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Post by Deleted on Oct 20, 2007 22:22:35 GMT -5
I'm quite new to War Hammer 40k and i was wondering if you think this is good
HQ: Command Squad Junior Officer, Vox-caster, carapace armour, veteran, bolter, frag grenades
Troops: Infantry Platoon Infantry Command, one squad, Grenade Launcher, Vox Caster,
Armoured Fist squad Vox-caster, melta gun, heavy weapon team – auto-cannon
Dedicated Chimera Transport: Armoured Fist - Turret mounted heavy flamer,
Heavy Support: Leman Russ Tank Hull mounted heavy bolter, pair of side sponson heavy bolters
Total: 506 pts
Is it a good start-off?
and for doctrines, i have: 1. Storm Troopers (useless at this stage) 2. Heavy Weapons Platoon (also useless) 3. Drop troops and does drop troops require points? 'cause if it does, i haven't seen it anywhere
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Post by Deleted on Oct 21, 2007 0:15:16 GMT -5
Hmm. It looks like you're off to a good start. A bit of advice-
Vox-casters aren't needed for the Infantry Platoon, since they'll most likely be sticking with their Command Squad and your JO.
Always spring for both the Heroic Senior Officer and the Company Standard. The HSO's high morale and the standard's ability to allow squads to reroll failed Morale/Pinning tests within a 12" radius is too sweet to pass up.
Give your troops Close Order Drill. It's free, and it provides +1 Initiative and +1 Leadership for all Guard Infantry units whose models are in base-to-base contact. Iron Discipline is also a must, as it allows broken squads to rally if under 50% by using a Leader's Morale
Drop Frag Grenades. They're not worth the points.
I don't know what you mean by 'one squad', but you HAVE to take a Junior Command Section and 2 Squads in each Infantry platoon. It's pretty standard, IMO. Deck out both squads with Grenade Launchers and give one an Autocannon, another a Heavy Bolter, and stick a Missile Launcher in your Command Section.
You don't really need a tank for such small games. Guard work better with more footsoldiers in smaller games. Tanks should only be taken in 1000+ point games
Here's a re-tooled version of that same list. More Dakka for the exact same price.
Command Squad
Heroic Senior Officer w/ Bolt Pistol, Power Weapon, and Iron Discipline 1 Veteran, Standard Bearer 1 Plasma Gunner 1 Missile Launcher
Pts: 117
Infantry Platoon
Command Section
Junior Officer w/ Laspistol and CCW 1 Plasma Gunner 1 Missile Launcher
Squad A 1 Grenade Launcher 1 Heavy Bolter
Squad B
1 Grenade Launcher 1 Autocannon
Pts: 231
Armored Fist Squad:
1 Meltagun Mounted in standard Multilaser/H. Bolter Chimera
Pts: 150
Total points: 499
More weapons, more models, MORE DAKKA!
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Post by Deleted on Oct 21, 2007 0:41:24 GMT -5
oh, thanks, I don't think i read the codex verry well, and my bro suggested the russ, PS you spelt armoured wrong, PPS: shouldn't the armoured fist squad have a vox? or will that be sticking around the ofiicers?
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Post by Deleted on Oct 29, 2007 3:41:31 GMT -5
Any more suggestions? should i give my Command squad a medic?
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Post by Deleted on Oct 29, 2007 7:01:53 GMT -5
Medics are generally only worth their points if you load up on plasma, other than that they are not cost effective. By giving you HSO Honerfica Imperialis you can save some points. Like thenoblewolves said veichles are only good in 1000pts+ i think you should ditch the AFS and add the extra men to the platoon and buy some sentinals with autocannons, sentinals get the ever useful scout move and the autocannons range should keep it out of trouble.
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Post by Deleted on Oct 29, 2007 23:45:06 GMT -5
um, the armoured fist takes up a troops slot, so if i take that out for sentinels, i have 1 HQ 1 Troops 1 Fast Attack Not working
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Post by Deleted on Oct 31, 2007 2:48:36 GMT -5
Look up 40K in 40 Minutes- small games that only require one troops choice. Those will be the first games you play, most likely.
My roster for that kind of game is 1 Platoon, 1 Conscript Platoon, and 1 Sentinel
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