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Post by Deleted on Jul 1, 2007 7:02:43 GMT -5
New to 40k, so any advice is more than welcome. Im not sure about the heavy weapons platoon if its been done correctly.
HQ: Heroic senior officer: Carapace Armour 4 Guardsmen: 1 master vox 1 melta gun 1 company standard 2 commissars: 1 has carapace armour 1 has power weapon (could someone tell me the effects of a power weapon) Total: 195 points
ELITES: 6 Ogryns: 1 bone'ead
10 storm troopers:1 seargant, 1 vox operator, 1 flamer, infiltrate and deep strike.
Total: 341 points
TROOPS (1 Platoon): 4 squads of 10 guardsmen. 1 Squad contains: 1 flamer(+6)x4 1 grenade launcher(+8)x4 1 vox-caster(+5)x4 1 krak grenade(+2)x 4
Total:324 points
FAST ATTACK: 2 Hellhounds
2 Sentinels: Cadian Pattern, Autocannons
Total: 330 points
HEAVY SUPPORT: 1 Leman Russ: Hull Mounted Lascannon, Side Mounted Heavy Bolters
Heavy Weapons Platoon: Junior Officer, 4 guardsmen 2 anti-tank support squads- 2 lascannons 2 fire support squads- 2 auto cannons
TOTAL OF ARMY: 1500 points
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Post by Deleted on Jul 1, 2007 10:53:36 GMT -5
A few things jump out and bite me. First you may only have 1 of each type of advisor in any one squad. Meaning you need to reasign the second Commisar. Also each Infantry Platoon must include a J.O. (junior officer) squad. Third, if you're not using the "Grenadiers" Doctrine you'll need another troop selection to meet the standard FOC (Force Organization Chart) because, Strom Troopers are normaly elite. Fouth, you may only have 1 special weapon and 1 hvy weapon per Infantry squad, Flamers and Grenade Launchers are both special weapons, you'll need to drop one each squad. Lastly Hvy Weap Platoons may include 1-3 weapons squads. So, With all that let's take a look at composition. Starting with Docs I'd say to keep this list as close to what it is/ what it seems you want I'd suggest: Grenadiers,Hvy Weaps Plats, Sharpshooter, and one to play with. Keep the Commisar w/ Carapase and Power Weapon, drop the one that's plain. The Storm troopers lose Infiltrate and DS. Use those points to purchase the J.O. squad for the Infantry Platoon. If you're going for a shoot out, drop the flamers and replace each with a Hvy Bolter or Missle Launcher. For the Hvy Platoon, drop one of the A.C. squads and give as many units as you can starting with the Anti-Tankers sharpshooter. Also, if you haven't already, you should get a copy of the codex and examine each unit, look for synergy and how to compensate for that units weaknesses
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Post by Deleted on Jul 3, 2007 9:26:26 GMT -5
datajax pretty much summed it all up....my advice to you would be....since u have 2 anti-tank units and 2 autcannons which can practiclly kill medium amroured units...as well as infantry....i would replace the lascannon on the hull of the tank and give it a heavy bolter...then use the spare points to but extra armour and perhaps rough terrain modification....but thats just me...
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Post by twerd on Jul 3, 2007 21:51:41 GMT -5
Power weapons ignore all normal aromour saves.
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Post by BobaHat on Jul 4, 2007 12:08:42 GMT -5
I suggest you buy the Rulebook and perhaps you should reed the Codex a bit more carefully... Welcome to the Guard!
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Post by Deleted on Jul 4, 2007 14:51:00 GMT -5
I guess my trouble is not reading things thoroughly enough, and i have the last edition rule book. Do I Need To Purchase A new 1?
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Post by fatuous on Jul 5, 2007 9:57:51 GMT -5
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