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This strategy i call the Conscript wall. I came up with this while thinking about new 5th ed strats. I am a space marine player, so i would like some input from other players.
Doctorines required are camoleoline cloaks and che- inhalers. This gives you 3 more doctorine points for that other good stuff you want.
Take a 50-man conscript squad. Give them chem inhalers and park the HSO within 12" of them. Attach a commissar to the HSO to make him ld 10. Give guard infantry squads camoleoline cloaks. If you want, you can give the conscripts flamers, but that's up to you. Note that you can give the conscripts chem-inhalers as there is no "guard infantry" requirement. I prefer a line of 25x2 conscripts (this means 25 conscripts across and 2 conscripts deep.) You place all your other guard infantry squads behind them. Now, since there are intervening squads, your squads all get 4+ cover saves. But wait, thats where the camoleoline comes into play. That boosts your cover save up to 3+. my recommendation is to take squads with plasma guns (hardened vets, normal guard squads, etc.) and place them behind and give fire support. What's more frustrating that firing at guard who have essentially marine armor and are giving you cover saves against lasguns? If that squad gets into close combat, good luck with anything that gets tied up. Now, since theres a minimum of 2 troop choices and assuming we aren't running grenadiers, thats a minimum of 2 infantry platoons. that's 2 50-man conscript squads in the front soaking fire. best of all, they will never fall back due to chem inhalers. For anti-tank, you could take heavy weapon platoons for your heavy support choices. Just put them in lanes of fire such as in a forest, but less than 2" from the edge. Also give them camoleoline in the case they get shot at.
Feedback greatly appreciated.
Well.... you're paying ~500 points (not inc. the officer or the commisar) for what's basically a living wall. To make it worse, you have to pay the extra points to give the Chem. Inhalers for every other squad in your army, (see the special equipment rules,) making this rather expensive. It's a workable idea, but you're basically paying over 1/3 of your total points (assuming a 1500 point game) for a wall that doesn't really do anything but give the rest of your army cover saves and looks pretty scary. Just my 2 cents.
5th? Cool. WotLK? Also cool.
Very interesting strategy - hats off for the creativity. Sounds deadly.
I'd say a few things:
I like the guard because we are SO versatile. Many combos, etc.
Having said that, after 5+ years of playing guard, I can safely say that my style has changed. I no longer try to power play my army list and look for the 'uber-combo', but rather, I am looking for balance and fluff.
I know I'm not going to win all the time. In fact, I may win very few times. The only things I ask for now are a fighting chance and having creative fun. In terms of the ultra killing unit that makes my opponent quake - nah. I'm done in that regard. (Although, at 2000pts I bring Deathknight Termies).
In short, I love your strategic creativity here, and keep going with it - try it out even.
For me, seeing this in MY army would be a bit over the top. I don't want my opponent to be like, "oh God...this is gonna suck!" Then he's not going to have fun either. If I lose, that's ok. I can take my balanced merc army with some fluffiness and still claim victory because they are cool, interesting and fun to play with AND against. So, win or lose, we all win!
okay, apparently a new strategy is allow the conscripts to be killed, like an ablative layer so that all the squads behind it can blow the crap outta whatever killed them. This is due to the new considation rules.
I got a better strategy, take 50 cons without any upgrades and stick in Gaunt. You will have a wall of 50 Ld10 Fearless meatshields. Gaunts fearless rule is an exception to the 5ed rules so he makes the whole unit fearless. Total cost of 275 points for a 51 bodies meatshield.
This is a perfect strategy for countering any race that you come to face. The only reason why I dont use it often is because I dont have time to paint 50 more guardsmen, when I have enough trouble finishing my second platoon. Besides, I hate fielding unpainted minis on the table just as much as playing someone who is fielding them.
Last edited by WraithGuardian; July 16th, 2008 at 15:17.
Conscripts aren't regular Guard infantry and therefore can't use special equipment. Also, special equipment must be given to ALL units that can take it. (Partial exception for carapace armor, which can be given to Rough Riders only.)
Not to fear, though. I've come up with two new uses for cons. First, line them up along a flank to protect that side from outflanking moves. Either the enemy assaults them, wipes them out and gets stuck in the open or they shoot past the conscripts, giving a cover save to their target and negating all chance of a charge. Well worth the cost of a 10-man conscript squad. Don't bother with their leadership, if the outflanker shoots at them then just go to ground--voluntary pinning!
The other use is to bodyguard our tanks. Now that they're vulnerable to CC, a small squad of cons in front of a Russ will not only prevent the enemy from tagging it, but might also give the tank a save without the need for smoke or terrain. Of course, your opponent will also claim a save but he'll probably have one anyway. (If those Marines feel safe in the open then just move the conscripts out of the way, take the shot and try to run them back into place!)
Fluffy...effective...it's a good day to be a bad boy!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
This is all good however the thing stopping guardsmen from winning is few peps actualy have enough of them. Also the 3+ cover save is not going to work as for 1 troops in buildings can just see over them and what use is that big wall when you are hardly going to be in range for normal lasguns. And with the new outflank rule whats stoping me from fielding 3 squads of veterains giving them infiltrate and watching the slaughter. also if i do face someone who uses this stratagy i will just use a few wirlwinds. Or lobbas if i played orks.
Nothing more funny than 3 inquisitors with sanctify when facing deamons. They cant do anything while you stand in front of them having a tee break.
now your just tailoring lists to beat this. if you were in a tourney and all of a sudden, the opponent was pulling out over a hundred guard models, wouldn't u start thinking to yourself "aww crap, what's goin on?" As for your response intrepid, nowhere in the guard codex or doctorine rules does it say you cannot give special equipment to conscripts, with the exception of those which require the squad to ge "Guard Infantry." Also, normal "Guard Infantry" units can take carapace armor, not only Rough Riders. The Chem-inhaler rules merely state that it costs 10 points per unit, not 10 points per "Guard Infantry" unit. However, as i said before, the strategy has changed. Instead of having the conscripts stay in cc, you know want them to either break or get killed via charge or sweeping advance. This is to ensure whatever squad killed them is about to be pulverised by Infantry Squads behind them toting plasma.
I don't know about this new tactic of just using them to get killed. I can see using them as a fire screen and let them die off that way. Now letting a 50 man squad of conscripts die off by sweeping advance because one conscript out of 50 dies just doesn't really justify the spending the points on them for that.
Where the heck did all them guardsmen come from?
Great Wolf! Is that the howl of the 13th?
I can't see 50 conscripted guardsmen failing to kill enough to at least tie.
Honestly, I see 100+ guardsmen on the table, I'm not going to care that they're just conscripts...I'm going to look at them like I look at, say, 6 broods of Termagaunts and quietly wet myself.