Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2008 12:42:41 GMT -5
I have 3 Heavy weapon teams I am about to paint and I have little knowledge of weapon effectiveness. I was wondering what would be a balanced combination for them? I was thinking an Autocannon, Lascannon, and a Heavy Bolter. I wasn't to sure I looked at the Lascannon and it has a good AP which I think would be quite usefull but I would like some opinions from people that have played IG longer. Thanks.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2008 14:15:42 GMT -5
First question: Are you fielding them as a squad? Which leads to 2nd question: Are they going to be part of infantry squads and/or command teams? 1st answers: IF going as a squad, you have to designate it as anti-tank/fire support or mortar. Anti -tank is lascannon/missle launchers combinations and fire support is heavy bolter/autocannon combination. Mortar, well, that self explanatory 2nd answers: As part of a squad, it really comes down to personal preference and how it all fits into your army. Are you facing hordes of troops or being crushed by armor? Specialised anti-tank hunting squads or jack of all trades infantry platoons? For a fire support role as a heavy weapons squad, I'd recommendf 1 autocannon and 2 heavy bolters. For Anti tank, 3 lascannons. For squad support, the multi shot autocannon is a good light vehicle/heavy infantry killer. Hope this helps!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2008 21:36:44 GMT -5
Thanks that helps a lot but it leads to another question, I know you can take 2 guardsmen out of a squad for a weapon team so if I wanted 3 in one squad I would have to remove 6 from the squad and place 3 teams in, or can I only have one hwt in a squad? I think I will use some anti tank all I have now are 4 squads with 2 flamers and 2 grenadiers in them. (sorry I have troable understanding things from books like the codexs <.<
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2008 22:03:05 GMT -5
ok. to answer that question. It does say in the infantry platoon boxes that 2 guardsmen can form a SINGLE heavy weapons team. which means, one hvy weapon per squad.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2008 22:07:57 GMT -5
lol... yeah missed that part >.< but that helps a whole lot with organizing them now thanks.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2008 22:55:18 GMT -5
No worries. Glad to be of help!!
|
|
|
Post by mccaptain on Mar 13, 2008 0:58:42 GMT -5
Also, I've found it to be far more effective if you put them into the squads attached to the HQ. As in an anti-tank 3 Lascannon squad. And if you really want to get your pts worth out of em give them the sharpshooters doctrine. No better way of making sure what you're shooting at goes down. That also frees up your squads to shoot at something their lasguns can bring down. I've tried the heavies in the regular squads and in the 3 team squads attached to the HQ and the 3 team seems to be far better. Especially when you don't have the money/models to spread out the heavy weapon wealth. And in my opinion, you'll never run out of things to shoot with a Lascannon because with the guard there is no such thing as too much firepower.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 13, 2008 11:18:51 GMT -5
mccaptain, I have them in both fire teams and as part of squads. Do you not use HW in your squads then? Curious....
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 18, 2008 3:10:36 GMT -5
Lascannons are nice but missle launchers are more versatile. Being able to use both krak and frag missles seem to work better in the long run.
|
|
|
Post by fatuous on Mar 19, 2008 3:43:21 GMT -5
I usually put 3 missile launchers and 3 autocannons in my command platoon, then add a heavy bolter to each inf platoon squad, cos the extra fire power can be useful, but they are cheap so moving and not firing the Hbolter isn't such a problem.
Lascannons are good, but I keep mine for specialised roles, and take missile launchers as part of my core force.
|
|
|
Post by Rolling Thunder on Mar 20, 2008 13:48:03 GMT -5
I find that keeping lascannons as either part of an officers team or a dedicated AT team is always a good move, wheras infantry should have a 'kill-most-things' weapon at their disposal.
My only wish is that Autocannons would be made AP3 again. Its not fair we can't frag our enemies in 'suits'.
|
|
|
Post by lordcastellenjon on Mar 21, 2008 5:16:20 GMT -5
LOL true we need some heavy weapons with decent AP values prefrabley more AP 4 weapons that can stop those stupid space marine geting 4+ sv's
|
|
|
Post by Ymmot (M.I.A) on Mar 26, 2008 17:50:08 GMT -5
I've been thinking the two squads in my platoons should get lascannons for antiarmor and the junior hq gets a mortar team for lobbing shells at massed up infantry.
I have no idea how well this combination would proform but it just sounds right to me.
|
|
angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
|
Post by angelusmortis on Mar 27, 2008 6:42:46 GMT -5
Your better off with Missile Launchers for your Infantry Squads, as it gives them both AT and AP capability. The mortars are pretty useless by themselves, and are better used in HWT. That being said, even then they still kind of suck. FW Heavy Mortars FTW! I would go with max Special Weapons for the Platoon HQ rather than a Heavy.
|
|
|
Post by lordcastellenjon on Mar 28, 2008 4:29:49 GMT -5
hmm or do my trick get 4 packs of HW teams (the batches of 3) then order 6 bags of bases (40k standerds) and you can get roughley about 12 HB, AC OR LC's as well as 12 rocket lunchers (only based on troopers that are standing up will post some pics of what I mean when Iam done painting them ) and then for the finarley 12 morters so in all for £80 you get 36 HW teams 24 of tease consiting of Rocket lunchers and mortars
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 28, 2008 7:05:47 GMT -5
Lord Castellan - that's exactly the point I was going to make.
Additionally, I'd suggest the following:
Mortars are a great addition to "hold the line" iron willed etc command squad - they work great in combination with the Grenade Launcher for stand and fire ability. Additionally you can put the mortar teams out of LOS (although more effective in).
Heavy weapon teams of Heavy Bolters and Mortars are really effective as a) very cheap and b) numbers really do multiply up. I don't use lascannon's (fluff reasons) so put them anywhere.
I preference ML's and AC's in squads as you can put the heavy weapon in the open with a clear line of fire and keep the rest of the squad in cover (they all get cover saves then). I use ML's with my vets, since they can park out 3 GL's and an ML all with 3+ camelione cover saves (in the open) and a 3+ to hit with krak and frag. They either arrive in chimera or infiltrate. The ML gives them that extra "punch" to take out vehicles etc and importantly having an AC or ML gives you more flexibility. No point having a Lascannon against orks or nids, or a HB against tanks. It therefore allows you to "take the shot" that you have to succeed at.
Be aware that AC's do tend to limit squads desire to move... but durability wise I think it pays off.
Out of each box of HWT you should build: 3 Lascannon/HB/Autocannon (use only 3 kneeling models and three standers), HW on bike base and loader on 25mm, 3 Missile Launchers (the other three kneelers) plus 3 standers. And three mortars on your big 60mm bases with all standers (make no odds) That's nine weapons for one box.
In addition, I buy basic sentinels and use HWT autocannons on them, saving me a few pennies.
|
|
|
Post by lordcastellenjon on Mar 28, 2008 19:40:31 GMT -5
lol I dont use the bike bases I just stand my ML's up and knel one morter guy down with the other holding a shoulderd las gun looks relly gd ^^ so my method is 3 HB, AC or LC's (using 3 kneeling and 3 standing) 3 ML's (using 6 standing troopers) and 3 morters (using my bought bases and 3 kneelers and 3 standings agine
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 29, 2008 5:07:35 GMT -5
Fair enough... AM currently laying some pounding down on Eldar and had to resort to throwing a satchel charge at striking scorpions to get past their 3+ save ... Imperial Guard AP penetration in pathetic. And I resent having to use krak missile and lascannons on smurfs - it seems silly.
Christ I wish I had Lemon Rusks...
I only use kneelers on the ML's because they look a little silly if standing up - perfect way to put you back out!
|
|
|
Post by Ymmot (M.I.A) on Mar 29, 2008 12:16:27 GMT -5
hmm now you got me thinking two auto cannons and a lascannon with granade launchers to lay down the templates.
|
|
|
Post by lordcastellenjon on Mar 30, 2008 18:29:55 GMT -5
LOL I stick with full sets of weapons looks more oragnised saves hasle and the rolls just stream out but any way I hope that my sceam helps some ppl
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 3, 2008 5:46:32 GMT -5
Yeah, I find keeping the weapons together more satisfying. Rolling 9 to hit dice just feels more "lucky" than rolling 1 paltry, solitary doomed die roll - purely psychological, I don't know why?
Plus HB's live longer on their own as they always get underestimated compared to autocannons. Autocannons (and Missile Launchers) receive a lot of flak due to their dual AT/AI role and two shots. I usually keep them in the infantry platoons and vets (to soak up fire), whereas HB and mortars are slightly safer in HWTs. I don't use lascannons as I fight Eldar a lot and multiple S7 and S8 shots are more helpful as there is much craftiness, but not enough tough armour to warrant the S9.
|
|