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Post by 9th Company on Mar 1, 2007 14:22:32 GMT -5
Hi everyone, I`m quite new to the Imperial Guard and Games Workshop in general so would like some help with my elite choices for my 1500pt army list.
Basically I`m thinking of taking the Veterans doctrine and having the following,
1 Hardened Veteran Squad with 9 Veterans and a Veteran sergeant with three meltaguns at a cost of 115 pts and 2 Hardened Veteran Squads with 5 Veterans and a Veteran sergeant with three meltaguns at a cost of 83 pts each.
What do you guys think? Am I overdoing the meltaguns or is it a good idea? I`ll probably use the units to support my normal guard squads or maybe give then chimeras, putting the 2 understrenght squads in one chimera. Thanks
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Post by Deleted on Mar 1, 2007 15:43:57 GMT -5
The problem with Chimeras (i think) is that they have to be used for, and only for, the unit they were purchased for. Because these guys infiltrate I wouldn't put them in chimeras anyways. Melta guns are good for taking out vehicles and really large stuff. If you have difficulty with that kind of thing than I would take them.
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Post by fatuous on Mar 2, 2007 10:04:05 GMT -5
A couple of points to consider. 2 units can never share the same vehicle unless it is a charcter that has joined the unit the vehicle was bought for.
Most vehicles, all I think for the IG have to be bought for a specific unit, no other troops can use it. The only exceptions I can think of are ork battle wagons and possibly Eldar grav tanks.
But anyway, on to your vets.
Man that is a lot of melta guns :-). Are you likely to face a lot of armour or heavy infantry like terminators or something? If so then deffo keep them in. You are going to have to get right in as the range is quite low. This means they probably won't last too long, as they could well get assulted, and Vets are no better at cc that a grunt. But as long as they take a tankout each, or similar, then they are worth it.
Personnally I would probably go for more variety. Maybe add a heavy weapon to the large sqaud, and 3 more ranged specials. I like giving my vets a missile launcher, as it is well versatile, can take out armour/heavies with the Krak and light troops with the frag, and makes the most out of the higher BS. Back it up with either plasma, or my prefered choice of nade launchers (cheaper, and don't kill your own men, I seem to be v unlucky with plasma lol) and you've got a unit that can pack a serious punch and cover your smaller units of tank hunting melta guns.
The thing to remember aout melta guns is they will probably kill anything they hit, and with vets, you should get lots of hits. But, they have a very short range, and are expensive. So against marines, then hell yeah, pack as many as u can (or again try the plasma) but against orks for example, flamers are much more use IMO. Cos they will get close to you.
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Post by 9th Company on Mar 5, 2007 14:48:20 GMT -5
Thanks for the advice guys. I`ve now dropped the Chimera idea and have given each squad a missile launcher to give them an extra edge at distances.
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Post by majorjav on Mar 6, 2007 10:02:01 GMT -5
Try deep strike for your vets. You could be able to send a vet squad near a tank or what ever..It is a bit risky but it worth it! It is the same with stormtroopers. Maybe take 1 plasma gun with 2 meltas in your vet squads, it will give you some extra shots (useful against terminators and rear armour..)
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Post by Turtleboy(AWOL) on Mar 25, 2007 1:18:47 GMT -5
diversity is a good thing - if you take 3 hardened vet squads that really limits your choices in other sections of the armylist.
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Post by Deleted on Mar 25, 2007 17:09:04 GMT -5
One thing you could do instead of vetrens is use stormtroopers 75 pts gives you 5 stormtroopers 2 melta guns or plasma guns that deep strike perfect. I run 2 squads with a melta plasma in each. These are perfect tankhunters and can put a good punch into marines as well.
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Post by Turtleboy(AWOL) on Mar 25, 2007 18:30:51 GMT -5
good point rascal. I like my plasma/melta kasrkins too, but there's definately an argument for running double melta squads with the hope of a perfect deepstrike landing (rear/side arc on a juicy vehicle within 6").
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Post by Warmaster Stabwhiskers on Mar 26, 2007 6:12:04 GMT -5
Lol i see ur point
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Post by Turtleboy(AWOL) on Mar 26, 2007 15:13:47 GMT -5
getting back to the hardened veterans though, my friend uses the doctrine that allows for more than one squad of hardened vets and he goes with full meltagun setup on 'em. his army is a cityfight army though, and he always takes the sewer rats doctrine out of cities of death so he can basically safely deepstrike his hardened vets somewhere near the enemy (wherever the nearest manhole cover is to the enemy armor). works well for him, but I'm not sure about a conventional guard army - meltaguns are awefully short range and infiltrating guardsmen (even kasrkins/stormtroopers) isn't smart (in my opinion) unless you just use the late deployment to reinforce your lines on a side or something. every time I've infiltrated forward of friendly lines the squad has died first in a horrible explosion of gore, and that's even when I put the squad behind or in cover! it's just so easy for an enemy squad to assault it on turn 2.
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Post by sammy1979 on Mar 26, 2007 15:41:20 GMT -5
lots of raterling snipers kill the buggers before the get across the board thats the key i love it when the little half pints destroy a squad of fancy pants termies in one round.
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Post by Turtleboy(AWOL) on Mar 26, 2007 18:30:44 GMT -5
pinning can be great vs. some armies too.
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Post by Deleted on Mar 26, 2007 18:44:30 GMT -5
im not a fan of infiltraiting my guard as getting close to the enemy with guard never seems to turn out good. Ratlings are good and can take down light armor but there are better options that can be used in my opinion.
If you are dead set on using hardened veterans. instead of using chimeras walk them behind 3 leman russes a wall of armor 14(or maybe a couple hellhounds) and i would suggest plasma guns instead of melta guns just because that will give you 6 shots of Str 7 AP 2. This gives you great killing power and can destroy up to armor 13. but i would use them to destroy troops and with BS 4 you should do a good job of that.
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Post by Deleted on Mar 26, 2007 18:49:02 GMT -5
Taking all vets is pretty cool. Modelling ops are great and the sight of that many special weapons is pretty cool. However, as I have experienced with my vets, the opposition hammers them as soon as they see them. I have moved towards storm troopers to counter this. Deep strike, better save really makes the difference. I have also been using Ogryns in a Chimera or as a counter assault unit. Something to think about.
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Post by Deleted on Mar 26, 2007 23:18:49 GMT -5
Hi everyone, I`m quite new to the Imperial Guard and Games Workshop in general so would like some help with my elite choices for my 1500pt army list. Basically I`m thinking of taking the Veterans doctrine and having the following, 1 Hardened Veteran Squad with 9 Veterans and a Veteran sergeant with three meltaguns at a cost of 115 pts and 2 Hardened Veteran Squads with 5 Veterans and a Veteran sergeant with three meltaguns at a cost of 83 pts each. What do you guys think? Am I overdoing the meltaguns or is it a good idea? I`ll probably use the units to support my normal guard squads or maybe give then chimeras, putting the 2 understrenght squads in one chimera. Thanks I don't think that the meltaguns are the prblm, i think that your squads are too small, what are 5 men gonna do?
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Post by Turtleboy(AWOL) on Mar 27, 2007 3:35:13 GMT -5
max squad sizes are almost always a huge benefit. there are exceptions (like making a remnant squad just for the purposes of stalling a melee for one more turn so it doesnt break in your face for example) but not many.
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Post by psycho on Mar 27, 2007 8:20:43 GMT -5
Vets are the best man! ads
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Post by Deleted on Mar 28, 2007 11:12:41 GMT -5
I run 7+1, 2x plasma & 1 melta for my vets. They are my suicide sqd to blast expensive units via deepstrike (drop troops) or infiltrate. I write them off as soon as they are on the board, but for the turn or two that they are on and in good firing position, they rule! Vets shouldn't be scoring units, they hit too hard hold table quarters for long.
Using Drop Troops, I find that i can increase the survivability of the vets by dropping Spc Wpn Sqds and Sentinels in the rear of the enemy formation...so long as the scenario allows. I am seriously thinking of droping Iron Discipline and picking up light infantry to provide the spc wpn guys an opportunity to keep pace with the vets.
Your vets sound like the crux of your assault plan, with the rest of your force providing fires to destroy the enemy. Think about how components of your gun line can support your vets more effective and efficiently
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Post by Deleted on Mar 28, 2007 11:15:32 GMT -5
Kaskin karskins with 2 grenade launchers to blow infantry to part
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Post by Warmaster Stabwhiskers on Mar 28, 2007 11:16:10 GMT -5
Kasrkin wif a melta and a grenade launcher
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Post by Deleted on Mar 28, 2007 11:17:02 GMT -5
nice tank and troop attack
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Post by Warmaster Stabwhiskers on Mar 29, 2007 8:08:56 GMT -5
Thanks
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Post by Deleted on Mar 29, 2007 9:06:28 GMT -5
Am I the only one that seems to find grenade launchers totally useless unless it's against walkers or light skimmers? I've seen quite often that GLs are used for infantry busting...But a frag as S3 AP6 with a small blast, and a krak at S6 with only AP6 and one shot. Sure, they're cheap, but my grenade launchers have been voted the most useless weapons by many an opponent of mine. Even with the small blast, if you're lucky you can get 1 and a partial (unless your enemy disregards your 4 template tanks and packs everything closely). So is there a secret about them I don't know about?
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Post by Warmaster Stabwhiskers on Mar 29, 2007 9:27:37 GMT -5
your the onli one haha kiddin
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Post by psycho on Mar 30, 2007 6:23:48 GMT -5
i prefer flamers lol ads
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