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Post by Turtleboy(AWOL) on Apr 12, 2008 12:14:18 GMT -5
The other option I quite fancied was a rough riders squad armed with shotguns to go cowboy on the enemies ass. 6" move plus fleet of hoof (D6) plus shoot twice at 12". to clarify: you can't fleet AND shoot. fleet of hoof movement replaces the unit's shooting. however, you could move 6", unload a volley of shotgun fire, then charge 12" ofcourse as far as eldar shuriken weaponry is concerned, it is assault and not rapid fire by type.
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Post by Deleted on Apr 17, 2008 22:56:22 GMT -5
"Erm our lasguns can: Stand still shoot 24" Move and shoot twice on 12" That is called rapid fire and works since the 4th edition even after moving (note that we're going to get the 5th edition this year...)"
Is knight right? I thought you only got the shoot twice at 12" or once between 12-24" if you didnt move... and if you did move, only once at 12"
Am i correct in saying this? Because this is how i always worked out my bolter fire on my SM'S..
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Post by acolyte on Apr 18, 2008 2:00:32 GMT -5
that was 3rd ed tridman mate, change in 4th ed, you can now fire twice at 12" all the time OR once at full if you stand still.
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Post by Deleted on Apr 18, 2008 2:40:04 GMT -5
Oh ok nice! they like changing all the rules dont they. Where are all the changes written down, and where can you find the different 'editions' of the rules??
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Post by Deleted on Apr 23, 2008 4:34:09 GMT -5
You'd need to go back in time, I'd recommend Delorean or Tardis. Alternatively Ebay...?
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Post by Deleted on Apr 23, 2008 5:32:01 GMT -5
as in look on ebay for the rule books??
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Post by Deleted on Jun 16, 2008 6:49:14 GMT -5
I usually run 10 vets with power weapon, 3 flamers, and a lot of shotguns. For some reason orc squads tend to avoid them....
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Post by ghostmaker on Jun 16, 2008 9:14:37 GMT -5
Shot Guns are cool for fluff and for apperence. And can sometimes be ok in the game i've killed alot by tapping in to a unit then assualting.
But there a Lasgun basically. So there not worth 12 In. range and IG assualt. They should be S 4 at least.
They are cool as hell though espically the Forge World one's I have a few of those.
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Post by ghostmaker on Jun 16, 2008 9:15:37 GMT -5
Trigger 1992 why would you take Flamers on Vet's ? ? you just wasted amazing BS in the guard army.
that is cool fluff wise though but a waste.
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Post by Ymmot (M.I.A) on Jun 16, 2008 16:14:54 GMT -5
maybe because he wants to use three of them?
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Post by Deleted on Jun 16, 2008 16:37:48 GMT -5
take a special weapon squad then...?
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Post by Deleted on Jun 17, 2008 8:09:55 GMT -5
I don't know, it just appealed to me. Probably because one of my friend has an orc horde army. I'm also planning on making some stormtroopers with meltaguns, so I could always swap weapons around.
Some random numbers: (trying to prove my sanity) shotguns=8 hits, 4 wounds flamers=about 18 hits, 9 wounds plasma pistol= 5/12 chance to wound that will even put a dent in smurfs
and then you can still assault : ;D
btw, my hardened vet sarge has honouriffica with his power sword
(Note to self - looking awesome is not the same as being a tactically viable selection)
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Post by Rolling Thunder on Jun 17, 2008 11:16:15 GMT -5
Right....
The best 'superflamer' unit is a fifty man conscript platoon with a Independant charecter and five flamers.
Vets are not to be given flamers, lest you wish to waste them. Give them meltas, it fits with their status as veteran infantry.
Sturmtruppen should be given plasma- they survive it more easily.
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Post by Mabus on Jun 21, 2008 7:14:11 GMT -5
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Post by Kassill on Jun 30, 2008 13:35:29 GMT -5
well im sorta new to guard but i think shotguns would be worth it totally! (also thinkin about ordering the FW upgrade as well) ;D and think about it 8 shotguns = 2 for each = hit like a SM = bad for light enemies
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