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I am having some difficulty in putting the finishing touches on my army list. I need an objective taking / holding squad. I was wondering if anyone has a favoirite unit for it or they just do a pile in move at the end of the game to contest everything and come out of the game with a scratch in the draw colum.
I was thinking Ogryns would be great for holding something but they are expensive, both in game and literally, so I don't think i will be fielding them anytime soon. Roughriders, yeah they look great on paper, but I dont like the thought of my guardsmen riding horses, and i cant find suitable model dirtbikes to correct this. (if you know where i can get some please post). What about command squads/ vets. Commisionars with power weps. Any working combos you guys got ??
You could always go with a huge squad of conscripts. Put 30-50 of those guys on an objective and the enemy would need some serious firepower to dislodge that many bodies.
I personally like just leapfrogging line squads into an objective. The best case is that you have multiple squads holding an objective and capable of finishing off any troops who manage to get close enough to contest.
I think you need to spend more time on your floor.
2500 Black Templars
Armored Fist squads have worked for me in the past, or Storm troopers infiltrating.
Always bring up a platoon to support them though.
107th Regiment, 5th Armored Battle Group- 5500ptsFor someone to deal as much damage as you did, the Emperor must surely be at your side. - MaxDv
Use the Armored fist squad, it's a mobile troop choice whose only purpose in life is to capture objectives at the last minute and typically take about 50% casualties whilst doing so.
I have at least 1 Armored fist squad in my 1000 and 1500 pt lists, I usually move them to cap an objective on either turn 2 or 3 (depending on the size of the board of distance from the AFS to the least contested objective.)
Meanwhile my Platoon command squad is typically running behind the chimera, as well as some ratlings (maybe, I only move them if I absolutely have to) , or for larger games the chimera is shadowed by a LRBT. This is the basic ranged fire support for the AFS holding the objective.
Once you have captured one objective with the AFS and it's trailing line of fire support, consider repacking and redeploying the men via the Chimera to a currently contested objective. Most players will focs too much time on fighting the main body forces, and driving a chimera up to their next most contested objective is typically enough to draw some fire and maybe even score some kills with the additinal firepower of the chimera.
I typically give my chimera's the standard multi-laser, heavy flamer, and now a heavy stubber (defensive weapon yay) because I like to keep my AFS guardsmen special weapon choice to either a melta or nade launcher, and give the chimera as much potential practical firepower as possible because after all if you have to lug around a lightly armored 70 point pushcart you may as well give it the honest chance for scoring some kills.
the last game i played i included a squad of 10 Sisters of battle with a Sister Superior a flamer and heavy flamer with a rhino; this came to around 200 points. a squad of 10 grenadiers comes out to roughly the same point cost, but the sisters of battle have better leadership, better armor, better firepower, and of course faith.
I plan to purchase a squad of SOBs because after watching this squad take down 3 terminators (whithout their 2 flamers in range) 10 grey knights shoot and assault them, and still have 2 girls left over and rally amazed me.
I would look into proxying a squad of these to be sure you like how they play.
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
I use a squad of 10 Grenadiers mounted in a Chimera supported by a Hellhound, LRBT, Demolisher and another squad of 10 Grenadiers with 2 grenade launchers. This is my objective taking force in my 1500 point army. I try to block LOS to them with the Chimera. If there are two objectives that need to be taken, the Demolisher and 2nd squad of Grenadiers will split off and capture or contest the other objective.
Grenadiers have worked pretty well for me as far as taking and holding objectives go, especially if they are in cover. I try to eliminate any opponent weapon that will ignore 4+ saves early in the game to allow my Grenadiers to survive in the end as long as possible. Although, my buddy plays Marines and I'm afraid the new Land Raider variant will give my Grenadiers headaches with those firestorm flamer things.
Tronics, you are a freaking genius! I never thought to put a hull mounted heavy flamer on my Chimera. It makes sense to have one since the Chimera is moving toward the enemy anyway. Sheer genius!
hmm now i have a reason to buy a chimera
I use squads of 8-10 Grenadiers mounted in Chimerae typically armed with turret heavy flamers and hull heavy bolters.
My usual method is bombarding units with heavy weapons and pie plates, then sending the Grenadiers in mid-game to finish them off and grab the objective. If some of my foot sloggers can catch up, then I have them hold the objective and remount the Grenadiers so they can try to take/contest other places.
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
Interesting so it seems like nobody really has a dedicated command platoon with special combat gear or specialized combat troops.
I suppose this makes sence. Rough riders look great on paper but after that first round of combat they are just guard. Ogryns to expensive.
So I think Im gonna stick with the norm and add more bodies, and perhaps a commisionar. Maybe playtest some grey knghts int he list who knows.
Thanks for the adivce