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After playing many battles, I noticed I was rolling lots of 4s,5s,6s, for cover saves, but virtually no 3s. Whats the general opinion of everyone here, should I drop cameleoline from all my squads for the 100-odd points I will get and a doctrine point or should I keep it?
If you are combining the Cameleoline with Light Infantry I would keep it. Otherwise it isn't as useful since you can quickly run out of cover in your deployment zone. Alternatively, for roughly the same points as your Cameleoline you could use a squad of snipers with equivalent cover saves, better guns, the ability to infiltrate, forced pin tests and a higher ballistic skill. Not a bad option, just have an armored fist squad ready to move in and support them as they will crumble at the first sign of close combat.
What do you call a lasgun with a laser sight?
camoline is very much so worth it but you have to give all of your men cover for it to be effective, in addition you must have powerful units helping weaker ones so if the enemy gets to close they get destroyed by their combined firepower
Hellhounds are good tanks
Satan - "**** you Kage! And **** you Jables! I'll get you Tenacious DDDDdddddddeeeeee!!!!!!"
If you're that lucky then yeah, go ahead and drop it, but I like it a lot, even without light infantry. You can pack your infantry into tight interlocking mazes in the cover, so you can fit tons of squads, and just take off one from every squad to keep the numbers up. It costs 1-2 points per trooper to give them space marine cover saves, I think it's very worth it.
One pencil stab isn't dangerous, 20 000 pencil stabs are. Although the one pencil that hits you in the eye...
I'm a fan of Cameleoline but not for a whole infantry army. I like to use it on a Grenadier list. You save the points on your Grenadiers (they can't take Cameleoline) but the I put it on my HQ, Fire Support Squads and Vets whom I can usually put in some deep cover.
I remember one Tournement game when I put a Lascannon squad in Bunker and got a 2+ save! The Tau player didn't even bother to shoot at them once he found out!
---side note: I am not a fan of Light Infantry as IMO you are better served taking Vet Squad who get it for free and usually you don't have enough places to put an all Infiltrating Guard army, hense wasting a lot of points on a Doctrine.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
I think I will keep them. Its just that I wonder, if it is really worth the points I have to spend on the squads.
Cameleoline is usually worth it. Particularly if their is lots of terrain (when I tell people I'm playing guard they put down lots of terrain for some reason...), you have lots of Veteran squads and Heavy Weapon Squads but few Infantry Squads and you don't have too many infantry.
In my Light Infantry/Cameleoline army I get an 3 command squads (2 LD ones with mortars and one with a medic and plasma), 4 Heavy Weapon squads (2 Autocannons, 2 Lascannons), 3 Veterans (maxed with Plas/missile), 4 Infantry Squads (Plas/HB if your interested) and 3 units of Rough Riders (2 with lances, 1 with Meltabombs) and has been amazingly successful. I only give Light Infantry to the Heavy Weapon squads and the Plasma command squad.
Last edited by kroxigor01; May 4th, 2008 at 11:10.
Personaly, I prefer to use cameleoline only on hard vets. The way I play'em, there pretty hard to disloge and provide excellent fire support. Of course, I would reconsider using the special equipment against armies with weapons that ignore cover saves.
Honestly I tend never to take it, I find it a point sink. Yes it improves the survivability of guard but you never know how the table is going to be set up and those points are better spent else where. Either more guardsmen, some rough riders(The best bang for your buck if they get to charge into CC) or some ratlings. Both the rough riders and ratlings are only 11 points each and can prove to be a game turner.
BUT I build me lists for tournaments where the tables and opponents are things I have no control over. For home games and the likes it might be useful. That and it adds some nice fluff and the possibilities for some cool conversion work.
I personally like to field oddball units so an extra 100 some odd points is enough for a 5 man squad of each ratlings and rough riders.