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Well, yesterday I played my first games with my fledgling Guard army, and was quite impressed with the results - especially considering I have never played any type of guard before, or even a guard equivalent (closest is eldar - but they are so totally different to it doesn't warrant a GEQ)
First off is my list:
Mortar, JO - Honorifica, Bolter, Iron Discipline
Anti-Tank squad - 3 Lascannons, Sharp Shooters
Fire Support squad - 3 Autocannons, Sharp Shooters
Mortar Squad - 3 Mortars
Command Squad - JO with Bolter, Mortar, Iron Discipline
Squad 1 - Plasma, Missile Launcher, Sharp Shooters
Squad 2 - Plasma, Missile Launcer, Sharp Shooters
Armoured Fist Squad - Plasma, Vet Sergeant w/ bolter
Chimera - Rough Terrain, Extra Armour, Track Guards, Smoke, Multi-laser, HB
Leman Russ - HB's all round, Rough Terrain, Extra Armour, Track Guards, Smoke
Comes in at around 995.
First off I played my mates Sisters - usually a hard fight normally. Most valued unit would have to be either the russ or mortars. From what everyone has been saying on here, mortars are a waste of time but I took them anyway and boy did they pay off. They hammered him from turn 1 with indirect fire (accounted for over half a seraphim squad in 1 turn - although this was more from bad dice than anything). Then the russ had super camo - every shot he made at it rolled a 1 or 2 to hit! :party: It then took out an entire squad in 1 shot.
Next was a game against Eldar - Wraithlord, Farseer, Rangers, Shadow Weaver, Jetbikes and Dire Avengers. Once again the mortars get MVP. The blasted the jetbike squad from the sky and then beat down the farseer who had taken out the armoured fist squad, took out most of the rangers, pinned the DA's and took a crewman off the shadow weaver!
So in reflection - whilst my list is by no means perfect or complete, or possibly even competitive, the mortars are worth their weight in gold. Can't wait to get my hands on more.
I don't think that I used my armoured fist squad effectively - how do you get the best out of them?
And, because of the small board (4x4) my deployment was a bit cramped - so I don't think I got the most of the Infantry Platoons either (not to mention the sodding big forest in the middle of the board that effectively cut firing lanes in half!)
I also discovered that (seemingly apart from the mortars) my army gets rolled in cc - what is an effective way to counter this? (apart from keeping squads 7" apart?) Or is it something that we just have to live with?
Congrats on the games!
Admittedly, I hardly use Mortars- I got rid of mine for more metal Mordians (the Mortars were Valhallans). Still, they are good for what they do. One can argue the same for grenade launchers (I love Grenade launchers, the whole small arms spam )
In reguards to CC, the main thing to consider is- only way to make them better is via Doctrines, and even then, it's not killing power, but staying power. This in itself may be the end of you, because you'll stay a turn longer than you'd like, leaving them in combat and the opponents safe from your shooting.
Your best bet (same for anty gunline army) is to make sure you have a few sacrificial units, with maybe just a heavy bolter, or a plasma gun- cheap and shooty. Throw them out as a speedbump, and even if they get cleaved in HTH, it then leaves the enemy unit looking down your gun barrels!
Terrain is another thing- there'll always be a few firing lanes you will want to try control, or at least make it a hellhole for opponent units trying to go through there. A fat forest in the very middle of the table is a good example of this, just setup with all guns facing that way down either side.
Armoured Fists are another unit to be wary of- because they are still regular Guardsman, they don't do much other than plug a gap, or act as a quick speedbump, by zooming out and disembarking to rapidfire, then wipe out in HTH... leaving the opponent, once again, looking down your gun barrels! A better counter-assault unit would be Rough Riders.... mmmmmm *drools*
Overall, sounds like you are learning quickly. Good luck, and let us know how future games go! 8Y
LO RULESOriginally Posted by Jaffar_Hasad
Congradulations on your games. You are off to a better start then i was with my guard.
I too like mortars i usually take 3 of them fust for the ability to cause wounds with out recieveing any,
The most dangerous men in the world are the ones who have nothing to lose.
A good way to use Armored Fist is to take the grenadiers doctrine and use a squad of Stormtroopers with a full allotment of special weapons in it. So even though you're not taking a heavy weapon along, you're still getting to lay down a pretty good amount of firepower with the added BS and extra special weapon count.
Another game with mortars....Great job....continue to spread the words of mortars and if they don't believe you then submit them to a game and demostrate the power of mortars.
In case you don't know....I am the crazy guy that love mortars who can field 33 mortars in a 2000 pts game. ;Y
Where the heck did all them guardsmen come from?
Great Wolf! Is that the howl of the 13th?
Thanks for the feedback guys, it is much appreciated. Stil, further to my two previous questions -
When you use your armoured fist squad what configuration do you normally go with?
I am currently running one, but would it be more effective, in larger games, to run 2 armoured fist squads, just so they have some back up? Or are they better suited as a sacrificial speed bump that hopes to toast a few guys first?
Way to go racking up some more wins for the Guard. I do like mortars for my HQ squads so they can hide, give leadership and drop the occasional mortar round on the unsuspecting unit that thinks they are hidden.
Sorry to say AF squads perform poorly for thier intended job. Grenadiers can do the quick response hole plugging job twice as good, and stand a chance of acually holding an objective.
Battlesuits, putting the BS in BullS*%t.
The way I ended up using my AF squad was moved it up once in the chimera then dumped them out and took the tank over to one side of the forest (in the game vs sisters) and the AF squad stayed just behind it, waiting for the enemy to move through it. They did manage to rapid fire a death cult assassin and immobolise a rhino a few times (heh, I'd immobolise it, he'd get it going again in his next turn and then i'd immobolise it again. Good times!)
They probably made their points back, I'm just not sure how to effectively use them yet.
Are they basically a suicide squad - I.e. ride up, jump out, rapid fire something and then die a horrible, horrible death while buying the rest of my army time to shoot them?
Armoured fists are meant to make guard armies a bit more mobile and they can also take objectives. But like Steel Legionaire said, grenadiers are better
As for hth in small games, guard are best off using speedbumps. In larger games, you could add something thats actually Effective in combat like arco flagelants or grey knights (though both are kind of costly in points)