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I recently have acquired a good starting amount of guardsmen, and the codex. I have been a Sister of Battle player for almost 2 years now, and I was quite used to the limited choices I had, it worked out well for me. But now I have all these unique guardsmen and Im quite overwhelmed with the decision making. Needless to say my starting games with them have not turned out so well as I am winging it from basic knowledge. So I come to you fine men, looking to see if you could lead me on the right path for a strong company to lead into battle.
So I figure I'd show you my humble selection of soliders and possibly you could show me how best to use them and a little bit into why I should. My men go as this.
2 Company Command Squad boxes
2 Leman Russes, they have bitz to be a demolisher or others
2 Chimeras, with bitz to be hell hounds, etc
1 Basilisk with bitz to be Medusa or Griphon
12 Hvy Wpn Platforms, The guns can be anything, I have alot of choices here.
I don't fight any horde armies around here lately, mostly Chaos/SM/IG/Necron
We cannot fight for you, develop a style or atleast a list post the list in the section.
Tanks take out infantry, infantry takes out tanks.
Hope this helps.
Dont mean to sound mean but even if we did tell you what to do it would not feel like your list or your army, trust me you will have more fun taking some lumps and if you want to win just use witch hunters as your allies as you have experience with them.
I do it the other way--infantry heavy weapons are so stationary that they'll rarely get a clean (no cover) shot off against vehicles and the LR Demolisher doesn't care if its target is hard or soft anyway.Tanks take out infantry, infantry takes out tanks.With the usual caveats, this is what I would do:show me how best to use them
Two platoons, each with one command squad and two line squads with weapon upgrades. Fit a Chimera in somewhere.
Two Russ Demolishers
1 Basilisk (or Colossus or Griffon; Medusa is too weak for antitank duties in my opinion)
One Command Squad with Chimera
That's a good, roughly 1,000 point list with what you have. Here are some experiments/proxies for you to experiment with:
Armored Sentinels or Scout Sentinels?
Russ Demolisher or Russ Standard? (Best to keep both the same type; they don't complement each other well)
Which artillery variant, and do you want more than 1?
Experiment with two infantry squads in Chimerae to see if you'd like to play Mechanized or standard infantry.
The command squad will always benefit from having a Chimera. You can proxy the other as a Hellhound or variant to see if fast vehicle work better than heavy tanks for you.
Experiment with having the Commissar in a double-squad blob, or in a single squad, or as a Lord Commissar. Then leave him out for a couple games and see if you miss him.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
The majority of the tanks are geared to take out infantry. The infantry can be armed to do both but vets with meltaguns are clearly head and shoulders above any other anti-tank option.
I am new to this but I've always seen them as sort of similary only the demolisher had more killing power but needed to get up close.
Thank you for helping me, some people like to be witty and not aid, but thats okay, i understand their feelings. But yes I enjoy the tips they will help greatly in my next games. By the way, whats a line squad?
Both tanks scare my opponents silly.
If I were you I would start adding IG units to your existing WH lists. If your WH is mostly mechanized, you could add 2 Chimeltas (Using the 'Ard Boyz ally rules.) to beef up your anti-tank. If you're foot-based try adding a platoon. After playing a half-dozen games or so you'll get the feel of the IG down. After a dozen, you'll start forming definite opinions about what you like and don't like. You can then use that to write up an IG list that stands on it's own.
Over time, you'll gravitate towards one of the following army archetypes:
1) A Full-Mech List
2) A Mixed Foot/Mech List
3) An All-Foot List with Artillery Support
Archetype #1 is generally considered the most competitive in the tourney scene. But if you're only worried about playing friendly pick-up games you can make decent lists with Archetypes 2 and 3. All 3 types have been argued to death in the list forum. So you might look there and see if you can find a list that you would be interested in.
Oh, and... Welcome to the Emperor's Service!!! Don't bleed on the Plasma Guns, they're worth 3 times what you are.
2 Demolishers > 1 of each because once your S10 pie is gone AV14 rusn roughshod over you. With cover so prevalent, AP3 means little, while AP2 is great for reducing Terminator saves to 4+. S8 doesn't scratch important vehicles. The basic Russ is too much of a generalist and with all these new variants coming out it is outclassed in every way. Sad truth.
Now, for the OP, you have a lot of variety to work with. Before finishing assembly, check out the army list section, try a couple different builds and find what works for you.
Since you already have Sisters, mech would be a good fit. Sisters in Rhinos with the usual junk (meltas!), Vets in Chimeras, heavy tanks, Hellhound variants, and an infantry platoon to protect your vehicles from assault and hold home objectives for dirt cheap.
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Even the debate over which leman russ to use is near pointless because it depends on the list.