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Four quick IG questions:
1. Does 'dedicated transport' mean I can't stick a missionary & special weapons team in my platoon HQs Chimera at the same time as they are in it even if it has the capacity?
2. HQ units can have their men replace lasguns with pistols, does anyone tack this option and assault the enemy with their command?!
3. I kind of assume there are only 2 types of guardsmen, those equipped for long range defence of objective on their side of the table equipped with grenade & missile launchers. Those thrown foward to try and capture 'opponents' objectives armed with flamers or possibly meltas, that isn't what I see in the lists posted here though so am I missing something or are the lists particularly fluffy?
4. Is it worth giving smoke & camo-nets to my sentinals, it almost doubles their cost!
1) A transport may never carry more than one unit and attached IC's, even if it has the extra capacity (as it says in the main rulebook). All Dedicated Transport means is that nobody but the owning unit may start the game embarked in that transport.
2) They can, but generally they've all got special weapons instead of lasguns, and assaulting as IG tends to be a bad, bad idea.
3) That is generally how it works (except Autocannons are preferred over Missile Launchers), but mech IG tends to use vehicles for long ranged firepower, while the infantry inside torch anything that gets close.
4) No. Smoke Launchers maybe if they're an Armored Sentinel, but otherwise no. Keep them cheap and buy more.
EDIT: Gah, ninja'd!
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
However, one or more independent characters (Primaris Pskers or Commissar Lords, for instance) can ride with a squad that they're attached to. That's why Chimeras can carry 12 models even though most IG squads number 10 models.Only if you take Strakken, and maybe not even then. In general, guard are so bad at close combat that you'll want to ignore it and focus on your shooting instead. Thus it makes more sense to load a CCS squad with special weapons to take maximum advantage of their higher ballistic skill.2. HQ units can have their men replace lasguns with pistols, does anyone tack this option and assault the enemy with their command?!You've just described it nicely. The effective options (meltas, flamers, grenade launchers, autocannons) are pooh-poohed by many who consider these boring and just want to see something different on the table. New players fall into the trap because their first instinct is to take 1 of each cool thing in the codex.3. I kind of assume there are only 2 types of guardsmen, those equipped for long range defence of objective on their side of the table equipped with grenade & missile launchers. Those thrown foward to try and capture 'opponents' objectives armed with flamers or possibly meltas, that isn't what I see in the lists posted here though so am I missing something or are the lists particularly fluffy?
Sniper Rifles are a good indicatior of how competitive a player is. They're a "cool" choice, but pretty ineffective on the table. Ditto with missile launchers.Nope. Keep 'em cheap and use their movement to give them cover where you can (or deny it to the enemy).4. Is it worth giving smoke & camo-nets to my sentinals, it almost doubles their cost!
Most people who have replied are utterly correct in their opinion, bar point 2:
1)1x unit, joined by advisors / independant characters only. no heavy weapons team i'm afraid.
2) I'll come back to that
3) Competetive lists equip their guardsmen how they intend to use them, sometimes downgrading optimal weapons due to points availiable. e.g:
Plasma Guns - for sit and shoot guard squads. I generally don't use them in line squads, but have a couple of vet squads for sitting on their own in the open (and killing marines) and one for being chimera bourne. The best heavy weapon to pair these with is a autocannon (all STR7), or a lascannon (Increases the amount of high AP hits for killing marines/equivalant & terminators/equivalant
They also compliment lasguns as it's the same range and both are rapid fire.
Meltas - all the more important now vehicles are better in 5th ed. A valk/vend bourne vet squad use these well - when you get out it should be in range, and the better BS of the vets make these very worthwhile
Grenade launchers - These are cheap and not bad for a line squad - a line squad should be combined with others and using the 1st rank, 2nd rank order lay into infantry. These are not bad as they match the range, and if you use blast the low BS of the firer isn't as bad.
Flamers - for counter assault units, to flame men on the charge. Platoon command squads and the occasional line squad (when comnbined) get these.
Sniper rifles - don't bother.
4) No. Sentinals are a cheap threat, best used in squads of 3, or one (if you don't care about kill points, which you should)
Keep them as cheap as you can. You're a horde army, so take hordes by keeping them cheap.
Camo nets are a waste of time as you will so rarely get a cover save with a vehicle it isn't worth it, and even then it's better to buy more vehicles / better weapons. (if you buy 2 sentinals with camo, drop the camo, find some points and get a 3rd.)
Aurmoured sentinals - a good AV at the front, so vs non power fist/claw infantry they can be a real nusiance. However the low BS means best equipped with autocannons.
Scout sentinals - best used to outflank and charge things - a heavy flamer makes them acceptable and still cheap.
I believe there is a use for ccw & laspistols, but it's soley in Platoon Command Squads - the company command squads good BS is wasted with a pistol. I may occasionally throw one in a squad, just for wound allocation, but that's rare and only if i can't equip them with decent shooty weapons due to points shortage.
In Platoon Command squads however, i think they're ok. You have your squad in a chimera driving behind a 51 man combined unit (with commissar) to give them 1st rank, 2nd rank fire, and they act as a counter charge unit / unit for charging oppertune targets. they have a vox and a power fist, but i don't want to put more points in the squad (unless i have change, where a grenade launcher or flamer / 2 will do). You get a few shots on the charge, and dropping a odd man can help (esp. vs marine combat squads)
It's not a assault vehicle, but if you don't move you can get out and charge - don't forget that. The power fist can also threaten vehicles.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
To add to stayscrunchies answer to number 2. If you time
it right you can stop your large squad getting charged this then means you can charge in getting the extra attacks. If an amalgamated platoon set up for combat it can then be quite effective. If you don't want to charge itgives you another round of shooting which could make all the difference. Personally the pistols in commands are quite pointless but they don't detract from the squad in any way. I say try it if you want!
A few of the army lists you are seeing are still updated lists from the last codex so missile launchers may still feature quite often due to those being theheavy weapons people own!
Doesn't a weapons team upgrade count as still being part of the squad for purposes of transports and stuff?
Yes, but a lot of people say "Heavy Weapons Team" when they really mean "Heavy Weapons Squad".
A heavy weapon team is one base with a loader and operator of one heavy weapon. A heavy weapon squad is three heavy weapon teams. I hope that clears things up.
Do you believe in the day? Do you? Believe in the day!
Yeah I was planning to run some squads with autocannons around in chimeras at some point, thanks for clearing it up, there was a moment of "oh crud" when I wondered if it was going to be possible - *phew* the evil schemes stay on track.