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Post by The Refined Gentleman (M.I.A) on Apr 11, 2007 12:57:31 GMT -5
my army is going to be a drop troop army (they use deep strike) and only stormtroopers can use deepstrike. u guys got any tactics or alternate uses 4 stormtroopers ???
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Post by thefishki345 on Apr 11, 2007 19:47:19 GMT -5
um u can use the drop troops doctrine so then ur whole army can deepstrike i think
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Post by Deleted on Apr 12, 2007 1:17:49 GMT -5
make some of them as infiltraitors...make them seem as they were scouts designating target co-ordinates for the incoming deep strike, that way u at least have some units on the battle field
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Post by Deleted on Apr 17, 2007 13:53:49 GMT -5
an alternative to using storm troopers is use the drop troops docterine which does allow you to deep strike your entire army. If you still want to use the stormtroopers equip them with plasma or melta guns. An alternative to using Storm troopers is vetran squads and equip them with 3 speacial weapons each. If you take the docterine you can 3 squads of them. 9 Plasma guns is sure to take a good chunk out of any light armor, to all infantry, even monstrous creatures and with upgraded BS.
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Post by thefishki345 on Apr 18, 2007 0:29:53 GMT -5
yeh hardened vets seem pretty good and you can do some pretty cool conversions as i have seen already with them
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Post by Deleted on Apr 21, 2007 20:58:07 GMT -5
If you're going Drop Troops, take Sentinels. Each Sentinel can carry an Improved Comm, they can use them even if in reserve, and can deploy via deepstrike with the rest of your force. If you've got IA3, you even get access to the spiffy DropSentinels with their alternate weapons load (heavy bolter or multimelta)
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Post by Deleted on Apr 24, 2007 6:54:03 GMT -5
wut are the points and stats fer the heavy bolter and multi-melta?
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Post by Woz on Apr 25, 2007 4:49:08 GMT -5
Dont post stats and points costs.
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Post by thefishki345 on Apr 25, 2007 5:25:11 GMT -5
yep, good call woz lol.
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Post by Warmaster Stabwhiskers on Apr 25, 2007 7:53:07 GMT -5
Anyways , sentinels arent exactly the most heavily armoured drop or fast attack choices , i've seen bikers take down a squadron from deepstriking or dropping.
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Post by Deleted on Apr 26, 2007 18:38:41 GMT -5
Storm troopers are great but costly, i agree with the hardened vets , i just wish they could call in co-ordanites for my mortars as they infiltrate....But i digress.the only problem with hardened vets is you can't drop them.It might be nice to have them on the board before the rest of your troops or it may be total suacide for them.Personally i think most infiltrater squads i have used die too fast.I tried an all Talarin army one time with infiltrate and snipers instead of hvy weapons...didn't work too well beleive me. If you are going to use sentinals then only put an improved comm into one in the squad, it's a very costly piece of equipment for cheap throw away units that don't have much survivabity past the 1'st or second turn they drop. As for sentinals i would take flamers and pray that you drop close enough to get the squad,if not take a multi laser equipped one.The reason for this is it's cheaper than an auto cannon,it will ( most of the time) wound at the same number and your oponent will most likely be in cover so the ap difference between the multi laser and a.c or lascannon is of no importance.But with a flamer it ignores that cover, again if you are close enough.good luck with it anyway and let us know how it turns out =)
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Post by Rolling Thunder on Sept 25, 2007 6:38:52 GMT -5
I've found that if you can deepstrike 2 demo charge squads nest to his two most expensive units you can gut most 'elite' armies for about 120 points (Darkside:serves him right for continuously deepstiking in terminators)
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Post by Mabus on Sept 26, 2007 14:48:29 GMT -5
It would be practically impossible to get a squad like that anywhere near a terminator squad!
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Post by Rolling Thunder on Sept 27, 2007 12:30:04 GMT -5
Not if you deepstrike 6" away from them... Kaboom!
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Post by Deleted on Sept 27, 2007 16:55:36 GMT -5
I don’t know I find in almost all scenarios storm troopers best weapon is the Melta gun and bombs, Melta gun is the same price as the plasma gun but will not blow up in your face. Killing the trooper and giving the advantage to the enemy
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Post by Turtleboy(AWOL) on Sept 28, 2007 4:30:22 GMT -5
I've been thinking about an army that was basically:
troops: grenadier squads w/ chimerae perhaps
hq: a nest of heavy weapon squads in cover w/ cameleoline & sharpshooters w/ Ld9 command squad & standard for morale purposes.
other stuff: tanks and some more stormtroopers (perhaps mechanized, maybe infiltrating) for more infantry.
as you can see, it uses stormtroopers for the 'troops' of the army, backing it up with a couple/few pie plate chuckers and a building or forest full of heavy weapon crews that are hard to dig out and are good shots with super solid leadership.
stormtroopers make great tournament infantry - they can rush up 24" in smoking chimerae or start having infiltrated in and be able to walk onto an objective and they can take being shot at with enemy rifles as well as having krak and frag grenades for charging vehicles and squads in cover. the hellguns are basically 'meh whatever' but the BS4 that goes along with them is SWEET. having a guard army that hits on 3+ is awesome.
part of what I find as some of the most discouraging things with IG is getting locked into whole battles where you need 4+ or 5+ on the dice to do anything. 4+ to hit, 5+ to make an armor save, etc etc. it gets old and your dudes don't do alot of damage which can get discouraging. stormtroopers give you 3+ to hit (for shooting at least) and 4+ for armor saves which may seem like a minor difference, but if you've played alot, you know that it's actually a HUGE difference. having the ability to just need 3+'s on some of your dice rolling will keep your spirits up in the battle and (going off the example above) if you take cameleoline, it's entirely possible to have some 3+ cover saves too (in city ruins for example). this could be a fun army to play simply because you'd enjoy rolling the dice. that's one of the keys to having an army you always come back to - enjoying rolling the dice.
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Post by Rolling Thunder on Sept 29, 2007 11:31:58 GMT -5
Your right on that one Tboy. Though I still prefer my spec.weapons squads, 2 meltas and a one shot demo charge (kinda like the Gammon bomb).
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Post by Turtleboy(AWOL) on Sept 29, 2007 21:19:17 GMT -5
sounds like special weapon squads and maybe drop troops would be doctrines you'd take with an army like this.
anyhow storm troopers are awesome troops and a real bargain for what you get. guardsman w/ bs4+krak grenades+frag grenades+carapace armor=13pts ea. so essentially it's free grenades and an upgraded gun. not bad!
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Post by Rolling Thunder on Oct 1, 2007 11:44:45 GMT -5
If your going to infiltrate, take vets. They've got better close-in firepower, can contribute to long-range firepower too. And if they are infiltrating and you have cameoline then they can sit in a terrain piece and have a 4+ (or even 3+) save, + a hidden powerfist if anyone trys to shift you by assaulting.
If you take droptroops, you can drop your spec weapon teams in next to enemy terminators/command squad and hit them with a S8 AP 2 ordanance blast and mop up the survivors with meltaguns/flamers. Much like the deepstriking stormtrooper technique, but more firepower, less survivability. Don't bother with sharpshooters for them. Or camo for that matter. If only we could take heavy flamers with spec weapons teams.
Mech stormtroopers is a good trick, but take a dozer blade with your chimera, and stick it behind some area terrain to shield it from incoming firepower, and charge it through that. Remember, if its exposed for more than one turn, its probably gonna die.
You'll also want chem-inhalers with this army, as they are the only doctrine stormies can take. But you knew that already Turtleboy.
And remember to give your grenandier sargents powerweapons, its a shame not to.
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