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Ok, out of the unusual backlash against my griping about the failings of the new IG codex, I decided to write a little bit on what new, or changed, stuff that was really good from the new codex.
Special Weapons Squad. Need an excuse to use those extra assault weapons, or snipers that you have lying around? Toss them into a SWS and make good use of them. This is one of the most cost efficient units in the game. You get 6 guardsmen, a 36 point value, for 35 points! My last comment on this unit: Demolition Charge. 'Nuff said.
Hardened Vets. Everything in this ENTIRE unit got cheaper with the exception of Grenade Launchers and Lascannons. One heavy weapon and Three assault weapons; what's not to like? Oh yeah, all of these cheaper weapons come with a SM Ballistic Skill! Then, to top it all off, they all automatically get the infiltrators special rule. Take the Veterans Doctrine to remove the cap and have fun. I love this unit.
Storm Troopers. Hardened Vets minus the heavy weapon, but free carapace armor. Plus you can modify them to fit the situation with their choice of either infiltrators OR deep strike or nothing at all if you want to keep them cheap. They are great for standing in front of regular infantry to keep those AP 5 bolters from chewing them to pieces. These guys get a thumbs up and traded places with my Ogryn.
Conscript Platoons. A big wall of one way fire meat shields for all of those precious heavy weapons teams behind them. Toss in a couple of flamers, because hey flamers don't need a BS, and go to town. Just don't get too attached to the little buggers cause they ain't gonna last long. Oh commissar, Oh commissar, wherefore art thou? Oh yeah, I traded your expensive butt in for 30 conscripts.
Hellhound. Oh yeah! Now THIS is what the hellhound should have been the first time around. They upped the points? So what! Everyone I know was praying for a points hike to get rid of that special penetrating hit rule. Not only that but the freakin thing has a 24" range and the template HAS to hit the most models, meaning it can be turned any direction you want as long as it's within 24". Wow. Lord Solar Macharius (and your stupid looking model) goodbye, New Hellhound: Hello!
Heavy Weapons Platoon. Are you the kind of person that hates losing a LOT of firepower to a lucky glancing shot? Buy three squads of lascannons plus one for the HWP command squad; that's ten lascannons for those of you who can't count. Replace those Leman Russ's with enough firepower to keep that cheesy Black Templar player hiding his Land Raider(s) behind terrain for the entire game. Yeah, it aint cheap, points or money wise, but it won't get popped by a rail gun on the first turn either. If Ebert were here, he'd help give me a thumbs up, but bless his soul, I'll have to do it on my own. Two thumbs up.
More of these to come tomorrow. I havent even touched the doctrines or special characters yet, and I see a lot of merit in them both.
On the Heavy Weapon / Money point...with padding from regular Cadian infantry models, you can easily get 2 heavy weapon teams from every "heavy weapon team set/sprue". Plus, the additional Autocannons / Lascannons left over can be used to upgrade Setinels, so you can keep 'em all plastic.
well with a bit of effort i got 15 heavy weps outta the box...value
One thing one could do is to take the Alternate Regimental Organisation - Grenadiers, Skills and Drills - Veterans and Special Equipment - Carapace Armour. This would allow you to take..."Hardened Veteran Storm Troopers"!!! They cost virtually the same points as standard Storm Troopers and have the same stat line. Moreover, they can take THREE special weapons AND a heavy weapon. Furthermore, you can have standard Storm Troopers as Troops choices and "Hardened Veteran Storm Troopers" as Elites.
I'm thinking of trying it. Using the inquisitorial (standard) Storm Trooper miniatures for the â€śHardened Veteran Storm Troopersâ€? and the Kasrkins as the Grenadiers. What does everyone think? Cool, huh?
One problem is that they'd be outnumbered most of the time though...I think... <_<
Another advantage they have is that they get Infiltrators for free. Lastly, you can also take the Alternate Regimental Organisation - Drop Troops to get free Deep Strike for the "Hardened Veteran Storm Troopers" as they count as Guard Infantry. :blink:
Now That IS Value!Originally posted by drozzy@Jan 14 2004, 04:46
well with a bit of effort i got 15 heavy weps outta the box...value
As I promised, here's the rest:
Grenadiers: 0-3 stormtroopers as troops?!? You don't even have to HAVE regular infantry with this doctrine. Take 0-3 as troops and then take the rest as Elites. Voila! Stormtrooper army. Just make sure that you make up for the lost heavy weapons with Support Squads and Heavy Weapons Platoons.
Iron Discipline: For a measly five points per officer you can help keep your troops in place when they take incoming fire, however, this isn't the best benifit. Ever had your last two troopers run off of the table with a lascannon? Well, now even ONE guy can rally and help you keep the firepower on the table! I love this doctrine.
Close Order Drill: Free! I repeat, Free! For absolutely no cost per squad you can give them better LD and I for those times when the enemy closes into CC with them. Bad side: They are a little too bunched up if the enemy brings template weapons, but if not. Do it.
Jungle Fighters: For only 10 points per squad you get quite a bunch of extra abilities. It's probably one of the most cost efficient doctrines in the book. Unfortunately, though, lascannons are out. If you play with a lot of terrain, however, then put them 7+ inches into woods and don't worry about them getting shot.
Sharpshooters: The BEST doctrine in the whole bunch. IG don't have the most impressive marksmanship skills due to having trained at the Star Wars Stormtrooper school of marksmanship. However, this doctrine can at least help with poor performance. So far, for me, it has been the most useful doctrine in the book.
Lord Casttellan Usarkar E. Creed. Absolutely amazing character for only 125 points. Probably one of the most cost efficient characters in the whole game. Creed himself, is better off hidden away with your command squad to pass on his tasty LD with a master vox. However, Jarran Kell, is a close combat monster with both a powerfist and power weapon, great WS and good gear choices. Not to mention he has Iron Discipline. The biggest reason I would take them? The Master Strategist special ability. This ability takes a lot of worry off the shoulders of a tactically minded Guard player; why roll for table side, when you can automaticaly choose?
Colonel Schaeffer's Last Chancers. For just a couple more points than a Heroic Senior Officer, you can take Schaeffer and all kinds of cool sub units. Without the Sub Units special ability, he wouldn't be worth buying, however, being able to take five independant soldiers with Demolition Charges is a really nice option. Your opponent uses a tank heavy army? Take sub units of melta guns and hunt them down. If they kill one before it gets to a tank, so what? They just wasted a whole squads, or tanks worth of firepower on a 21 point soldier. Not to mention, a power weapon and plasma pistol are just about the best upgrades you can give an IG officer, so everything works out great.
I love Iron Discipline, and Close Order Drill too, although in my world, it's called "Fix Bayonets!!!". My plan is to take those two, plus Stormtrooper Squads, Sanctioned Psykers and either Techpriests, Heavy Weapon Platoons, or Special Weapon Squads.
What I might do is take "ID", "COD", ST Sqds, Heavy Weapon Squads plus whichever Character (Tech or Psyker) fits the game most.
Don't take the tech enginseer guy. At first glance I thought he was awsome, but once I started reading about him.....its not worth it. My reason is unless the enamy sucks at rolling for pen. damage, your most likly to loose your tank(s). And plus, your enginseer isn't really that buff, get a hail of bolter fire, lets say 10, he's a goner. So my point is dont get him, but its your choice really and how you fight. The model looks cool, thats about it.
As for psychic guys....there ok I guess. The only problem with them is the fact that they have a random power, not a straight forward, out of the box type deal. So I guess they would be fine but I wouldn't use my money on it.
When goblins blow themselves up its stupidity. But when humans blow themselves up its bravery....odd isn't it
Sharpshooter is by far the best thing to come out of the new codex. I've rolled so many 1's for ML's and LC's and then go on to roll a hit, it's unbelievible. It's great for rapid firing lasguns to
High Elves (BloodBowl)
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You know, technically the "destroyed" result on the vehicle damage table is repairable damage.