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On my off time of going to school, playing morrowind, and watching old episodes of Angel and Buffy with my roommates I'm going to finish my guide for the Armoured Company (including analysis of the different tanks, upgrades, and tactics). So, if anyone has anything interesting to add in I'd suggest posting it and I'll put any added information in their appropriate sections with citations of who added in the information. Then I'll post the full thing here when it's finished for revision and the complete guide will be given a thread and hopefully get stickied or added to the tactica sticky's list as a community made tactica.
So, yeah, if you have any tidbits or pointers please post them so they can help both new and old Armoured Company players.
A youth with his first cigar makes himself sick; a youth with his first girl makes other people sick. - Mary Wilson Little
Okay which Armored Company list? I'll give some general armored company tips but I found out at Gamesday LA that there's another version of the Armoured Company list that I never noticed. It is on the UK website and it actually has Doctrins for an armored company. Is that the list we're talking about here? Or the older one released in the Chapter Aproved book with the "lucky glance" rule? Just wondering.
Okay on to general Armored Company stuff.
1. WATCH YOUR BUTT!
This goes for tank use period, but it's especially important for an armored company to remember that our butts are weak to even a bolter. So make sure you watch your butts whenever possible. Use terrain (including dead tanks), other tanks, and table edges to your advantage. Sure it's kind of cheesy to back your Leman Russ against the table edge, but it can save your arse. (Litterally. )
2. Side Sponsons
Now I'm sure other Guardsmen will disagree with me, but I'd watch the points for Sponsons. Unless you're buying them for "extra hits" think carefully before buying side sponsons. On Demolishers I think they're required so your vehicle has weapons to shoot at range, the same for Exterminators to get those 14 shots (It's hilarious to see that many shots come out of ONE tank), but for anything else I'd have to suggest against it. Those points add up over time after all and in an all tank army which is worth more, another Russ or tank or some side sponsons?
3. Know your role
This is another "should be a given" tip but it bears repeating. Each tank has a role to fill and you should buid it accordingly. A "jack-of-all-trades" tank might be good but cost you more than you should put into that tank.
Just some quick tips from an Armored Company player trying to figure out what list he's supposed to use.
There was a huge tactic thread for AC, not a while ago. We discussed everything so you should probably check it out.