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Post by Deleted on Nov 10, 2006 18:38:14 GMT -5
Guard tend to die anyway, so i keep them cheap. That way i can field more and the enemy needs to kill more. Having said that carapace has its merits. As to bionics, i wouldn't say it was worth the points
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Post by Deleted on Dec 3, 2006 22:46:29 GMT -5
Hmmm... I'm not a huge fan of Carapace armor... It's rather expensive... In most cases, I've found it's better to have Camoline. The exception is that Carapace is practically required for Drop Troop Armies. I find that it's better to front load than to end load. A lot of weapons has done me more good than a lot of slightly hardier troops. I take large unit of conscripts for the sole purpose of bogging down enemy fireing lanes, while I maneuver my more mobile firepower units ( Melta armed Veterans in Chimeras with twin HB and hull HB, infiltrating heavy weapons squads with missles, and a couple of command squads in the same type of Chimeras with plasmas) into positions to take down the long ranged support, once the assault troops have killed or broken the Conscipts, my army idealy is encircling them and turns them into a large hole in the ground.
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Post by Deleted on Dec 4, 2006 2:17:21 GMT -5
have found that carapace armor backed with a ton of infantry heavy weapon fire works wonders.. or at least it did in a low point match.. 3 units of stormies with a ML team and my cmd squad behind.. plus 5 ratlings.. the stormies were able to hold their own for quite a while and the HW were free to shoot ahead killing all the bigger or more threating targets. made for quite a good strat.. could probably work in larger games too just need to increase both squad sizes.. ie.. more HWs and more stormies.. but carapace on regular troops.. not worth it imo.. too many points that could be used on more guns and infantry instead..
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Post by Deleted on Dec 4, 2006 10:31:00 GMT -5
I saw these nice conversions where he used the rough riders legs and cadian tops but mounted them on SM cycles. They looks real nice.
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Post by Turtleboy(AWOL) on Dec 5, 2006 20:51:37 GMT -5
gris, I completely agree with your post. use grenadiers and regular squishy infantry for their intended roles. grenadiers=offensive, squishy=hold the line. that's the most potent point for point that you can get in my opinion.
forkit2you: can you post a pic if you're able to dig one up? sounds really nice.
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Post by Deleted on Dec 6, 2006 5:02:59 GMT -5
well duh but in all seriousness.. it works surprising well in smaller point games.. won more than i probably should have with it.. now to make it work in a 750 pt game instead of just 400.. might just build upon an already good force now to also make this thought pattern work with 2000 points
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Post by Deleted on Dec 6, 2006 15:48:46 GMT -5
I will see if I can take some pics when I see him. He plays most of the 40K armies and is on a Eldar kick right now and only brings the army he likes the most at the time.
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Post by Deleted on Dec 18, 2006 4:36:25 GMT -5
I think if you're looking for a better save for guard you should be playing Marine Equivilents Gaurd were designed to shoot enemies with flashlights and use their bodies to protect heavy and special weapons otherwise its a waste of points To give a command platoon and an infantry platoon Carapace Armour it costs 80 points for just 30 men Grisnik I agree with completely, in smaller games grenadiers and heavy weapon squads
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Post by Deleted on Jan 6, 2007 10:20:57 GMT -5
I tried an all infantry army for the first time on Thursday night, and man was it tough going. Much respect to Tboy for sticking it out. I played my Catachans giving a few of them jungle fighters and hardened fighters doctrines. I had 108 models including 1 sentinel in a 1500 point game. I played against my mate who fields an ultramarine army, but he usually plays aggressively with assault squads and terminators in land raiders. So i set up expecting to receive an attack, but it never came. He went with a shooty list and annihilated me. I think the problem with all infantry forces is that they can't multi task. Either you shoot or you charge and so it makes it very easy for your opponent to predict what you are going to do.
Half of my army was geared towards shooting with HW squads and normal squads with HW in them, and the rest counter assault. i.e. demo charges, rough riders, heavy flamers etc. Come turn 6 i didn't have a man left on the board. You know it's gone wrong when you have to redeploy HWs and have guardsmen advancing across open ground.
Therefore i have come to the conclusion that an all infantry force should be the shooty army from hell, as you have no armour to hide your advancing soldiers behind. With a few counter assault elements, but not enough to make you think, 'damn i've spent 150 pts on this assaulty command squad so i best race them across the board'. It's bad news when you let the point costs dictate your game plan.
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Post by Turtleboy(AWOL) on Jan 8, 2007 5:02:03 GMT -5
yes, dismount armies are totally the shooty army from heck armies - if you have to move, it's only cuz you couldnt deploy in cover typically (that or you've got to make some last minute moves to contest/occupy objectives). it's a tough army for sure.
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