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Some Help please,
I'm playing In the GT at the weekend and have sorted out my list bar the following squad:
1) 7 x Veterans
3 x Plasma Guns
2) 4 x Veterans
3 x Plasma Guns
I've obviously taken drop troops also have Imrpoved comms because of the 50/50 chance of escalation which might help the second squad.
With the spare 15pts I'll add EA to my Russ and Demolisher which are needed anyway.
I've had good experiences with another DT squad with my command squad with 4 meltas
which encourages me to take the second squad, but the extra bodies on the second squad could be usefull for setting up as bating unit?
All Ideas/comments on the squads are urgently welcomed
Its hard to recommend something without knowing the rest of your army composition. For eg. How many Lascannons in your army? If you only have a couple, I would make the Vet Squad have a Lascannon, and as many Plasmas as you can fit in.
Saying that, I would probably go with the DSers. You never know when you may have some pesky Broadsides etc to take out at distance.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
My list as It stands has two armageddon sentinals one with Imrpoved comms and two 6 man vet squads with lascannons, I'll also be running my 4xMelta Command squad for added punch. If needed my demolisher,basilisk or Russ can support them If need be , So what do you think?
I'm turning towards the DS unit for fun value
(P.S The list Is currently In the Army List section, the one where the Infamous LeeJerrum joined )
I personally like the 2nd Squad better. I suspect though our play style is very different my standard vet squad is:
1 Missile Launcher
2 - 3 Plasma Guns
Sgt with Power Weapon and storm bolter. Frag Grenades, Surveyor, possibly a tradmark item and melta bombs.
Drop troops doctorine.
Due to the Infiltrators rule odds are you will be able deploy them after your enemey has deployed most of his army, and thus you may be able to get a few side shots on any of his tanks. You should also be able to get your pick of some nice cover.
First off, let me apologize.
We really hijacked your thread with your army list and turned it into a huge philosophical debate about someone elses army list. For that I am sorry.
Now, I'm actually going to try to help you with your list.
Of the two squads that you put up, I like the second one a bit better. I think it's a little more versatile and it can really throw a wrench in your enemies plans to have a squad DS behind his lines or anywhere too close to him for that matter.
Most opponents who face off against IG armies are used to a typically static list where their opponent spends the entire turn move saying "Wellllll, no movement, so it's on to the shooting phase..."
When you start rolling dice for reserves during the movment phase, then your opponent will start to worry.
I'd go with the second one, for all the reasons stated above. I dunno about the plasma pistol though.
If you go with the plasma pistol, you might consider subbing one of the plasma guns with a melta. I know this violates the cardinal rule of not mixing specials, but hear me out:
1) One of the major reasons not to mix specials is because of range incompatibility. The plasma pistol already disrupts the range grouping, so the squad is better at close range with or without a melta.
2) Another major reason not to mix specials is because you want all weapons to engage the same target types. In terms of strength and AP, melta is a good match with plasma. At the range under consideration, you only lose one shot.
3) One of the big advantages of the dropped unit is its unpredictability. The more versatile the unit is, the less certain your opponent will be about where it will land and what it will do. With one melta thrown into the mix, the unit can threaten a Land Raider, a Tac Squad, or Terminators. The only thing it can't handle is a big unit of infantry.
I just thought I'd toss that out as a change up you might try on an opponent.
Versatility is good, IG, but bear in mind that there isn't much practical difference in range no matter what the configuration of the squad. The plasma pistol and the meltagun both have a 12" range, though nothing is lost by pairing either weapon with plasma guns in this drop squad. Why? Because when they deep strike in, they count as moving. So the plasma guns will only be able to fire out to 12" anyway. The versatility would be nicer if getting a meltagun could come at the cost of the plasma pistol rather than a plasma gun (ie if we could get bolter/meltagun combos, but we can't ), because you're trading two plasma shots for a single melta shot. If you're going after vehicles presumably you'll aim for the rear armor where plasma has a chance to do damage anyway, and you have to be wary of dropping too close to the vehicle, for fear of scattering into it. So for my two cents I'd agree with the consensus, and go with the second option for your Veteran squad.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
Thanks for all the comments, I've decided for the second squad, I think I'll stick with the original format as mentioned, I'll tend to go for side/rear armour anyhow and obviously plasma will work better against any type of Infantry.
Also I'll already be running my 4xMelta command squad for heavy tank duty!
Anyway you've all been a great help since I joined up with LO, now lets see If all your great Ideas (and mine) work!
Wish me luck over the weekend
I'll give you all an update on monday (bat reps Included when I find the time!).