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Post by Deleted on Mar 10, 2008 11:42:58 GMT -5
UPDATED (yet again)!!!
Doctrines: 1. Veterans 2. Drop Troops 3. Iron Discipline 4. Special Weapons 5. Grenadiers
HQ:
Command Platoon (ID) 4 Guardsmen-3 Grenade Launchers,Master Vox,Frags 1 Heroic Senior Officer Las Pistol/Power Weapon, Surveyor 3 Mars Pattern Sentinels 6 Special Weaons Squad -3 Sniper Rifles 6 Special Weaons Squad -3 Sniper Rifles
ELITES:
7 Hardend Veterans -Vox, 3 Meltas, Power Weapon (Drop) 7 Hardend Veterans -Vox, 3 Meltas, Power Weapon (Drop) 7 Hardend Veterans -Vox, 3 Meltas, Power Weapon (Drop)
TROOPS: 5 Grenadiers - 2 Grenade Launchers, Vox mounted in Chimera -Heavy Bolter/ Hull Heavy Bolter/ Pintle Heavy Stubber -Improved Com, Search Light -Track Guards, Extra Armor, Camo Netting -Smoke Launchers and Hunter-Killer Missle
5 Grenadiers -2 Grenade Launchers, Vox mounted in chimera with hb/hhb and smoke launcher
5 Grenadiers -2 Grenade Launchers, Vox mounted in chimera with hb/hhb and smoke launcher
Infantry Plattoon #1 (ID) 4 Cmd Squad- Vox, 3 Grenade Launchers, Frags 1 Junior Officer- Laspistol/Power Weapon Squad 1 10 Guardsmen- Vox, Nade launcher, Heavy Bolter Squad 2 10 Guardsmen- Vox, Nade, Launcher, Heavy Bolter Squad 3 10 Guardsmen -Vox, Nade Launcher, Heavy Bolter
FAST:
3x Mars Pattern Sentinel #1 (Drop) 3x Mars Pattern Sentinel #2 (Drop) 3x Mars Pattern Sentinel #3 (Drop)
2000 pts
Suggestions and criticisms are welcome....please tear it shreds people!
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Post by Deleted on Mar 11, 2008 0:23:28 GMT -5
Increase the survivability of your vets and get to a full 10 man unit(s). As a suggestion for drop troops. consider dropping a 3 unit squadron of sentinels for the extra heavy firepower that can fire when they drop (maybe bump up to 2 full squadrons). This gives your opponent more targets to fire at and dispersing the return fire. Should they live to your next turn, move and shoot their way to objectives.
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Post by Deleted on Mar 11, 2008 6:49:44 GMT -5
Thanks for the suggestions. The reason I currently have min sized squads is because I did not see them surviving to my next turn. I expect them to drop out of the sky, fire their meltas...blow something up and then before my next turn get blasted. Do you think 5 more would be enough to keep them alive for an extra turn?
Originally I actually had 2 full plattoons instead of 3. The reason I wound up breaking it into three plattoons was because of Drop troops. I wanted to be flexible in terms of how much I had in reserves.
A squad of sentinels could be beneficial...just without any other armor in the list all those anti-tank weapons will be aimed straight for them, so I would have to try and place them away from that stuff. If I go for sentinels what pattern would you recommend?
My list is a bunch of cardboard cannons. Nothing on here will last long...I am just hoping I have enough men that my opponents simply do not have the time or men to remove all of them before I can do my damage.
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Post by Deleted on Mar 11, 2008 12:45:59 GMT -5
No worries I too used to go with 6 man squads for my grenadiers, but found they died way too fast, especially if you want to hold objectives. Bumping to 10 man means, in my expereince, that they can last 2 turns and still have there special weps to hose the onrushing enemy. Your vets havent become vets just to be wasted. Thats what the regular infantry platoons are for The platoons that drop, remove the heavy wpn, as it wont be able to fire when they hit the table the first turn. Get the hvy wpn equivalent with Sentinels, One Cadian Pattern along with 2 Mars pattern per squadron. The sentinels really are there to make sure your vets can do there jobs and having those extra hi strength shots tearing into your opponents infatry wont hurt at all Remember, regular bolter fire can reduce a sentienl to a cinder heap. Looks like what I am talking about is combined arms and tactical support. To increase the success of your expereniced veteran troops, they need layered support. Your anchor of infantry is good, just tweak the loadout to heavy bolters, as your command teams have the firepower to take on hi armored targets. the extra shots from the hvy bolters mean more chances for the opponent to fail armor saves. With the Grenadiers..my preference is to mount them in Chimeras and rush to support your dropping troops (the extra hvy guns dont hurt either ) 2 Vet squads and 2 squadrons of Sentienels can be used in tandem pairs, with the dropping infantry platoon to secure objectives. We're guardsman, we know we will die, but the idea is to give your opponent hell before we do
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Post by Deleted on Mar 11, 2008 17:26:28 GMT -5
OK...thanks for the advice. I liked the majority of your suggestions and reworked the following things. I dropped 2 grenadier squads, heavy weapons from the drop troop inf plat and combined the starting inf plat into one big unit (went from 3cmd and 9 inf squads to 2 cmd and 5 inf squads). Infantry was also armed slightly different. This freed up a ton of points and so the following additions were made:
1. Vets were boosted up to 7 man squads (a couple more wounds/shots but still small enough that I only have one ring when deepstriking). Sgt's were given power weapons. 2. Two squadrons of sentinels were added 1 cadian/2 mars...as suggested 3. Remaining grenadier squad was bolstered up to 10 men and given melta bombs. Special Weapons were switched to meltas. Sgt was upgraded to veteran and given Honorific Imperialis and a Power weapon. Vox was dropped due to this upgrade. 4. Pimped out Chimera for the grenadiers was added: HB/HB, smoke launchers, extra armor, hunter-killer, track guards, pintle stubber, improved comms, and camo netting...this ride costs almost as much as a naked leman! Waste of points? Probably but it would be a very fun conversion! 5. Officers were given Power Weapons, and HQ and Drop Plattoons command squad switched special weapons.
Does this list sound more well rounded?
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Post by Deleted on Mar 12, 2008 1:46:05 GMT -5
Oh. Very nice. I can see the reasoning behind the 7 man vet squads, and the power weapons add on a solid touch. IT does sound a lot more rounded and in keeping with your original intention. Just remember to keep your Chimera hidden as much as possible..or use it as a dangler after you off load the grenadiers. If the opponent spends his turn popping it with his troops that have a hvy weapon, well, means your best hitters are safe and ready to tear things up Keep moving as much as possible, even after the drop. You'll have enough mobility/firepower to keep the opponent on their toes. Most players wonder what the heck is going on when a IG players MOVES his troops Have you used a drop troop army before?
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Post by Deleted on Mar 12, 2008 6:45:00 GMT -5
Nope, I've never done the drop thing!
This will only be my second army...my first was necrons. Crons are fun (and mine look cool...gold with red plastruct guass weapons!!!), but I'd like something more challenging on the field. So veil of darkness and deepstriking monoliths is as close as they get (I don't use flayed ones). 3+ save and WBB feels like a bit of a crutch sometimes.
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Post by Deleted on Mar 12, 2008 10:40:08 GMT -5
Ok. get used to scattering when you drop. My compensation for that is. 1. Dont go within 12 inches of any table edge. 2. Pick a point about 7 inches away from whatever you want to shoot at (thats for your vets, a bit further away for your sentinels). You can land in cover, and if you land on your own troops, you dont die.
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Post by Deleted on Mar 12, 2008 16:21:39 GMT -5
Thanks for the tips. One thing about the list I still wasn't certain on was whether or not I'd be better going with an ALL drop list instead of half drops. On one hand this way I have a nice firebase supporting my drop troops...however, that firebase will be greatly outmatched first couple turns.
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Post by Deleted on Mar 12, 2008 19:04:31 GMT -5
But only if they can get to your fire base. At this point is all about deployment. Just because you have 15" of deploy zone, doesnt mean you have to go the 15 in line. Keep you fire lanes open for your hvy bolters and lascannons, your snipers can cover 2 halves of the table and your mortars can start dropping shells pretty much first turn of shooting. 2 turns of movemt to get to your fire base and your dop troops start hitting the board, causing grief because your opponent has forgotten about em and your loaded chimera can rush out and pop what ever is running towards you.
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Post by Deleted on Mar 13, 2008 21:46:36 GMT -5
Thanks again for the pointers, they've been a huge help.
Now comes the FUN part!!!
I ordered my first batch of guard this morning. Starting off with 2 troop boxes, a hvy weapons squad, a pair of officers with power swords, the chimera, a sentinel and some greenstuff (for spec weapons). This should give me enough to get started with a HQ and 2 troops (a plattoon and armored fist).
Since forgeworld costs an arm and a leg, yet I want that drop troopy look, I think I am going order some 28mm Pig Iron heads. They look good and pretty cheap. Also since it is just a head swap they will still be over the 80% GW rule!
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Post by Deleted on Mar 13, 2008 23:58:36 GMT -5
Awesome! Cant wait to hear/see about em in action!
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Post by Deleted on Mar 18, 2008 17:09:15 GMT -5
Well the first shipments arrived yesterday and I assembled the Chimera...had no clue it would take that long. While originally I really hated the chimera turret because its puny looking, by the time I finished adding the upgrades to it, it turned out pretty bad ass.
Next was going to be the sentinel but I think I need to do sents backwards and paint them before assembling. I never really like the sentinel model until it was in my hands...and I freaking love this thing!
So much in fact that I am considering taking a big leap into crazy land and running 12 in the list above. What I would be doing is dropping the min sized drop plattoon for an extra squad of drop sentinels (this way every squad of vets has a support squad of the sentinels). With the remaining points I would replace my lascannon team with a squad of lascannon sentinels.
These changes would let me start with the following ON THE FIELD:
Command Squad HSO with Plas Pistol/Power Weapon Squad with 2 Plasmaguns, Medic, Master Vox
3 Las Cannon Sentinels 3 Mortars 3 Mortars Sniper Spec Weapons Squad (3 sniper rifles or 2 sniper rifles/1 demo...I am undecided). Sniper Spec Weapons Squad (3 sniper rifles or 2 sniper rifles/1 demo...I am undecided).
Inf Platoon Command Squad with vox and 3 Plasmaguns, JO with Power Weapon/Laspistol 3 Inf Squads with heavy bolter, vox and Grenade Launchers
10 Grenadiers with 2 Meltaguns, Meltabombs and a Vet Sgt with Honor Imp and power weapons /mounted in the crazy chimera that costs as much as a leman russ tank!
Dropping in I would have:
7 Veterans with vox and 3 meltaguns 3 Sentinels with autocannon and two multi-lasers
...times 3.
I think the initial force is still significant enough to hold a defensive position until help arrives. The overpriced chimera's improved comms should make it excellent bait that I plan to keep hidden. Mortars and sniper shots should hopefully cause my opponents forces to become a bit more staggered so my drop troops can pick things off safely. Lascannons and Plasma will attempt to remove any incoming armor (in a cautious/defensive manner).
Now I believe my drop forces are scary enough to leave my opponent extremely uneasy...squads of meltas showing up anywhere is unerving, unless your a swarm (which the sentinels can handle).
Once about half of the drop forces have arrived (turn 3 or 4 hopefully), the Chimera will switch to offense and advance with guns blazing and deliver the Grenadiers to the front lines. Late arriving squads can be used to take objectives or assist in death dealing, as need be.
Does this sound better or worse than the list at the top of the thread?
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Post by Deleted on Mar 18, 2008 18:16:28 GMT -5
We got a live one here! It sounds better because I can 'hear' your enthusiasm about playing the force and already have some ideas on how it is going to play out! The Sentinel swarm is going to cause headache and worry, thats for sure. Having 3 start on the field, along with a scout move to get them into better cover/firing position provides incentive for opponent to come at you and when they do, your drop troops will be able to, more often then not, hit the table where you can do the most damage. Both forces that you have outlined have their merits and weaknesses, and the best way to find them out is playing. And remember, just because its a weakness does not mean it can't be used.
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Post by Deleted on Mar 18, 2008 21:42:13 GMT -5
Hah... part of the blame regarding my enthusiasm belongs to glue fumes and Killians Irish Red!
And as far as trying both...that sounds good and all but it means spending more time and money building both. My frustration with gluing Cadian lasgun arms is definitely reinforcing my desire to not build the extra 25 men.
I assembled a few of the Guardsmen tonight. Fortunately, the heads look awesome and are the right scale. They look very "Halo"esque. Should go well with the high tech chicken walker theme.
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Post by Deleted on Mar 18, 2008 22:07:18 GMT -5
Theres always the proxy route. Build and play what you have. See how it goes.
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Post by Deleted on Mar 18, 2008 22:16:16 GMT -5
Real men don't proxy!
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Post by Deleted on Mar 20, 2008 18:07:59 GMT -5
I decided to change all the sentinels to multilasters as they are cheaper (both points and $$$), plus they get more shots and I don't like single shot lascannons odds with BS 3. By removing the meltaboms from my grenadiers I had enough points to allow me to add a 4th infantry squad.
So after I have assembled what I have...I still need 2 more boxes of cadians, 1 more box of hvy weapons, box kasrkins, and...*cough* 11 imperial sentinels.
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Post by Deleted on Mar 21, 2008 1:21:59 GMT -5
Good thing they put em in a box of 12 this past year
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Post by Deleted on Mar 21, 2008 8:39:24 GMT -5
I know...wish I would have thought of this when I they were still selling those boxes.
I altered the list yet again (this is why I'm buying/building slowly)...decided to drop the command squad too...so they switched to meltas, spec weapons taking the demo charge approach. Mortars were removed from the list and replaced with two more min sized squads of grenadiers with plasma. These decisions were based on my main opponent fielding Khorne themed Chaos and he's about to start working on daemon hunters. I don't see mortars/sniper rifles doing much and I don't think I can have too many meltas against him!
Sentinels and heavy bolters should be enough crowd control for when I face swarmier enemies. Oh yeah, my multi vox is offline until they hit the table, correct? Looks like I will have to rely on the Grenadier Vet's vox first couple turns.
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Post by Deleted on Mar 22, 2008 4:00:28 GMT -5
The trick then is to not have to be relying on using the voxes Sniper Rifles will do quite well against every foe..handy also for taking down a demon prince or two The Mortars..a toss up. I dont use them myself, just like some who swear by them. The small grenadier squads can work to shore up your line and give you some marine killing power.. Hmm.. sounds ok so far.
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Post by Deleted on Mar 22, 2008 11:23:31 GMT -5
Hmm...maybe the command squad shouldn't drop. Its a waste of points fielding that many voxes if I'm not going to rely on them. Demo charges just sounded fun, but I don't see them being worth it if they aren't falling from the sky. They'll keep the sniper rifles.
As far as progress from the modeling standpoint I have built, primed and at least partially painted a full infantry squad, an officer, a vet with melta (modified flamer), a sentinel and the chimera. I decided on a light green blue armor with dark grey fatigues.
The veteran with the meltagun looks like he belongs in the Brotherhood of Steel. I wish I had a decent camera.
(List update #234) Removed plasma weapons and went with more nade launchers since they assault. Gave the small grenadier squads vet sgts with Power Weapons. Command squads now all feature nade launchers, frag nades and power weapon. HQ also took a standard. Resulting in more units that can counter charge (sort of) and slightly better morale for my starting infantry line.
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Post by Deleted on Mar 26, 2008 11:34:45 GMT -5
As I painted more guys I changed the list again...an inf squad was dropped and the grenadiers were minimized in order to add basic chimera's for the grenadier squads. Three chimeras should give me good mobility to support my drop troops. Since the grenadiers will likely be in the transport for half the game I kept them as cheap, disposable, objective grabging units.
So now, starting on the fieild:
Command Squad with vox network 2 Sniper Spec Weapon squads 35 Man infantry Plattoon with hvy bolters 3 Chimeras with 5 Grenadiers in each 3 Sentinels with Multi Lasers
Reserves: 21 veterans with 9 meltaguns and 3 power weapons 9 Sentinels with Multilasers
Is this the last and final version of the list?....probably not. I'll likely change it again within the next 3 days.
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Post by Deleted on Mar 26, 2008 15:31:10 GMT -5
Haha! Spoken like a true IG player! Build, tweak, play, tweak, paint, tweak. If you are looking to save points, can keep your sgts in the grenadier squads as cheep as possible if the are going to be disposable objective takers... ie CCW and free hell pistol.
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Post by Deleted on Mar 26, 2008 16:37:12 GMT -5
They are dirt cheap! Only the vets and command squads have power weapons currently. It is funny how much I've changed this list...originally it started off as infantry only with a million heavy weapon teams...now my hvy support slots are empty and I have 15 vehicles (which are basically moveable heavy weapon so maybe it didn't change that much)!
Just realized the list is exactly 100 men (if you count the 12 sentinel pilots). Though I guess transport crew would throw that over...but they don't really count. 100 ...so low for guard at 2k.
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