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First, sorry if this is an obvious question - I ma new to Guard - anyway, is it possible, and how would you advise, going about an 'artillery company' army (might use FW towed guns) ? 1500pts to start. Any and all advice sought.
I think that I would go with at least a 2 squad infantry platoon with commissar per battery. You could mount your platoon command squads in chimeras to take forward objectives while the line squads stayed with the artillery batteries to provide cover saves and absorb assaults. I think that A banner in your CCS would also be a good idea.
As to what guns to put into those batteries I think that the Colossus is a ideal for popping marines and other troops in cover, and that the Medusa and Manticore both excel at tank busting. Griffon batteries are good for cheap accuracy but less boom.
I'm curious to hear what others think on this topic.
Praise the Emperor and pass the promethium!
I also recommend primarily using Colossi for your artillery. They make a mockery of MEQs since they completely bypass everything short of an invulnerable save and wound on a 2+ (for most units at least). Griffons could also be a good investment if you want quantity over quality, though don't expect to cause heavy casualties against a mech or MEQ army.
If you want to really annoy your opponent and don't care about points cost, three manticores would be a good choice. You can really ruin your opponents day if you roll well for the amount of shots.
I'd also recommend taking a fair deal of anti-armour weapons, either in heavy weapons platoons or in individual squads. Lascannons and autocannons are your best choices, as the missile launcher is overpriced for what it does and the others can hardly damage even light vehicles.
One squad of Colossi is fine but Manticores and Basilisks are what you really need for an artillery-themed list. Why? Versatility. Any treadhead will tell you that stationary vehicles are one of the worst risks a Guard army can run and those two have the ability to choose between direct & mobile and indirect & stationary firing. You just can't keep an enemy away from three stationary vehicle squadrons.
Blob platoons are definitely the way to go for your troop choices but be sure to kit them out for close combat--power weapons, meltabombs, extra bodies, maybe even multiple Commissars and a roving priest. No opponent is going to play defensively against an artillery list so you may as well be ready. The blobs will also be moving frequently to protect the artillery from charges so heavy weapons are not very useful...which in turn means a Primaris may be a better choice for HQ than a CCS.
I would modify hetman7's 3-Manticore suggestion to 2 Manticores and a pair of Basilisks for a 1500 point game. Troops would probably be two platoons, each consisting of a blob squad and a platoon command squad, plus one additional Veteran squad. Put the PCS and Vet squads in Chimeras for your offensive element, kit the blob squads for CC and add an HQ of your choice...that should put you right around the 1500 mark.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Basilisk, blech, ich. Ugh.
36 inch minimum range. Why even have artillery? Why not take a russ at that point.
Colossi, Manticores, Griffins, we have so much better to choose from.
For troops, I'd suggest one platoon armed completely with mortars and grenade launchers. So, maybe a platoon with 4 infantry squads, 1 mortar per squad, and a mortar in a PCS. MAYBE a heavy weapons team armed with them, to run with the theme.
Manticores would pretty much your go-to anti-transport, with the Colossi being your anti-vehicle. You'd have a line platoon with autocannons for keeping infantry at bay, and a mortar platoon for dropping blast templates on the enemy.
Yes, you can fire directly, but that's why I made the point about just taking a russ. It's a big, big gun on a chimera chassis. It's not going to survive in the open.
I'm one of the few that don't mind Basilisks. For me they usually get more rounds of shooting off and do more damage than my russes do. I find the versatility to be usefull, and I allways manage to give them cover saves. Although when I use them I usually have some in-your-face units that draw the imediate attention away from them. I only play hybrid lists and the versitility helps me. Maybe my opponents get good cover save rolls but it seems like whenever I shoot a russ, there's cover, and the saves are made. I like the idea of 2 Manticores and 2 Bassi's, I might have to try that out. I find that armor 10 in assault usually balances out all armour anyway with so many assault armies around.
Direct fire bassies deployed in a treeline with cammo netting...maybe. Since you have to take them in batteries, though, you might as well take a squadron of stripped down russes. It's slightly less accurate, since you don't get any freedom to place the scatter die if you roll a hit on the second and third shots, it's "only" S8, and doesn't get 2-d-6-pickem, but AV14 beats the hell out of AV12, even if AV12 is in cover (why not put the AV14 in the same cover, hmm?)
I'd actually take three very different heavy choices in an ideal world: 3 griffons, 3 hydras air defense artillery is artillery, too!), and a pair of demolishers (2 provides redundancy in case one dies or loses a gun, not to mention when you're shooting at tanks with them, but 3 would be a waste of points). That would give you about the best possible variety of complementary capabilities.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
I mainly play against nids, tau and marine varients, and I find that the bassi's help when fighting an all mech tau army quite a bit. I can hide the bassi's out of line a sight from railguns and hitting side armour with the extra strengths works well for me. I find with tau my LRBTs do less damage and can easily be destroyed when railguns have line of sight to them. Also scattering strength 8 on front armour isn't exactly great anti-armor. Yes, you could put the LRBTs in cover, but then you can't hide them from railguns.
If you are referring to '2-d-6-pickem' as the 2 dice pick the highest for ordinance, the LRBTs get that too.
Against nids the bassi's are a lot softer with all the hive guard and zoe's running around, but a few deepstriking zoe's make short work of LRBTs aswell. And the possibility of turn 2 assaults, armor 14 doesn't help alot...it all comes down to the 4+ save from moving...which the basi can do aswell.
I'm not saying the Basilisks are better than LRBTs, because I use both, but I find when the first turn or two is so important for shooting, I want all the options I can get and the Basilisk fills that role more often for me. It also saves some points .
Given a chance my opponents seem to pick the LRBTs as targets before the Bassi's, so they don't last as long in that sense.