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Post by Turtleboy(AWOL) on Nov 13, 2006 15:45:09 GMT -5
haha. yeah that's probably a good idea, thanks for the thought to bring us back on topic, I tend to wander sometimes
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Post by psycho on Nov 13, 2006 15:50:06 GMT -5
lol dnt we all i memba the time, during the re-pacification of Septa Prime, back when i was a young Lance Corporal......................................... (lol) ads
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Post by Deleted on Nov 13, 2006 16:29:11 GMT -5
i'm feilding a 1500pt army next week agaisnt black templars (the BT guy got scared of the amount of troops/HW's that i could feild, so reduced it)
and i think i will be using ratling snipers ANd light infantry if i have enough doctrines left over.
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Post by Turtleboy(AWOL) on Nov 14, 2006 2:38:18 GMT -5
you planning to drop your heavy weapons for sniper rifles? seems like heavy weapons would have more value (personal opinion upon first glance)
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Post by Deleted on Nov 14, 2006 7:15:32 GMT -5
i've never been a fan of HW in squads. so i use the support choices for my Hw's
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Post by Turtleboy(AWOL) on Nov 14, 2006 16:24:34 GMT -5
yep, I can see the logic in that. I like multishot heavy weapons in my line squads (autocannons but heavy bolters mainly). I'm pretty burnt out on 1 shot heavy weapons missing and wasting a whole squad for 1 failed die roll but a heavy bolter often brightens my spirits as far as the static guard line goes. in my 2k list my 5+ infantry is all 'hold the line' style infantry so if all I get is a few dice from a squad from its heavy bolter that's fine with me.
still though, having a sniper rifle is a heavy 1 weapon so you sacrifice movement for an (arguably) underpowered shot. do you find it worth it or do you keep it for those situation where you have the squad naturally holding its position because that's what is tactically sound. then if you do that, why not have a heavy bolter instead?
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Post by Deleted on Nov 14, 2006 20:38:13 GMT -5
because snipers atuo hit on 2+, wound on 4+ regardless and cause pinning.
perfect for big things (avatars, termies, greater deamons) and also for holding off a squad so they cant assault you as soon. giving you another chance to let off another volley of rapid fire flashlights...sorry..lasguns.
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Post by psycho on Nov 15, 2006 16:22:33 GMT -5
also i like to have it for my fluuf, my leaders late father was a mighty marksman, and thus, the 3rd have followed in his footsteps by making celebrated sniper squads that are split up into different Infantry Squads etc etc plus i like to convert snipers into cool positions lol ads
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Post by Deleted on Nov 16, 2006 4:57:29 GMT -5
i use ratlings every chance i get.. plus a nice special weapon squad of vostrians as my cadian vets.. just scares the enemy with the fact that i have the ability to shoot 36" with some sort of reliabilty.. and that most of the times it is up to him not to die.. he doesnt like them odds from my IG force.. oh that and i charge him with my guard to negate his charge bonus that urinate him off as well
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Post by Turtleboy(AWOL) on Nov 17, 2006 5:29:08 GMT -5
yeah I don't let anyone get a charge bonus against me if I can help it
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Post by Lt. Col. Hawkrin on Nov 17, 2006 18:30:06 GMT -5
I tried to use snipers on my friend Nids'...... Bad idea since nids' don't have leadership, no pinning and I thought I could use them to punch some of them Monstrous creatures on their arse ...... Needless to say it didn't work at all.... And his Carnifex ate them all in ferocious gulp. Am I just stoopid or am I doing something wrong?
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Post by Turtleboy(AWOL) on Nov 18, 2006 3:22:59 GMT -5
the key (as with anything guard related) is to have way too many of something to keep it from under-performing. along the lines of this maxim I would offer to you: try 6 sniper rifles at a minimum if you want to use them at all.
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Post by psycho on Nov 20, 2006 17:04:44 GMT -5
i gt 10 yay lol and their all deep strikers or infiltrators lol! ads
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Post by Deleted on Nov 21, 2006 6:22:06 GMT -5
nids still take leadership tests.. just not when those pesky synapse monsters are nearby.. but then again those guys go down pretty hard from 10 snipers firing at them.. make 10 armor saves mr carnifex.. i dare yah one the big guys are down or out of range.. then u can pop one little guy and watch them sit still like a trained puppy waiting for the second newspaper smack.. cept with you it would be rapid firing lasguns
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Post by Turtleboy(AWOL) on Nov 21, 2006 15:37:08 GMT -5
nids are scary. sometimes I think you almost have to beat them in assault by fielding sheer numbers of troopers.because they just come so hard so fast that there's no real viable shooty option vs them other than using vehicles to shoot over the melees.
as far as snipers go, 10 snipers sounds awesome psycho; you'll have to tell us all about how that fares for you!
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Post by psycho on Nov 23, 2006 17:15:13 GMT -5
had a 400pt battle after skool 2day with my ict teacher, he collects necrons man they were so dead after like turn 2 i only fielded 6 snipers altho this was enuff to cane his lord, pariahs and a few warriors lol ads
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Post by Deleted on Nov 23, 2006 18:56:19 GMT -5
i had a 1500pt battle the otherday against a nurgle army. i had 7 snipers (5 ratlings + 2 light infantry in my squads)
rather effective i must say! the ratlings ruined a termie squad. (5 termies...after 1 turn there was 1 left!, 2 from snipers, i from plasma, and 1 from a lasgun!!!!...yeah thats right a lasgun killed a termie!)
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Post by Deleted on Nov 24, 2006 2:09:57 GMT -5
snipers are so underrated by IG players.. just because it has an AP value of 6 doesnt mean it shouldnt be feared.. that and the fact that it is probably the easiest weapon for guard to use to hit and wound large targets.. necron lord, carnifex, wraithlord, etc.. they go down fast when their high toughness, and such are taken away from them.. and that your pretty much guaranteed to hit 5 out of 6 times.. i just never take that 6th sniper rifle
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Post by Turtleboy(AWOL) on Nov 24, 2006 4:03:42 GMT -5
heh. very true points there gris. I really like the sniper rifle in guard armies since our lasguns typically wound on 4+ or 5+ anyway, so wounding on 4+ isn't any worse (and often actually quite a bit better) than we'd normally be rolling to wound anyway (unlike marines and other s4 or s5 rifle armies).
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Post by Deleted on Nov 24, 2006 8:44:07 GMT -5
plus you can pin those SM bastards at times when they least expect it.. giving you a chance to really open up on them next round.. just need to wound them once. and they have to test.. and that ld9/10 can be defeated at times..
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Post by Turtleboy(AWOL) on Nov 26, 2006 6:57:26 GMT -5
can you force multiple pinning checks every round? or is it just that if you have to take leadership and pinning you take pinning instead and the need for that squad to test leadership is negated (I know that part is correct)?
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Post by Deleted on Nov 26, 2006 7:40:38 GMT -5
yup, you can. shoot with one sniper squad (say ratlings) and they lose a man...pinning test. shoot with a sniper in an infantry squad and they lose a man...another pinning test etc etc
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Post by Deleted on Nov 26, 2006 12:34:13 GMT -5
are you sure that pinning is not done at the very end of the shooting phase.. after all shooting is completed.. cause they are only to make one ld test per turn.. though they can take 2 tests.. one for panic and one for pinning and i think..
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Post by Goddess of Darkness on Nov 26, 2006 14:47:43 GMT -5
Pinning must be taked as soon as they loose that casualty/s. They can be required to take multiple pinning tests. If you pass any or all pinning tests and the unit is not pinned then they must take a leadership if under 25% at the end of the shooting phase.
All though we play it that if the unit is pinned on the first test, then there is no point taking another pinning test as they are already pinned. But still lose the casualties as normal.
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Post by Turtleboy(AWOL) on Nov 26, 2006 17:39:27 GMT -5
thanks for the clear answer on that front goddess. snipers just got a bit cooler - throw Ld tests at an enemy over and over till they botch one heh.
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