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I find myself constantly changing my army lists everytime i do them only because i have still not decided which weapons suit which unit.
So we have a plasma gun, melta gun, flamer and a grenade launcher.
And for heavies we have M.launcher, Lascannon, H.bolter, autocannon and the mortar.
And for squads we have a typical troop squad i.e 10 man squad, a HQ for the platoon, and the command HQ.
Now i have read a lot of people think it is better to have heavies in bigger squads as they are easy prey in groups of 3 i.e heavy support squads. I do agree with this and it does make it cheaper on points. However i will keep my troops mainly shooting at the opposing infantry does that mean i should go for anti infantry H.weapons? Would that make a better tactic?
So as for the HQ squads, what is your opinion? Do i leave heavy weapons out of them altogether? Do i adopt a more attacking feel so i keep them mobile with melta guns?
To be honest i am almost considering going for mainly flamers and G.launchers as they are the weapons were given with the plastic sets. Maybe give the flamers to the H.Q squads and G.launchers to the 10 man troop squads.
Any advice or experience you could give is welcome.
If its a leadership HQ and stays back like a coward (sorry guys) then make him cheap with a mortar alone. If he is a Hero and charges out wildly into battle, than give him every upgrade, and stinking weapon (special/heavy) you can get your gribbly hands on! Hehe
Take my advice as a grain of salt, but this is how i do it 1,000-1,500pts.
I take mortars in Command squads, equipping the other 2 guys not including the officer with pistols/swords. This makes the Command squad more useful and versatile, instead of just "being there", not doing much. If you took mortars in just the Command squads, you wouldn't need to bring another one anywhere.
For regular guard squads, I take light infantry doctrine so I like to use the Sniper rifle .. its just for looks really, but i will equip some guard squads with a missle launcher, its versatile. For special weapon, all 3 have their role, depends on the opponent. If i had to blindly fight like a tournament, i'd pick the melta .. but most would take the plasma or flamer.
For veteran guard squads, I take 3 guys with Meltas, a Lascannon/Autocannon depending on the opponent, and the rest with shotguns. They ride in a chimera and come out within close range to use all this stuff, btw. Taking the barbeque squad is also popular, 3 flamers and a heavy flamer if you have jungle fighting doctrine.
Sometimes my veterans take no heavy weapon at all.
Yeah I agree w/ rune. I think it really depends on the "feel" and fluff of your army. For my latest list, I decided to make all my HQ's "Hero Q" tooling them up w/ special weapons and CC goodies. I gave my line squads plasma and a heavy weapon...usually I mixed what went with what squad. Some squads had LC, some ML, I think 1 or 2 had AC. I personally like heavy weapon squads, so I had 3, 2 w/ HBs and 1 w/ MLs. Those combined with the heavy weapons in the line squads gives a solid all around firebase. So even if I lose the heavy weapon squads, I still have some heavy's left in my platoons.
As for vets, I take 3 squads. 1 w/ 3 plasma and an Autocannon (debating whether to swap this out) and the other 2 w/ 3 meltas only (and all the vets in these 2 squads have shotguns...they are my rapid reaction force).
I think you could try to mix up your heavy's. Have some in Heavy Weapon squads, and have the rest in your platoons. That way you still have lots of heavy weapons, you can customize where you want your AT and anti-infantry weapons, and you can still mnaintain some mobility in case you want to advance.