13:59 GMT -5
Hello and welcome to the Astra Militarum, or Imperial Guard to be right, ranks! I am like you I generally play a tank heavy list. Blob guard can be fun but this edition fast offensive guard seems to be the way to go.
For special weapons in veteran squads I find plasma and melta vets work very well in chimeras. Usually only 2 weapons per squad as only 2 can fire from the firing ports. If you have the points a heavy Flamer can also be very useful for anti assualt. D3 Heavy Flamer hits on over watch can be the difference between dead and alive chimera.
I personally love the hellhound, they are fast vehicles with decent armour and a specific roll. The hellhound itself is great for anti infantry. Good for taking out xenos and others with 4+ saves. I like to have a hull heavy Flamer as well for more AP 4 template fun. The Devildog is a great anti armour vehicle. With a hull multi melta you have a threat range of 24" (12" more and 12" melta range). The Banewolf I have never used because of it's short range. With it's poison 2+ and AP3 I suppose it would be good for meq, however I'd be worried about getting a tank that close to a unit with grenades. I suppose if you were to take it the hull Heavy Flamer would be the obvious choice so as to double stack. The only down side I find to these guys is that there are better anti infantry units such as the wyvern, and they take up the same slot as the Vandetta.
Heavy stublers never really drew my attention. If ever I have points left over there are other places I usually want to put them such as relic plateing or camo netting.
Basilisks are great, in my opinion they are better than the basic Rus for two reasons. First off they are barrage so no line of sight is needed. This can make them live longer as they can hide behind LOS blocking terrain and still take on their targets. Secondly squaded up the will be able to drop their pie plates close together unlike non barrage weapons. However just like the hellhound there are other things that can do it's job better. If you are are goin for anti infantry two wyverns are nearly the same points as one basilisk and are better at killing infantry with their eight twinlinked, shredding small blasts that ignore cover. For Anti heavy infantry or vehicles Manticores are better with their ability to have three strength ten large blasts drop at once. They may have higher AP but tht strength 10 makes a world of difference.
Leman Rus are still a great tank. With 14/13/10 they are a tough tank to kill from the front with a stronge main gun. They are great for anti MEQ as they can ID T4 models and are AP 3. They stay cheap because sponsons and the hull weapon are basically useless on them.
There are some pretty cool loadouts oh can do with scions so they may be something to consider. The only thing is if you want the hotshot volley gun you will need a proper squad of scions.
For a vehicle heavy list the main two HQ's you will be looking at are Company Comand Squads, and the Tank Commander. For CCSs load them out like you would chimera vets. With the nerf to chimera firing ports loading CCSs with four meltas or plasmas isn't much better than two. I've recently though going two an two might be nice for some versatility but have never tired it out. With the tank commander the best options are vanquishers an exterminators as they benefit most from the increased BS. Pask is also very useful especially in a punisher. For secondary tanks with your commander exicutioners, exterminators, vanquishers and eradicators are all good choices. My personal favorite is Pask in a punisher with three heavy bolters and an Exicutioner with two plasma cannons. In my opinion it is one of the strongest HQ's in our codex.
Hope this helps!
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Post by Trooper One-Nine-Seven-Four on Feb 1, 2015 19:44:01 GMT -5
Welcome to the IGMB! *BRUTALLY rips out one of the new Conscript's kidneys to provide a source of genetic material should the inevitable clone be required* Sorry, but that's the best I can manage right now, in terms of manual dexterity, as I am intoxicated. *Issues the new Conscript with a flashlight and a suit of armor that is made from the nothing but the FINEST blend of single-ply cardboard* Another member shall be along at some point to provide you with a suitable intake mission... *Hic* Enjoy your stay, and remember that sanity is optional should you choose to venture into the Underhive section of the forum. But yes, vets should focus on a single special weapon type, and flamers are a waste of their enhanced BS, and 3 Leman Russes are NEVER a bad choice (unless you are facing a force that specializes in anti-tank/has lots of long range anti-tank capability). *Hic* *Heads to the latrines to vomit* PLERRRRRGH...
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Post by kaskrin on Feb 2, 2015 9:07:51 GMT -5
Wow thanks everyone it gives me new perspective and Alot to think about. I've never been a serious competetive player but don't want to lose every game. The tank commander is a great idea since I have the 3 russes. I plan to have 2 undecided hqs.
Scion squad with 2 hotshot Salvo guns. (don't remember the name)
3 vets squads with 2 chimeras one squad in vendetta
2 hellhound
3 russes vendetta maybe deathstroke to scare and draw fire
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Post by gamma016 on Feb 2, 2015 15:23:47 GMT -5
Sadly veterans can no longer fit in a Vandetta.
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Post by lowlyconscript on Feb 3, 2015 9:07:49 GMT -5
Oh no that's right...are 5 man scions even worth it?
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Post by cheminhaler on Feb 3, 2015 15:48:53 GMT -5
5 scions can deploy without the Vendetta. No need to endanger it by switching from fly to hover just to drop troops off, just use it as a zooming gunship and reenter via reserves whenever you can't turn.
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