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Just had a pretty well fought 1500 point game against Chaos today.
DS'ed Stormies within rapid fire range of some Chaos Berzerkers and wiped out the entire unit. My load-out - probably the most expensive unit in the game for me - was 2x plasma, PW sgt., and 7 hot shot hellguns. (10 men).
I chose airborne assault - didn't need the benefit of that - and plopped within inches of his units. It was a suicide mission (using pre new-codex mentality), but they effortlessly wiped out over 200 points worth of marines! I was stunned to see the drastic effectiveness of the new hot-shots. Crazy goodness. New thinking for me now. Dispense with 'suicide' aspect of Stormies now. They are truly an elite choice. My opponent did say he thinks they should not be hot-shots but rather higher S lower AP assault weapons as hot-shots are too powerful for the cost. I partially agreed, but after his unit went bye-bye, I decided he's insane!
Of course, had they failed at that, they would have reverted back to pre new-codex uselessness in cc assault. They would have been mushy real fast.
So, in this first playtest of the new Stormies, I'd say they are an excellent bang for the buck, even at 16 points per model. Before, I took my stormies simply because they were the best painted figs I had in my collection. Now, I can safely say I'd take them again and again as an excellent mop-up unit to plunk down and tear marines apart with.
Also outflanked with a Valk and 10 vets armed with 3x meltas and Bastonne with Grenadiers doctrine. Unloaded and popped a Dread with instant melta death. They too might have perished a painful death, but they accomplished their goal and he had very little left to handle them and/or the Stormies. My opponent also said that I should get rid of the tall base stilt and simply 'hover' with the Valk as a skimmer would. He was fine with me NOT having it on it's native base and assumed they craft was doing a hovering disembarkation - which resolves the whole 2" from the hatches issue - and that the tall bases are for Apocalypse games. Hmmm... might be worth looking into that. Either way, my Valk flies baseless.
Lastly, orders worked very nicely. Passed all of my LD to receive orders - voxes would have been a total waste - and managed to kill 3 termies with a withering volley of 21 lasguns shots. Yet another accomplishment I never thought would happen with the mighty lasgun.
So overall the changes to the Guard, as I can see, are pretty significant. Orders are a wonderful perk. Valks/Vendettas are beautiful models and have a great deal of use, Hot-Shot Hell guns are amazing.
I know there are times when none of this works as planned, but today, aside from all of the 1's I rolled - thank God not when firing plasma - the new elements of the guard were very nice indeed.
Last edited by Wolfsheim242; June 1st, 2009 at 02:35. Reason: grammar
While I haven't used stormies or valks/vends, I have issued 1 order in the 5 games I've played so far with my IG. It was Get Back Into the Fight! and I issued it on a lone fleeing guardsman. A single guardsmen may not be worth much, but because it was the last turn of the game, I prevented my opponent from getting a Kill Point if he had fled. Now granted our game wasn't actually that close (I won 8 to 1), but if it had been a close game, that would've been a game-breaking move.
With orders, one of my favorite things to do is charge out against a squad (say, of marines) that are approximately 12" away and use the lasgun order at point blank with the closest squad. Assuming the enemy squad was trekking across the board, between pie plates and heavy weapons the squad should already be at or below half, and with close-up mass lasgun fire I can usually take the squad down to just a few models. I don't mind getting charged at all; in fact, I'd rather sit and rapid fire marines to hell and reduce numbers instead of trying to charge a squad at half-strength, get cut down, and then let the marines assault a different squad the next turn. With the 12" rapid fire charge and shoot, any remaining threat is usually so small that my guardsman can hold up just fine, and even if they get cut down the following turn, the opponent's squad will be vulnerable to shooting again
The Stormies will average around 5-6 kills so you did very well with what you pulled off in the game.
As for the Valk base, I really hate that GW designers aren't very good about the whole 3D aspect of... life. Until 5th edition, area cover was infinitely high, after all. So, I'd assume they measure from the footprint of the "shadow", rather than the base. The stand included is clearly the one they intend for regular 40k and they probably think of the whole footprint issue as "obvious"...
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!