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Post by Deleted on Feb 21, 2004 8:29:07 GMT -5
Could a super specialised all infantry army work? Using veterans, snipers, storm troopers, etc. It would be small (but larger than some armies) flexible but quite expensive. Arent you trying to beat Space Marines at their own game? Special upgrades are expensive, and guardsmen dont really merit the right stat-wise. Even Stormies are poo compared to astartes and they are only a few points less.
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Post by Deleted on Feb 21, 2004 11:20:22 GMT -5
I think if done right it could work and be very effective.if i did it i would probably use carapce armour as one of my main force upgrades to ensure they had the survivability.Then a mix of things like snipers,special weapon squads and armoured fists.i think if done something like this you could even pull shock and awe at a tourney......hmmmm wheres that shortcut to army builder gone...must resist the urge to do it must............. WE ARE THE GUARD....RESISTANCE IS FUTILE
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Post by Deleted on Feb 21, 2004 16:06:53 GMT -5
lol. carapace would be a must obviously. But would mechanisation be advisable? I mean, instead of protecting one squad with a pretty lightly armed vehicle, instead get two squads for the same price. The squad would have to be really really well equipped to justify a chimera, and even so, id be more inclined to simply stick it in terrain where it wont attract much attention (and therefore fire). By taking no vehicles at all, you are drastically reducing the danger posed by the enemies AT weapons.
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Post by Deleted on Feb 21, 2004 17:30:51 GMT -5
well i just ran up a 1000pt list and gave everything carapace armour and came out with...4 squads packing 2 grenade launchers,2 plasma guns,2 lascannons,2 autocannons, 1 armoured fist squad with heavy bolter chimera and plasma gun, platoon command with 2 plasma guns,missile launcher and officer with bolt pistol and power weapon, hq with 2 plasma plus medic,standard and officer with storm bolter and power weapon all in chimera with heavy bolters a special weapon squad with 3 sniper rifles.
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Post by Deleted on Jan 13, 2005 21:49:55 GMT -5
ME GUSTAN GUARDSMAN POR QUE SON MUY BUENO Y THEY BEAT THE nuts OUT OF SPACE MARINE PLAYERS
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Post by Picklenose on Jan 21, 2005 14:44:21 GMT -5
I'm playing with a some kind of that army. ::)StormTroopers and so on.
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Post by Picklenose on Jan 21, 2005 14:45:50 GMT -5
I'm playing with a some kind of that army.
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Post by Deleted on Jan 26, 2005 20:10:06 GMT -5
for a specialized army do all deep striking storm troopers with crap loads of special weapons .
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Post by Turtleboy(AWOL) on Jul 23, 2005 3:14:25 GMT -5
generally speaking, loading up on expensive doctrines is not the path to victory I dont think. ofcourse, it'd depend on what exactly you took, but I think unlocking unit types is more valuable then enabling expensive special equipment.
carapace armor I could see going with, as being able to withstand basic rifle fire considerably better would serve to overcome the guard's primary weakness.
all the things like cameoline and bionic implants or whatever I would pass on but it's really up to the individual player to dictate their own playing style based on the types of terrain they most typically fight in (in the case of whether or not to select cameoline or not).
light infantry has met with rave reviews when coupled with the traditionally static nature of the Imperial Guard's basic infantry squads.
independent commissars and conscript platoons is a mighty combination as I've recently discovered.
all in all, I think the most effective combos of doctrines are not the most costly point wise, so I would advise against taking a collection of expensive pointed doctrines, though I admitedly would be interested to see how such a force faired on the battlefield.
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Post by Deleted on Sept 21, 2005 21:09:36 GMT -5
i know my deathworld vets have done good if i have enough terrain to use. (in other words as long as im in the jungle) and their exclusively infantry except for a few sentinels here and there.
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Post by Turtleboy(AWOL) on Sept 19, 2006 22:12:33 GMT -5
well I've been developing my guard infantry based army for a good while now and have found a few things out... with guard infantry, if it doesnt have carapace armor then keep it in cover so it gets an armor save of some sort. building off this thought, cameleoline is actually damned valuable since it enhances any cover save you get at an affordable cost per squad. artillery is a bugger with all infantry forces, you'll need something to deepstrike and take out enemy artillery (pray you roll gamma or omega so you get to deepstrike, otherwise settle in for a long shelling). you cant kill the enemy before he assaults you if you just shoot till he either reaches you or dies. building on that; 'die hards' is actually quite valuable. take a squad that's beaten up and, when the enemy nears jump forward from cover and assault him with it as you rapid fire him with everything else. die hards, iron discipline, and a ld9 vox network will pretty much ensure the squad, though reduced to one or two guardsmen left, wont break, even vs a pack of 8 or 9 angry khorne berzerkers! next turn comes and instead of moving 6, shooting your squad up, then assaulting it and robbing you of your chance to decimate the khorne berzerkers (or whatever), those chaos marines will be stuck all turn waiting to finish off 1 or 2 poor die hard guardsmen hah! they succeed and consolidate a couple inches just in time for it to get back to your turn where you rapid fire the whole chaos squad with all your guys a second time and toss another beat up squad at them rinse and repeat. die hards is good to give to naturally small squads too which might not take any damage (like a remnants squad, command squad, or special weapon squad).
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Post by Rolling Thunder on Sept 22, 2007 13:48:26 GMT -5
I saw a most interesting army a few years back. It consisted of 3 grenaideer squads, 2 stormtrooper squads, a command squad and a special weapons team with 2 meltaguns and a demo charge. All mounted in valkyries. 1st game: All came on in turn three, nuked the life out of the army and sat on the objective for the remaining three turns massacring vaious piecemeal assaults. Interesting point:Opposing army was Blood angels. Most Beardy, unfluffly bunch of beakies I ever saw too. must bear this in mind if i ever win the lottery.
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Post by Deleted on Mar 9, 2008 5:45:51 GMT -5
Just wondering can one give cameloline to grenadier as it does not say that cameloline has to be given to guard infantry and fluff wise it sound good and if one can combine carapace and cameleoline why not give it to grenadiers being as they are superiorly trained guys from the same regiment.
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Post by Deleted on Mar 10, 2008 6:03:26 GMT -5
Unfortunately not, Orgyrns, Ratlings and Stormies are excluded from all doctrine - see page 55, bottom left, italic paragraph. They can be applied to: an Officer and any attached advisors - useful. Veterans - very useful. Armored Fists, Guardsmen (whether infantry or HW) and special weapons. Some are also applicable to Sentinels, but these are defined.
I line with the Infantry tactica, I would recommend combining aggressive crack troop squads (Veterans, Stormies or doctrinated Armored Fists) with passive basic squads. The crack troops would advance and secure an area to be backed up by 120 points worth of lasguns.
I utilise vets with "aggressive" assault weapons like shotguns, GLs and a storm bolter, combined with 2 "passive" basic squads armed with flamers and mortars.
The passive units RF at 24" (16 shots) and mortar the next objective squad. The mortar does its work (kill/pinning) and the vets rush a location, moving firing lots and assaulting. The Guardsmen move up, occupy that location and set up their mortar. Rinse, repeat.
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Post by Deleted on Mar 10, 2008 6:52:30 GMT -5
This sucks I mean if grenadiers are elite regiment members they should have access to the same technlogy I understand how they can no longer be treated as either jungle fighters or ligh inf although light why not light infantry doctrine and jungle fighters should limit tanks and vehicles.
What GW did is release the only good lookin models (Kasrkin) and make them hell to play since they can not take anything still cheaper though than going for carapce
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Post by Deleted on Mar 10, 2008 8:29:19 GMT -5
Say if one looks for fun fluff army not a necessairly winning force like 12 year olds do what doctrines whould highlight the special operations type detachement.
Since one can always take one unit of vets hardened vets doctrine seems an overkill, so to fill elites I would add Stormtroopers which would yield me 2 Storm and one vet unit, as for troops it is obvius that grenadiers would keep in with the spirit of special ops.
The point cost is irrelevent as one is getting a very fun army to play.
The other doctrines I am not sure but sniper rifels seem a must and only light inf provides them with considerable bonus not sure just thinking out loud cause I want to create a special operations force and drop troops are just not it as infiltrate seems more reliable
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Post by Deleted on Mar 11, 2008 6:50:44 GMT -5
Good thinking Sugar Daddy. Catachan Jungle Fighters PDF give you a good starter for ten: uk.games-workshop.com/imperialguard/catachan-rules/1/I would form a recon special forces group as follows: HQ: Catachan HQ team. Elites: I'd go shooty focused. Veterans, Catachan Snipers or Storm Troopers (for DS). Troops: 1 x Catachan Platoon. 1 x Normal Platoon (elite forces newbies) 4 x Grenadiers Heavy and Fast Attack: Sentinels, Salamanders, Chimeras. I would also consider a flyer or Land Speeder/Sentinel conversion dropships (Helicopter equivilents).
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