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Post by knight (M.I.A) on Jan 18, 2007 16:14:31 GMT -5
Just because GW tells you Heavy Bolters are good in cityfights you use them? I still prefer to rely on my experience in cityfights and it tells me Heavy Bolters and Snipers aren't worth their points. But that is my oppinion...
About CoD: It's just important who you play against. The ppl I normally play with prefer the old Codex: Cityfight. And in the GW store I normally don't play cityfights, as they don't have a good cityfight table...
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Post by Goddess of Darkness on Jan 18, 2007 17:13:14 GMT -5
CoD is all we play at the moment as the missions are a change from the norm and in the last game i played I had my russ and hellhound and all my squads had HW'sy h. I was playing a blood angel SM army and our mission was to take hold of the central building....well my russ definately earnt its rights to brag.
Because most of my troops were on the move to take the building I lost a few HW so the russ and Hellhound were on a roll just taking out everything in there path....the russ went and took out the rhino and demolisher first and the hellhound took out a heap of marines. I don't think I could go into a city fight with out these 2 as they are definately great to back up when needed. Or even as I mentioned before, use the hellhound to distract and the russ to take out when they poke there little heads (or turrets) around the corner.
None the less I won the game but only by a little bit due to the SM having infiltrate, They automatically took the building and I had to take it back off them.
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Post by Deleted on Jan 18, 2007 19:13:00 GMT -5
wtf?! Where are you living Synyster that a codex like book cost as much as a box of troops? Both Codex: Cityfight and Cities of Death together cost around 30€ for me $30 for a codex, $50 for a box set. Australia, mate.
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Post by Turtleboy(AWOL) on Feb 8, 2007 14:13:35 GMT -5
my russ definately earnt its rights to brag. sounds like someone caught a squad or two of space marines running across the road and tossed a die that came up 'hit' a time or two in reply to other posts: cameleoline is awesome in city fights - you should pretty much always have a cover save when fighting in a city, and having a better cover save is a really nice thing for the meager cost of 10pts/squad. as far as weapon selections go, I'm personally a fan of missile launchers. the reason behind this is because often you'll face monsterous creatures or you'll have to deal with a battle tank lurking in the side streets trying to work its way into a firing position - stuff like that. it's good to have a high str weapon capable of neutralizing or working to neutralize the nastier threats out there. the versatility of a missile launcher also comes in handy since enemies are forced to bunch up in buildings often times so that the entire squad is capable of firing and claiming a cover save. a str4 small blast can do some real damage in situations like this. heavy bolters are good, they definately win in the volume of fire dept. and they have a good strength, but I find that heavier weapons are also valuable for the above mentioned reasons. autocannons are great too, and their strengths are similar to the missile launcher. they are less 'hit and miss' and more reliable, but vs monsterous creatures they tend to have less impact due to lower strength and weaker armor penetration (though often big bugs have an easy time sticking to cover so this weakness is negated commonly). on a side note, an option available to guard players is grey knights - don't the grey knights have a heavy bolter that negates cover saves (??) I'm not sure as I don't use inquisitional forces, but I think I remember reading something about it at some point.
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Post by dethklok on Feb 8, 2007 14:25:01 GMT -5
As a response to the cameleoline it is very nasty often hatefull to see over 100 guardsmen with a +3 cover save. And turtle that particular hvy bltr belongs to the dethwatch of the Orderus Xenos and i think they can only join smurfs. and for the city fight imput you have probably seen my list and let me tell you grenade launchers and meltas reck in city fight and flammers are always good but alot of them is just pointless. Hvy weapon wise i would take Mortars, Auto cannons and rockets. 1 the Mortars rock 2 Auto cannon strength is very helpfull 3 rockets Cheaper than las and you get 2 types of shot. And always remember we are guardsmen we have been stuck fighting in accursed cities for 12 billion years and we are still the best when it comes to fighting. Cheers dethklok
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Post by Deleted on Feb 8, 2007 15:15:00 GMT -5
lots of mortars and bassilisks saw a guy in gw store in 1'500 point game bring his enemy space marine army well below 50% by turn three.
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Post by Turtleboy(AWOL) on Feb 8, 2007 15:25:37 GMT -5
yeah, those are absolutely good picks for any city fight. griffon mortars are goodstuff as well but are faaaar less common.
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Post by Deleted on Feb 8, 2007 15:30:22 GMT -5
Yes but it can be worth it. By turn three 27 dead space marines dead along with a chapilin, land raider crusaider, 12 scouts with snipers and land speeder
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Post by Turtleboy(AWOL) on Feb 9, 2007 4:31:20 GMT -5
someone caught some marines in the open and detonated a land raider full of angry gits with a 6 on the ordinance pen chart with the good ol' heavy artillery
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Post by The Refined Gentleman (M.I.A) on Apr 11, 2007 7:22:26 GMT -5
tip for cityfighting... BRING ORGRYNS!!!!
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Post by The Refined Gentleman (M.I.A) on Apr 11, 2007 7:23:40 GMT -5
and walkers
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Post by Deleted on Apr 12, 2007 1:41:47 GMT -5
field heavy bolters....gud way of securing a fire position....along with sharpshooters they can do some damage agenst those well armoured guys such as marines...rather than taking pop shots with lascannons, rokkets or meltas which would normally be deterred due to the high cover save...mortars are a must....can pin units down which are relly annoying...and imperial guard squads must take flamers...preferred special weapon in my case in a city....agenst orks or kroot...haha burn!!!
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Post by The Refined Gentleman (M.I.A) on Apr 14, 2007 14:41:23 GMT -5
tip..BRING ORGRYNS!!!!!!!!!!!!!!!!!!!
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Post by The Refined Gentleman (M.I.A) on Apr 14, 2007 14:44:04 GMT -5
walkers come into their own in city fights because they can move into buildings without having 2 wory about difficult/dangorous terrain test's. unlike tanks.
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Post by lordcastellenjon on Apr 14, 2007 16:29:42 GMT -5
my regiment a custom but use standard Cadian supplied equipment that was give to them by the emperors logistics that supply the defense forces of Terra it's self. they're home world is one approximately 5 hour warp travel from terra due to its proximity to terra even warp storms slow the passage by only a few minutes due to the strength of the impearl palace psychic beacon. any way enough of that the regiment was but a low-end militia for the unlikely happenings of a invasion but that close to terra any xeno or heretic fleet was soon crushed in a merciless fleet attack. How ever on day 255 of year 788 of millennium 41 a chaos fleet broke threw and reinforcements were quickly directed cherisher. the there target which was the planet there estimated aim was to capture and decimate it to provide a signal for all heretics to follow and then they would of had the perfect staging ground to attack the of the entire imperium crown and jewel 'terra' the very cradle of mankind from where the emperor him self led the first crusades to unit the human race after the age of strife.
Cashier was evacuated and the in tier male populace drafted into service every city became a planetary fortress every village a forward observation post for the huge guns brought to bare on the open ground. Every trooper a army every pebble a blockade cherisher had been know for its wealth but in that year it became a fortress world that reviled legendry cadia. On the 280 day the sky turned red the air crackled with a ting of tint until a single star shone threw the chaos and was visible to the entire planet at one point or another. the emperor himself parted the power of chaos to watch the defance of his sons world and he whispered and guided every man on the planet about his duty 5 days later and thunder erupted in the havens and the stare that was the sun of sol burned with retches zeal a fire erupted in the breast of every men as the call to arms was sounded and the planet braced its self for the inevitable invasion that was setting its claws to strike above as the first of 200 chaos bulk drops descended threw the atmosphere and into the ground in front of the planets capital its defenders the 1st Cherisher regiment stood squad in cover shoulder to shoulder tanks hull down waiting for the fallen to show there ugly heads so as they could be cleansed. Every man questioned his faith every man brook in his mind they wanted there families and there children but then the light of the emperor shown them the consequences and they seen there homes burned there statues destroyed and there families hung on unholy relics of the false gods. Every men did not give one step back every man that fell, fell forward so even in death refusing to give any ground to the fallen and deceived.
after a battle that lasted 50 bloody days the city was decimated the once lush ground before its walls a network of trenches that stretched from pole to pole of the planet as the fallen truly became the fallen in battle.
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Post by Warmaster Stabwhiskers on Apr 14, 2007 22:04:43 GMT -5
Looks like cityfights can be very influencial in armies
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Post by Deleted on Apr 15, 2007 4:36:03 GMT -5
excellent story castellenjon
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Post by Deleted on Apr 18, 2007 8:37:13 GMT -5
Flamers are also V. useful in cityfights definatley take a hellhound and flamers in squads. Yeah burn that city!
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Post by Warmaster Stabwhiskers on Apr 18, 2007 8:56:19 GMT -5
Ever tried bombing runs on a city?
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Post by psycho on Apr 18, 2007 10:29:19 GMT -5
flamers are good as long as you kill them all in one go otherwise ur screwed ads
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Post by Rolling Thunder on Sept 24, 2007 13:49:11 GMT -5
3 sents with h. flamers. Funnnn.... Cameoline. Sharps. Light inf. LRD's Hellhounds. burn...
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Post by Colonel Grammissar Azalar on Sept 24, 2007 13:56:25 GMT -5
If your going to make a City Fight themed army, take Flamers or Grenade launchers in every squad. Also, Autocannons make good heavy weapons in teams, or heavy bolters.
Hellhounds and Sentinels come into thier own, the fact you get Armour 10 on the Sentinels and they dont take Difficult Terrain test is good. and the Inferno Cannon is invaluble.
Plus, Rough Riders, they are swift moving, and I dont belive they have to take Difficult Terrain test either.
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Post by Deleted on Mar 5, 2008 8:29:38 GMT -5
The only problem with that army list is the math. Hate to be a stickler but you missed off the +10 pts for each squad with Camelione under the new rules. Realise this is an old army list dusted off for discussion. Otherwise love what you've done with it.
My army is a little turned on its head - which is useful for confusing your adversary with the same setup. I take light infantry, camelione, veterans, hardened fighters and either stormtroopers, grenadiers or ratlings. The philosophy is to have the troops capable of shooting err ... shooting and the basic troops becoming close assault mini's to batter the enemy.
Command Squad, either CC'd to the balls (see CHEEEYARRRRRGE!) with hardened fighters etc or light with a company standard and 3 toasters. Camelione.
Support Squads: 3xHeavy Bolter, 3xMortar, 3xMissile Launcher. Camelione. Sentinel Support Squad: Three Cadian Pattern with Hardened Fighters.
2 squad of veterans with shotguns, grenade launcher, a storm bolter and a missile launcher are adaptable and can make ground fast. I kit them out with camelione and light infantry (for that extra D6 roll) for durability and speed. These I used as advanced units.
Storm Troopers or Ratlings (or both if I take Grenadiers). I usually take the alternate in each battle - keeps enemies guessing - and sometimes its nice to have a unit like troopers that can soak up a little fire.
Troops - Platoon HQ - 4 flamers, Camelione, Hardened Fighters and Light Infantry. Squad Alpha, Autocannon and Flamer. Camelione, Hardened Fighters and Light Infantry. Squad Beta, Autocannon and Flamer. Camelione, Hardened Fighters and Light Infantry. Squad Gamma, Autocannon and Flamer. Camelione, Hardened Fighters and Light Infantry. Squad Delta, Missile Launcher and Flamer. Camelione, Hardened Fighters and Light Infantry.
At 1500pts I can take this light. At 2000pts I toughen up the HQ command squad, add a commissar and Nork Deddog and take along 2 Hellhounds. Oh and take a DeathWatch Kill Team if my enemies getting complacent.
Tactics: The Support Squads, Platoon HQ and Sentinels (plus Ratlings) form the rear line covering fire corridors messing up the enemies advance. The sentinels and platoon HQ form the counter charge units aginst Deep strike and infiltrators (See CHEEEYARRRRRGE! for more details). If not required the Sentinels go APC hunting.
The Guard squads form up as counterstrike units for the vets. They are all infiltrated and occupy up front. As the enemy approaches to within 12" (I fight eldar a lot, they have to do this) I either shoot it out with the vets and troops (usually win). If overwhelming force or close combat specialists approach, I form a infantry squad into a braced T formation - nice tactic - and wait to see what the FoF roll is. If they reach my line with a small force, I counter charge. If they don't, I move, assault fire and charge whatevers left.
I usually operate the vet detachments (one vet squad, two infantry) on the wing (or where the covers deep) and the storm troopers/command squad hold the centre (as a honey trap).
If I have the points, 2 hellhounds run out in support (depending on cover) either split or together. The Command HQ gets loaded up for CC and deployed with a Chimera to exploit the centre if required.
What are your thoughts, can anyone see any gaping holes in this approach? It seems to operate well on Eldar - who love to infiltrate or jump in with Aspect Warriors. And the vet/guard combination massacre anyone from cover.
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