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Post by Deleted on Jul 9, 2008 5:25:41 GMT -5
I'm quite new to the guards and as I try to work out a nice army list for myself I've been trying to work out where to pu tmy heavy weapons.
Where do you, respected generals, prefer to put your heavy weapons? In normal squads of guardsmen or as support teams to your HQ?
If among the normal guardsmen, don't you lose some mobility? If in support squads, Do they survive long enough to make an impact?
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Post by ssgtdude (M.I.A) on Jul 9, 2008 9:36:05 GMT -5
Klini, Because I run a highly mobile infantry army I normally have all my heavy weapon teams in with the command squad instead of in normal squads. As for survivability? Very much so. The trick is to take enough other units that are going to be more attractive targets then the heavy bolter team in the bushes, or the Las-cannon team on the rooftop. Tanks usually do fine as target soaker's.
I normally do not loose any of these squads until we start to see HtH combat.
Although I have seen some very viable A$$-cannon list where the max number of Las-cannon have been in the command squad and in the individual squads. Usually they have a good first round of shooting, but once that unit is forced to move or chooses to move then the shots are lost.
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Post by Ymmot (M.I.A) on Jul 9, 2008 11:46:17 GMT -5
the tactics I've used in the handful of games I have played has been to use a heavy weapon support squad,(either lascannons, or mortors.) combined with an infantry platoon with heavy weapons (heavy bolters/and or autocannons.)and granade launchers, combined with an infantry platoon maxed out on assault flamers and meltaguns. I then advance with the assault based platoon while I find some good places to dig in with my squads containing heavy weapons, while sitting back to give covering fire with my support squad.
I've used this tactic in 3 games and scored 2 victories(SMurfs and Nids!) and 1 draw(Orks.)
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Post by rarves on Jul 9, 2008 12:25:11 GMT -5
I agree with what appears to be the general consensus, heavy weapons work well with your command. I tried sticking an autocannon on a squad once. The squad got destroyed in the third turn,trying to run away from a monolith, and I never got to even fire the weapon. My infantry tend to be to mobile for heavy weapons on squads to work, but thats just how I work.
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Post by Rolling Thunder on Jul 9, 2008 13:46:34 GMT -5
Both uses are equally valid. I have found that seperate HW teams are extremely vulnerable even with cover saves, however, at the same time using HW teams in regular squads often disrupts their mobility.
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Post by Ymmot (M.I.A) on Jul 9, 2008 14:00:32 GMT -5
that is why a combo makes the most sense to me
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Post by Deleted on Jul 10, 2008 13:09:14 GMT -5
Thanks. I'll try to find a nice balance then. I was thinking of using my command squads abilities to grab some extra special weapons, but i might reconcider that. Although that might make them vulnerable aswell.
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Post by Deleted on Jul 10, 2008 17:04:12 GMT -5
I was thinking of working up a light support platoon i.e. two squads with nade launcher and heavy bolter each then command squad for the pltn with another heavy bolter and couple more grenade launchers. So 3 HBs 4 grenade launchers?
Especially effective platoon against infantry with all templates automatically hitting partially covered models now and hopefully being well placed enough to fire off the bolters.
Sound half-decent?
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Post by Deleted on Jul 10, 2008 18:52:27 GMT -5
Personally, I put heavy weapons anywhere I can. And I separate this by what the unit will be firing at. Infantry Platoon squads aren't going to be shooting at tanks, so don't give them lascannons. Put those in your command squads (throw in some meltaguns too for added effect) or fire support squads. On the other hand, a heavy bolter or autocannon is a really good modifier for an Infantry Platoon squad.
Use Guard's strength of numbers to your advantage. In almost any match you are guaranteed to outnumber your opponent. The individual Guardsman can't match an individual Space Marine, Ork, or what have you, but when you have tons of heavy weapons, your opponent really does have to think twice. In an 1850-point match I can field upward of 13 heavy bolters, 12 lascannons, and a mortar team. This is very serious firepower here. And when you toss in the special weapons--grenade launcher is my favorite--things get fun.
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Post by Woz on Jul 10, 2008 20:13:33 GMT -5
I take HW squads with my HQ but I also give my IF platoons ML's just in case.
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Post by Rolling Thunder on Jul 11, 2008 4:36:04 GMT -5
Also- take special weapons. It's 45 points for a scoring unit coupled with a lone AP2 pieplate, never mind flamers or meltaguns. Using them is both highly efficent AND fluffy.
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