Post by fatuous on Nov 27, 2007 6:34:07 GMT -5
Ooooo, where to start. As a beginning of a list it isn't too bad, but there are several problems with the legalisty of it as it is.
Firstly, guardsman can't take power weapons, these are officer only (with a couple of minor exceptions), so loose them from the command squad. On a personnal note, I would not give ur officer a power fist, this is a personnal preference, see suggestions below.
Secondly, as you noticed, you can only take 1 armoured fist squad (and conscript squad) per full inf platoon that you have. You don't have any, so can't take any armoured fist squads at all.
Armoured fist squads also can not take 2 special weapons, only 1 per squad.
Only 1 squad can travel in a chimera and is has to be the squad it was bought for.
Suggestions
Add mechanised doctrine
Take 10 points back for the power weapons in the command squad, and exchange the power fist for a power weapon on ur officer, this will save u a total of 25 points.
Replace all armoured fist squads with a mechanised platoon, loose the second special weapons as u can't take them anyway. This will save you 44 points (u will need to use some of them on special weapons, etc.. for ur platoon command squad). This will be the same as ur armoured fist, except with 5 less men, but u can max out on nade launchers or something to add some firepower (plasma and a medic might be fun too).
Ok, ur list should be legal now and u have 69 points left to spend on additional stuff (more if u drop the vets and bolt pistols). Do you want a power fist still? If so, then I'd add an advisor to ur command squad, probably a commisaar with a power fist, leaves u about 9 points, but remember that u don't have any specials in ur platoon CS.
I'd prob spend the points on special weapons, or on upgrading the mortars for either missile launchers or autocannons.
Hope that helps, let me know if u have any other questions.
Firstly, guardsman can't take power weapons, these are officer only (with a couple of minor exceptions), so loose them from the command squad. On a personnal note, I would not give ur officer a power fist, this is a personnal preference, see suggestions below.
Secondly, as you noticed, you can only take 1 armoured fist squad (and conscript squad) per full inf platoon that you have. You don't have any, so can't take any armoured fist squads at all.
Armoured fist squads also can not take 2 special weapons, only 1 per squad.
Only 1 squad can travel in a chimera and is has to be the squad it was bought for.
Suggestions
Add mechanised doctrine
Take 10 points back for the power weapons in the command squad, and exchange the power fist for a power weapon on ur officer, this will save u a total of 25 points.
Replace all armoured fist squads with a mechanised platoon, loose the second special weapons as u can't take them anyway. This will save you 44 points (u will need to use some of them on special weapons, etc.. for ur platoon command squad). This will be the same as ur armoured fist, except with 5 less men, but u can max out on nade launchers or something to add some firepower (plasma and a medic might be fun too).
Ok, ur list should be legal now and u have 69 points left to spend on additional stuff (more if u drop the vets and bolt pistols). Do you want a power fist still? If so, then I'd add an advisor to ur command squad, probably a commisaar with a power fist, leaves u about 9 points, but remember that u don't have any specials in ur platoon CS.
I'd prob spend the points on special weapons, or on upgrading the mortars for either missile launchers or autocannons.
Hope that helps, let me know if u have any other questions.