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Post by delerious on Jan 24, 2016 20:16:00 GMT -5
Hey guys,
I am a brand new player to 40k, and I am loving the hobby aspect more than anything. In fact I have spent quite a while just painting things from other factions. But the time has come where I am really wanting to roll some dice and get into some 40k games. My buddies and I have smaller armies. I would say 750-1000 pts max. I am just trying to get a feel for the guard as their normal GI Joe-ness appeals to me. I have been messing around with some 500 point builds in battlescribe while I await my codex from GW in the mail (the nearest GW or FLG is out of town). The current models I have to work with are from the AM Start Collecting box, but I have some more troops on the way to help bolster my army too.
I was looking at fielding two veteran squads, a Leman Russ, a commisar (came with getting started), and the rest I am undecided. I have read some that grenade launchers are the way to go with special/hvy weapons. How many should I have in each of my squad of 10?
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Post by treadiculous on Jan 25, 2016 11:42:36 GMT -5
what are the other items you have coming your way?
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Post by delerious on Jan 26, 2016 22:54:15 GMT -5
Well, I went ahead and got another russ, and am looking at maybe two chimera's for troop transport. I also have the heavy weapons crew that came with the getting started package.
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Post by treadiculous on Jan 27, 2016 5:12:37 GMT -5
Am I right in thinking you have:
2 Leman Russ 1 Commissar 10 Guardsmen inc heavy weapon
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Post by emptyhat on Jan 27, 2016 13:21:53 GMT -5
Grenade launchers have a bad reputation for higher points competative games. But I think for your scale you should find them flexible and cheap.
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Post by delerious on Jan 28, 2016 0:16:05 GMT -5
2 Leman Russ 20 Guard (one is the shock troops that came with the starter pack, and I picked up two cadian soldier packs) 1 commissar 1 heavy weapons team
I do plan on magnetizing the Russ', but what configuration do most folks run with as being the best all around, especially for small points?
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Post by emptyhat on Jan 28, 2016 1:57:02 GMT -5
The classic Leman Russ Battle Tank with the pie plate cannon will slaughter space marines (and most anything) that end up under the blast templat e, it isn't wonderful at anti-tank but it can whittle them down. It also has the range to fire from where it wants, cover saves and accuracy are the bane of this tank. & The Leman Russ Exterminator. The autocannons are great for ripping up all the light stuff. It'll shred light vehicles and medium infantry. It has a shorter range than the battle cannon but you should mostly find things that you can fire at each turn.
The others are either a bit more specialised and/or not great at what they are supposed to do.
The three I use most often are the Punisher (I have a soft spot for it but the strength, ap, accuracy and range often let it down), the LRBT (A reliable old friend), and the Demolisher (very good at what it does but the 24" range often limits how often it can do it).
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Post by treadiculous on Jan 28, 2016 5:49:21 GMT -5
I think 7th has a place for Leman Russ Tanks without sponsons and a hull heavy bolter. Not quite so classic but cheap.
that said, you can get a battlecannon emplacement for a lot less points if all you want is AV14 battlecannon.
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Post by cheminhaler on Jan 28, 2016 15:00:03 GMT -5
I always thought battlecannon + lascannon, no sponsons was the best, just because if the enemy destroys the cannon you still have a lascannon-mobile, which is a good thing, now that it isn't snap-firing.
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Post by fullmetaljacket on Feb 5, 2016 13:03:36 GMT -5
The way I've loved imperial guard, is running everything at its cheapest, that way the enemy is missing out on points and. In the end those little 10-15 point upgrades add up to a whole other unit. But to be honest, I play death korps of krieg, a soldier not at full capability, is worth less than the equipment he carries lol Fmj
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Post by that1guy on Feb 7, 2016 13:01:36 GMT -5
I started out trying to make a full squad of conscripts.... and have yet to succeed. :^( I mean them and leman's russ tanks, I'm loving those things. So much fire power.
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Post by syphon on Feb 10, 2016 11:27:43 GMT -5
Oh, here's one point of advice: Don't forget to use the bail out rules for when your troop transports get destroyed. It happened to me (pesky eldar!): one Chimera blew up but I didn't roll for bailing out. I.e. lost a squad of costly ogryns. I think it was ogryns.
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Post by mccaptain on Feb 11, 2016 16:23:52 GMT -5
Always put a heavy Flamer in the hull mount. You will never be dissapointed. Nobody I have ever convinced to do so has gone back.
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Post by treadiculous on Feb 12, 2016 3:51:49 GMT -5
Always put a heavy Flamer in the hull mount. You will never be dissapointed. Nobody I have ever convinced to do so has gone back. I know this works well for the demolisher, I've always thought that the LRBT with Battlecannon has the range to stay out of trouble and will be bubble wrapped by some infantry for anti-assault defense, can you give examples of how the hull flamer is more effective than other options?
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Post by emptyhat on Feb 12, 2016 17:33:25 GMT -5
Do we roll for that in 7th? I thought emergency disembarkation was a set distance.
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Post by treadiculous on Feb 13, 2016 7:36:08 GMT -5
no roll, just place within 6" of the exit if disembarking or within 6" of the hull if emergency disembarking.
If the vehicle is wrecked then the transported unit disembark (or emergency disembark) and takes a pinning test.
If the vehicle explodes then the transported unit take a S4 Ap- per model, then disembark (or emergency disembark), then takes a pinning test.
interesting is that a vehicle which suffers any other damage (excluding glancing hits) may cause the transported unit to snap fire if they fail a leadership test.
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Post by mccaptain on Feb 16, 2016 2:00:46 GMT -5
Played in Genghis Con two days ago. My buddy who was playing IG (and scored the most battle points at the tourney) won his second game pretty much on the hull Flamers alone. Eldar player deep strike a bunch of troops right on top of him. Nobody expects chimeras and griffons to have flame throwers. Nuked about half the Eldar army in one turn.
On average, with BS 3, a heavy Bolter may kill 2-4 models (Maybe, I'm being generous) a game. On the flip side, if you're doing well and nobody is getting close to you like IG want, you may not get a single kill with the heavy Flamer. But then comes the games that are down to the line and the other army is on top of you. I've seen HF kill 5-6 in one turn, and that's just one of the vehicles! And that's when it really matters.
I'd rather trade a couple kills every game for the knock out punch when it matters. Try it out for 5-6 games and let me know what you think.
I liked it so much I went through and dug the heavy bolters out of all my tanks and my buddies tanks. Put in the Flamers and repainted them to match.
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Post by mccaptain on Feb 16, 2016 2:01:43 GMT -5
Also, especially in chimeras where you have any squad with melta guns. Pop a transport and the use your ride to flame death everything inside.
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Post by emptyhat on Feb 16, 2016 2:47:17 GMT -5
My melta chimera has hull+turret flamers. I think all my other chimera variants have hull bolters. I like what you're saying but I guess I also like plunking away with heavy bolters, especially when you focus a bunch of them along with multi-lasers on something. Still, maybe I should chunk off my hull mounts and magnetise em. :/
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Post by treadiculous on Feb 16, 2016 7:03:40 GMT -5
all my chimera have hull flamers and turret multi - lasers..
my demolishers have flamers... my LRBT are all classic load outs from the 90's.
Maybe I need to re-think, maybe not, since I don't field them often and if I do I'm against orks or guard at range!
The extra lascannon shot comes in useful when targeting stompa's!
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Post by mccaptain on Feb 16, 2016 12:45:20 GMT -5
I can understand a LC on a LRMBT. I still run Flamers though lol.
I tried running a chimera will a hull and turret Flamer. Didn't like that as much. I still like having the multi laser on there.
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Post by that1guy on Feb 16, 2016 16:42:57 GMT -5
I can understand a LC on a LRMBT. I still run Flamers though lol. I tried running a chimera will a hull and turret Flamer. Didn't like that as much. I still like having the multi laser on there. Maybe you could fill in the blanks as to why this is such a passionate stance for you? I've got one squad with mostly LC's, but there is room for more Leman's russ's.... russes... russises'... leman rusi? What would you say is your favorite Leman's Russ to run a hull mounted heavy flamer? What types of Leman's Russ'... russes, dammit! What kinds of them there dang tanks would you NOT recommend taking a hull mounted heavy flamer? and why? More importantly, how do you use them so effectively?
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Post by mccaptain on Feb 16, 2016 19:54:37 GMT -5
Heavy Bolter: 36" S5 AP4 H3 on a guard tank w/ BS3
Average 4 rounds of shooting with it. This is probably generous as not every round will it have LOS, be able to damage target, crew shaken, moved, etc.... But let's be generous.
3 shots x 4 rounds = 12 shots 12 Shots at BS 3 = 6 hits 6 hits against MEQ = 4 wounds 4 wounds against 3+ = 1.3 Dead MEQ
Heavy Flamer: Template S5 AP4 Ignores Cover
Let's say one round of shooting. I'm being conservative as I'm the one trying to prove a point. As I've said before, this is a defensive weapon and hopefully the enemy is dead before getting this close.
1 shot x 1 round = 1 Shot 1 Shot at BS 3 = 8 hits (what I can usually hit) 8 hits against MEQ = 5.3 Wounds 5.3 Wounds against 3+ = 1.7 Dead MEQ
Now, those stats don't look that amazingly different. But, let's say you get two rounds of shooting out of the Flamer, now you're at 3.5 dead MEQ.
The real difference is when you start looking at fast infiltrators or anything that uses a cover save.
Against a 10 man guard squad, if you fit 8 under you're looking at 6.7 dead and you've got a good chance you've killed the sarge or special weapons causing failed LD or got rid of their ability to damage you.
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