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not bad, ... i'm going to *assume* you want advice on how to make it *better* ^^
just a few things
-hw in line squads? sw just don't cut it especially GL! hehe, think about at least throwing HB in there you'll be glad you did
-do ALL you squads have Sharpshooter on them? you didn't say. i'd only put SS on HW squads.
-i love hidden thunder hammers in IST squads! but i'd suggest giving them some better firepower. how about 2 meltaguns? (not plasma cause if you fire them you can't assault).
-LIGHT INFANTY on your HW squads!!!!! drop grenadiers or stormtroops (it looks like you're not even using them). and pick up Light Infantry. buy, borrow, steal the 20pts to put them on your HW squads. trust me, HW are dangerous, you can be out alot of points very quick! infiltrating HW squads can change the course of the game! not only do you get to set up last (avoid dangers, get in LOS of enemy), but it also allows you to flank tanks and set up in objectives! this is a must for HW squads!
-1 GKGM? does he run with the IST? i guess he'd add some h2h punch, but at the price of a LRBT... your call i guess
over all looks good, just those few things
The reason I didnt put HW in my line squads is because they are going to deploy using drop troops, and I rather doubt most will survive till the next turn to fire the HW, thus save the pts and just give them the SW to do as much damage as possible on the turn they land.
GL's...hmm I was really up on them when I first got my army..not so much anymore, im considering changing to flamers.. I just never have good lucky with wounding with them.. Meltas are a bit of a problem, mostly money, I dont want to pay 12 for 1 melta and 1 plasma, im trying to trade for some parts but not alot of people have meltas there not using.
Sharpshooter was just something I put in because I had an extra slot and I usually take that for my HW squads. Light infantry is something i've never used before, Iwill have to try it out. It sounds good, not sure about the cost though.
All my HW slots are filled up, so thats why im taking the GK GM. I'd like to replace him, but hes just sooooo good. I know hes a drain on pts and that he will probily draw alot of fire, but if I get into cc, I need someone to be a bright light.
if they're dropping, then of course have a SW in there. but i'd throw a HW with them as well. 4 HB will run you 40 points. a small price to pay for the 1/3 games that you'll play that don't allow DeepStriking.Originally posted by 311@Oct 27 2004, 20:13
The reason I didnt put HW in my line squads is because they are going to deploy using drop troops, and I rather doubt most will survive till the next turn to fire the HW, thus save the pts and just give them the SW to do as much damage as possible on the turn they land.[snapback]239479[/snapback]
and even if you do drop with them, i doubt you'll loose more than 2 squads. put the HBs in there. really, if you're loosing more than 2 squads in one turn, i suggest better tactics
perhaps use suicide command squads? (4 flamers or 4meltas) ... or SWsquads (delmo/2flamers). these do more damage when you deepstrike them, and it's ok if they die. but imo, deepstriking line squads should only be done if you're capturing objectives or really really wanna take something out. they simply don't pack enough instant firepower...
yeah. the GKGM is a powerhitting in CC. just make sure to keep in a squad so he doesn't go down to mass rifle fire.
I was thinking about taking two special weapon squads with demo charges to kill mass fire units like terminators/raveners. Drop troops is not something im going to do all the time but I find IG really suffers when it comes to taking objectives, so this is a way of getting around that. Also deepstriking 25 men at 20 lasguns rapid fire, 40 shots...
Are flamers a good deal? there cheap and auto-hit, but im not sure if my line squads can get that close (without being assaulted). Maybe deepstrike 2 SW squads with democharges and a vet squad (x3 flamers).