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In theory, heavy weapons are more powerful for their cost, but suffer the penalty of having to be stationary. Special weapons are quite deadly, but have a real limited range.
In any battle I've played, my troops rarely stand still and fire away. We use a bunch of terrain which basically eliminates most across-the-board sightlines, so manuevering and positioning is important to me. However, in the past my experince with Guard is that I spend too many points on my infantry squads, and I'm looking for a way to cut costs.
I used to run:
Infantry with vox, missile launcher, melta/plasma, sharpshooters (100 pts.)
Now, I'm kind of leaning towards:
Infantry with missile launcher (75 pts.)
Any thoughts? Suggestions? Flames?
giving a flamer to a squad with a lascannon=bad idea.
giving a plasma gun to a squad with an auto cannon = good idea.(eatra strenght 7 shots and defence against power armour.
you have to think "will this special weapon augment the fire of the heavey weapon" if it will, then go for it,
alternativly if you want to have a squad that runs foward and rarly stays still, it cant hurt to take a cheap heavey weapon along for the ride as itr might be usefull.
the best combo IMHO is special weapons in half the squad and heavey weapons in the other half, backed up by dedicated heavey wepons teams and special weapons teams.
The missile launcher and grenade launcher is a good option...especialy if you are on the move like you suggest.
The ML can take down pretty much anything and the GL can shoot 24" after moving.
83pts is far cheaper than your original configuration and is much more versatile than the cheaper 75pt option.
It's worth a krak!
Personally, i feel the *every* infantry squad should have a HeavyWeapon. even if it's just a HeavyBolter. they're too important to not take.
a effective and cheap squad is a simple HB/Flamer combo. coming in at 76 points, it's not going to break the bank and it can surprise you and your opponent in its effectivness (especially in high terrain areas).
i'm also a big fan of inf. squad w/ only a HW. personally, i feel SpecialWeapons are a luxary and should only be taken if/when all the HW slots are filled (in inf. squads).
if you want to keep the cost down, don't give them any doctrines, and don't spend points on vetsgt/vox. just use near bye officers (who are out of LOS).
personally i don't like the idea of using *one* setup for all my inf. squads (ie all of them have same HW etc).
in IG our squads should be specialized, but our list should be diverse imo.
85 points is the most i spend on my inf. squads. any more than that and you start cutting into your numbers.
my most common setups are:
as for solo MissleLauncher, i'd rather see a Lacannon. i've been on an Anti-Tank squad w/ 3MissleLaunchers and Light Infantry kick of late. it's been nice to tankflank.
I follow a simple rule.. all special weapons fall from the sky, and all heavy weapons infiltrate. I don't belive in strength in numbers, I believe in strength in number of effective weapons.
Proud bearer of the Imperial Medal of Anti-Fluff
I might give this stratagy a go. It sounds pretty interesting.I follow a simple rule.. all special weapons fall from the sky, and all heavy weapons infiltrate.
It's worth a krak!