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Post by Archium on Dec 11, 2007 5:28:54 GMT -5
I voted 'nade launcher because it's cheap (it's been said before ) if the guard need to run for an objective they can still cover themselves and when a vehicle decides to forget about your lone guardsman falling back with a grenade launcher then it subsequently gets blown sky high cause they flashed some side/rear armour at the guy is fun to do. Though flamers in five man remnant squads can act as casualty causing speed bumps
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Post by Commissar on Dec 12, 2007 17:20:25 GMT -5
LoL, thats true! A few men with flamers. That can cause alot of trouble, specially in an urban zone.
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Post by 9th Company on Dec 23, 2007 18:17:12 GMT -5
I go for the grenade launcher, mainly because I have a cadian shock troopers army and thats their prefered weapon. To me, melta and plasma guns are too advanced for basic guard.
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Post by Deleted on Dec 23, 2007 18:25:21 GMT -5
Flamers for me, It gives the guardsmen that much needed help for when things get a little hairy
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Post by Commissar on Dec 27, 2007 0:50:39 GMT -5
Mmmm, I love the grenade launchers still. Very versatile, cheap and very deadly.
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Post by sammy1979 on Dec 27, 2007 8:40:52 GMT -5
plasma's are the one for me nothing better then the cheeky smurf slaying AP and hull cutting strength,
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Post by mccaptain on Jan 14, 2008 14:15:03 GMT -5
I use nades in the squads. That way they and the heavy weapon have range. BUT in the JO squads I fill them up with 4 flamers and keep them tucked in behind the lines. They are devestating when the enemy gets close.
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Post by Deleted on Apr 2, 2008 9:47:27 GMT -5
I voted Grenade Launchers, and I love flamers ... however.
After a few games against Eldar, I have purchased a stack of meltaguns and plasmaguns/pistols. This is because guard mini's have a fantastic assortment of clever special and heavy weapons with by far the worst armour penetration.
Clearly we're an amy built to kill nothing but ourselves!
I'm a big fan of the "force them to take enough saving throws..." approach, but after taking 3 turns to kill a 6 man squad of striking scorpions my humour failed... a combination of GL, Autocannons and Heavy Bolters made mincemeat out of his mini's but failed to dint his Wraithlord, Warp Spiders or Striking Scorpion (all of which were a much bigger immediate threat). Eventually I had to drop a demolition pack on the scorpions to get them to bugger off!
In final desparation I ended up killing his Wraithlord with of all things A HEAVY BOLTER!!! I had to throw everything at it ...
My new command squads work out as follows:
o HQ Command Squad: HSL with powersword and plasma pistol, 3 veterans with plasma pistols and CC weapon (including a standard bearer) and a flamer guard. (19 attacks on the charge, 5 with no save and 4 plasma charge shots). Effectively a forward counter-charge unit. o Platoon Command 1: Lieutenant with boltpistol and chainsword, 2 plasmas, a GL and medic. A heavy mid range support squad for killing Eldar - usually keep them behind a building until within 12" and them "blammo!" o Platoon Command 2: Lieutenant with boltpistol and chainsword, 4 flamers. This guy holds the boys together and uses the flamers on "consolidating" assault troops within my lines.
I concentrate plasma in the hands of a command squad with a medic, hand out GL's liberally for fire support. I mix and match flamers and meltaguns into my squads to offer enough disincentive to the enemy of trying to oust my Autocannons.
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