|
Post by Walk on Sept 30, 2019 3:40:24 GMT -5
Welp as many of you know, I am currently in the process of starting my entire collection over so naturally it's been quite a while since my last game. In fact the last time the Tracian Loyalist were on the table was about a week before 8th originally dropped and that was to learn the rules so I could teach customers haha. So here's my question ( and I know there are guides out there but I like hearing the varying opinions from you lot); what are the must haves, the meat and potatoes, etc etc. Not too worried about optimal load outs just trying to put together a list of things to help star future purchases
|
|
|
Post by borkies on Sept 30, 2019 8:48:46 GMT -5
What units work best depends on the doctrine, but the ones below are our all rounders. I personally use the Cadian doctrine which changes some things, if you want
These are great all rounder units for any regiment, slot these into any list for an effective unit
Mortar Heavy weapon squads- These guys are cheap, fill out the heavy support quickly and the firepower on them is pretty great for the cost. Critically they also allow you to hit the enemy's back field objective campers or units trying to hide outside of LOS near your lines. Not to mention that mortars are extremely common in fluff so they require no explanation for being in the unit. I'd recommend 1-2 squads as a default in any list.
Lascannon Heavy weapon squads- Some of the best Anti tank and arguably the most efficient anti tank unit in the game, again these are relatively cheap, with orders and cadian doctrine they're down right murderous. I'd recommend any Heavy weapon squad slot not taken by mortars be taken by these.
Company Commanders- Great for orders, can be kitted out to match your theme/character for pretty cheap. These guys or rank commanders are often your warlords
Astropaths- I'd recommend these guys as your default psyker (take them with a pistol, not a staff), true that their smite rolls are pretty bad but they're great for casting the IG powers like Psychic Barrier, Nightshroud or Psychic Maelstrom. I run 2 in my lists, one with nightshroud near my tanks (strike and shroud plus night shroud gives -2 to hit for a turn, well worth it) and another rides forward in a chimera to Psychic Maelstrom. They also can remove cover from a unit within 18" for free.
Tank commanders- Excellent units for firepower and heavy armor, I normally run them with either a Executioner or the standard battle tank, though the punisher is great if you want that style of fire.
Hellhounds- My favorite Imperial guard unit, give it a hull heavy flamer, inferno cannon and track guards then let it go forward. It will do more than its 120 ish cost should and it can disrupt any opponent's plans (stop units charging towards you, charge towards gunlines, it does it all). I take one in every list, at any point level
Infantry squads- These guys are efficent and get better with orders, I normally run autocannon/plasma gun with a bolter Sgt but other options work as well
Basilisk- Great artillery tank, "aerial spotters" or "Vengeance for Cadia" make this a murder machine
Tempestus Scions/Tempestus Command Squads- Great plasma delivery, you can hold them in deep strike to either counter enemy movements/out flank enemy deepstrikes/seize enemy backfield objectives
Taurox prime- My favorite transport, give it a Gatling gun and hotshot volleyguns to make a murder boat for light vehicles/light or medium infantry
Chimeras- reduced in cost, these are great for special weapons squads/command squads. I fill one up with plasma command and demo special weapon squad, a astropath and an officer for a problem solver units. This payload can evaporate a land raider
Ratlings- Excellent sniper unit, can also infiltrate to deny the enemy scout/deepstrike/infiltrate areas
Special weapon squads- give these guys demo charges and use grenadiers, add in a "take aim order" for extra murder
Command squads- Fill them with special weapons and throw them in a chimera
Bullgryn- really good unit if you build a list around supporting them
We have tons of other great units, but these will be the backbone in any list without having to change much. Things like Veterans, Sentinels, Manicores (I use them in most lists), Conscripts and Crusaders are usable but will take a doctrine and supporting unit layout to really click. Forgeworld also has some great gems in the mix too, let me know if you'd like a more expansive run down.
Guard lists also do well with large amounts of medium armor, most lists can't handle several medium tank hulls at once -T
|
|
|
Post by RedsandRoyals on Sept 30, 2019 9:03:25 GMT -5
I've stopped following 40k since the Chaos Knights codex dropped, so I haven't been too up to speed on the most recent changes. Here's what I knew was good as of June.
- Russes are always solid, as are Basilisks. Executioners and the standard pattern of Russ are probably your best bet, but there's niches for most of the other patterns except maybe the Exterminator. Basilisks offer a great way to dish out heavy shots that your enemy has to dig out from behind your gunline.
- Mortars were the king of heavy weapons due to their cheapness and ability to hide and spam shots, but that may have changed with the new marine snipers.
- Chimeras are back in a big way. They're cheap, tough, and the Vigilus Defiant book has a formation that lets them overwatch on nearby infantry squads that are part of their formation. I like the full bolter build, but others make the case for the multilaster. Staying on the same chassis, Hellhounds are fantastic. I always try to take one, and will aim for three in a 2k list. I wouldn't bother with the devil dog or banewolf.
- Sentinels may be worth a look, since they're so damn cheap now. They're a great way to fill out a Fast Attack slot and manipulate the battlefield.
- Scions are good, especially in the Vigilus Defiant formation that pairs them with a Valk. The plasma version packs a mean punch, but they're a decent chunk of change all together, and you need to plan aropund taking them a bit.
What regimental rules will you be running? It makes a difference.
Edit: Ninja'd by Borkies. Their advice is great.
|
|
|
Post by Walk on Sept 30, 2019 11:24:37 GMT -5
Reds: no idea yet, haven't even gotten around to getting the codex yet. Gaming with then is a long way away but I did want to make sure I wasn't throwing money at something that is guaranteed to never see the table. I'm much more of a theme/fluffy player
Bork: Damn thank you for that solid write up, covered exactly what I needed to know!
|
|
|
Post by RedsandRoyals on Sept 30, 2019 13:30:06 GMT -5
Fair. I'd say pick your regiment first before you buy in too much, since they can dramatically alter your buy list and how you build things. 1d4chan's Guard tacica is also pretty solid, although bends toward a more WAAC analysis.
|
|
|
Post by Walk on Sept 30, 2019 14:29:19 GMT -5
Good advice that I really should follow but let's be real, I'm gonna buy a bunch of sentinels because they're cool and then a bunch of every russ just like last time haha. But seriously, it doesn't look like things were altered drastically in terms of how to build your basic guard force. Looks like mostly point values and a few nerfs/bluffs. Now to relearn 8th edition haha
|
|
|
Post by borkies on Sept 30, 2019 14:46:12 GMT -5
Heavy Flamer scout sentinels are a great unit, I've tied up several enemy transports by scouting them before the game starts, moving first turn and then charging a rhino. The rhino has to either move around, backwards or the troops get out in their deployment zone to fight it, everyone of those is a win for your gunline. Few expect this maneuver from the Imperial guard.
|
|
|
Post by Walk on Sept 30, 2019 16:04:55 GMT -5
I used to do something similar with auto cannon scout sentinels in 7th. Scout them in the backfield and open up the juicy rear armor. Forces them to deal with them first allowing the rest of my army free reign on that side of the board
|
|