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Post by thaumx on Apr 23, 2008 3:39:21 GMT -5
I think this'll come back with a resounding "of course it's that, you nincompoop!" but I'm new with IG (not 40k) and I am getting ready to buy a good chunk of my army.
are normal infantry with carapace armour and sharpshooter (essentially 9pts each) a waste, or would it be better to just get storm troopers (grenadiers) at 10pts apiece?
my main concern is that stormies don't get the junior officer (which seems fun, and also good for backup/extra officers in case my HQ gets offed)
and also that stormies cant have heavy weapons in their squads. (I was thinking heavy bolters here)
what do you think?
thanks!
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Post by Deleted on Apr 23, 2008 4:25:00 GMT -5
Hmmmm ... I'd plump for stormies/grenadiers, as they can have two special weapons, have targeters, BS4 (much better) and the sergeants have access to the officers section anyway (power weapons). You can then take up to 80 stormies in elites and troops and still take 70 normal dudes (including two command squads), I'd leave the carapace behind tho' on your normal fellas - you got to give the enemy a squishy target - otherwise they just sulk and go home in a mood. Nothing like your opponent chewing up half your army only to discover they were only worth 1/2 the points anyway...
If you want to kit out an uber carapace squads, kit out plasma commands, special weapons squads and vets - but remember that they WILL attract more fire.
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Post by acolyte on Apr 23, 2008 15:10:02 GMT -5
i use carapace alot and id second suneokun. grenadiers are much better, they get frag and krak too which he forgot they really are 'All that'. if you worried about heavy weoapns, putting them in a chimera is good, gives you 2 heavy bolters and good mobility. or, you can take sentinals although then do get picked on, but for a good reason.
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Post by Woz on Apr 23, 2008 16:28:30 GMT -5
Carapace is worth the points if your up against Marines. Get within rapid fire range of a squad marines with bolters and your troops will get wiped out, carapace will save about half of them.
Sharpshooters is wasted on normal Guardsmen and is best used on Heavy Weapons teams.
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Post by Deleted on Apr 24, 2008 1:22:39 GMT -5
Here is the gist, my friend-
Regular Infantry Platoons- Your gunline. Kit out with long-range, multishot heavy weapons and the Grenade Launcher. Alternatively, Sharpshooters may be used in combination with Missile Launchers to increase effectiveness against tank-heavy armies. Three to Four Squads per Platoon for larger games, two ifor smaller games.
Grenadiers- Use in Chimeras as a stronger Armoured Fist Squad, best used to put out fires or harass the gunline of other shooty armies. Kit out with powerful single-shot weapons such as Plasma Guns or Meltas, which will be more useful thanks to better BS. Give any Chimera you take Smoke Launchers to increase survivability.
HQ- Can either stay behind and give support to your gunline or be stuck inside a Chimera to assist your Grenadiers. If this is the case, upgrade retinue to Vets and give entire squad Carapace Armor. Kit out with opponent-appropriate special weapons or Storm Bolters. Give a Vet the Company Standard to help out any Guard squad within 12".
HQ Upgrades- Sharpshooter-upgraded Heavy Bolter Fire Support Squad for extra firepower against all armies, Sentinel Squad with Multilasers for Transport hunting.
Elites- Ratlings for taking out Monstrous Creatures or pinning foot-slogging CC units. Forget Ogryn, as they are too pricey. Use Hardened Vets as a powerful distraction, nothing more.
Fast Attack- Hellhounds for taking out swarms of light infantry. Never used Rough Riders. Lascannon Sentinels for Tank Hunting, Multilaser for all others.
Heavy Support- Take one-two regular Leman Russ tanks with three Heavy Bolters and a Basilisk with Indirect fire for all armies except Marines/Chaos/Inquisition. Replace one Leman or the Basilisk with a Demolisher against power armored foes. Give Demolisher Smoke Launchers to increase survivability.
Remember two Golden Rules for the Guard:
More shots are always better.
If it's a choice between cool toys or more soldiers, always go with more soldiers.
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Post by Deleted on Apr 24, 2008 2:34:57 GMT -5
"If this is the case, upgrade retinue to Vets and give entire squad Carapace Armor. Kit out with opponent-appropriate special weapons or Storm Bolters." - thenoblewolves
Pretty sure you can only give special weapons to guardsmen. Veterans are restricted to the wargear section, I'd recommend Storm bolters (that 8 shots a turn at 24") or close combat weapon and plasma pistol (4 attacks on the charge each, and nearly a meltagun...)
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Post by acolyte on Apr 24, 2008 14:57:35 GMT -5
or close combat weapon and plasma pistol. now THIS i like just dont forget your medic
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Post by Deleted on Apr 24, 2008 17:54:52 GMT -5
It's expensive (+21pts per model) - but the look on the enemies face is a beaut - You could take a medic to ensure they arrive in one piece too. They beauty is with a plasma pistol get the charge, you then have a horrific amount of attacks on the charge - 25 hits after 4 plasma shots ... plus I usually take Nork and a commissar with a powersword. Check out my battle report for the Kochi Irregulars to see them in action making piecemeal of Eldar Aspect warriors.
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Post by Deleted on Apr 24, 2008 17:56:00 GMT -5
... I like guard in close combat, there's no downside to a powerfist - we never hit first anyway!
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Post by Deleted on Apr 25, 2008 0:48:56 GMT -5
storm troopers all the way. They absolutely shred with grenadiers so i can use heaps and use some shock troops as a meat shield, something to attract a bit odf fire and for their commands for leadership (although with master-vox, close order drill and a commisar you are leadership 11). I love the look of my opponent when i start measuring the distance of his units (it helps with knowing the distance for other troops).
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Post by acolyte on Apr 26, 2008 3:13:05 GMT -5
well for the pistols, id take comi pysker Off and priet with plasma pistols. vet medic and standard with plasma, sure its exspenisve but HAVE THAT!
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Post by Deleted on Apr 26, 2008 4:55:05 GMT -5
"exsthingyve" ... hmmm, clearly the sheer excitement of that much plasma per person has overwhelm acolytes ability to express himself. Acolyte ... please accept this compliment as the biggest plasmahead I know.
Or perhaps that the noise made by a guardsmen holding and overheating plasmagun...?
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Post by acolyte on Apr 26, 2008 9:29:33 GMT -5
long time gamer, short time speller i tend to type and not look what im pressing or what goes on the screen, its a wonder most of it is readable lol... exspensive
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Post by cathedralsquares on Apr 26, 2008 17:29:05 GMT -5
Okay, someone explain targetters to me. They can't be used for Guess weapons that aren't used by the Targetters, so what good are they?
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Post by Deleted on Apr 27, 2008 7:32:51 GMT -5
They can't be used before range guessing weapons like mortars G48". They effectively allow you to measure the range from the model and pick your target. My vet Serg has them on a storm bolter and I can effectively picked the target for him and oh... oops the 3 grenade launchers with him!
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Post by Rolling Thunder on Apr 27, 2008 13:44:11 GMT -5
That is most evil suneokun, though I have found (though this may be only me) that after a few years of mucking around with the unrealistic fun that 40K is that estimating ranges becomes almost second nature.... though as I said, it may only be me.
A nice upgrade for the beginners though, though any beginner using the IG is either incredibly brave or damn stupid.
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Post by majorjav on May 9, 2008 9:56:46 GMT -5
Well....I would go for kitted guardsmen only for fluff reasons....If you need effectiveness, go for grenadiers and ST, they are cheap for what they can do!
For example, I'm doing an Elysian army so I'm a drop trooper, and I use carapace and sharpshooter because it is fluff and very usefull as you may drop very near to ennemy units anhd need to shoot them hard and survive the retaliation...
So as I've said before: kitting for fluff or effectiveness (sometimes the two come together!!)
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Post by Mabus on May 12, 2008 15:21:27 GMT -5
I'd choose to use Storm troopers/Grenadiers. They have better weapons, equipment, leadership etc.
Storm troopers also have the ability to infiltrate and deep strike, not to mention the option of a heavily armed transport vehicle.
Storm troopers should be your first port of call.
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Post by Rolling Thunder on May 30, 2008 6:10:51 GMT -5
But if you want real cost-effectiveness, just buy some battle sisters.
Actually, now I think about it, either stormtroopers are extremely overpriced or Sisters of battle are extremely underpriced. 10pts a model buys you a hellgun, frag and krak grenades two special weapons and carapace armour. 11 points buys you a bolter, power armour and two extremely powerful special weapons (heavy flamer anyone?), acts of faith and the ability to ignore psychic abilities.....
Is it me, or are we being screwed?
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Post by telecustom on May 30, 2008 15:27:05 GMT -5
The Nuns screw us every time.
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Post by genilyenovick on Jun 8, 2008 1:02:16 GMT -5
(although with master-vox, close order drill and a commisar you are leadership 11). troops). I'm sorry that doesn't work you can still only go as high as 10 it says so in the rule book, any stat can only go as high as ten.
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