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Ok, I'm starting a Vostroyna firstborn army. Now, I know a lot of people hate them, but I DON'T care, please don't mention your hate for them, because your not going to change my mind...
anywho, I only have one squad of Infantry and one comand squad.
MY vostroyans have the following doctrines:
Those are up for arguement, YES I know they will make my IG insanely expensive.
I would just like to know any stratigies, good units, etc...anyone can tell me on vostroyans.
Oh, and I was wondering, are there any rules specifically for Vostroyans? like how the Catachans have a "living" codex, but could be used as a "merged" unit by taking doctrines?
Thanks a bunch LO bunch!!
-The God of all Machines
Last edited by The_Omnissiah; October 22nd, 2006 at 01:29.
Who hates em' I love em. Good luck.:yes:
F*** Me!! Carapace armour AND Cyber Enhancements.
Well, I guess it will cut down on the monetry cost won't it? :yes:
... only triumph could turn pooing his pants into a good thing..
I cant really advise you on tactics as i play 'light infantry'.... But i can tell you there are no specific rules for them they just have a doctrine list like the regiments in the back of the codex. I believe they were printed in the white dwarf that they were released in.
Hope this helped!
Inquistion force WIP. Pics on posts 17 and 23.
Personally, I don't know if this is going to work. It often isn't a good idea to max out your wargear and thereby limit your numbers. The IG kind of thrives on numbers, since there BS is nothing to write home about. They often need the high number of shots to make there kills. If you limit there numbers the enemy most commonly will swarm you before you had a chance to kill enough to survive the melee. Ok, let my illustrate:
For those points you can get a Infantry Platoon with a Autocannon/Missile Launcher. That's atleast 10 extra shots. 20 Shots in rapid fire range! For the price of 3 of your squads, you can also field 5 squads plus a the manditory Junior Officer with wargear. When I look at your wargear I see a lot of stuff that involves melee. This is not the Guard's strong point, so I'd advice you to go for more firepower to try and for go melee in the first place. What I do to keep melee-ers of my back is this:
--> Power Weapon
--> Honorifica Imperialis (My main officer will cost a bit more, but so what!)
--> 4 Flamers
Keep this guy in front of your line and if anything stompy comes to close, ram 4 flamers down there piehole! Are they still standing and you have bigger fish to fry (I mean shoot), let your Junior Officer charge them! they will be tied up fo atleast a turn or so and you will be able to fire at higher priority targets. People actually will come to fear those 4 flamers! My friends tend to shoot them first because they hate how they can just kill have the squad. That's firepower lost on a itty bitty squad!
If your friends are melee-happy (like mine) it might be a good idea to stick a Commissar with a Powerfist in your main HQ (Banner is manditory, we don't want summary executions). You can also put a Psyker in for a extra body before the important models are hit (there only 12 pt).
My opinion of the Special equipments/Docterines:
Carapace armor: Too expensive for 4+ save, which most enemies have answer for: -4AP weapons are common
Cyber-enhancemensts: 20 points for 6+ invunrable save? Damn! That's a chance from 1 to 6 that those 20 points actually do something!
Hardend fighters: Melee is not where you want to be! Enough said.
Sharp shooters: I feel that 10 points is just to much for a re-roll of 1/3 of the misted shots.
Xeno-fighters: Melee is not where you want to be! Enough said.
Docterines that (IMO) are worth it:
Drop troops: A good combo with vets.
Grenadiers: BS4 with 4+ save that can wield 2 plasma's as Troops, can't go wrong with that!
Iron discipline: 5pt, no morale penalty for casualties. That's point/effect value.
Close order drill: +1 initative and leadership for free!
Veterans: Cheap and expandable BS4 fighters.
There you have it, my 2 cents. Hope it helps
Last edited by Prittstift; October 22nd, 2006 at 11:23.
Any tactics to give you...
You do realise that each guardsmen is almost as expensive as a space marine.
Crunch some statistics in your mind of 10 of your guardsmen taking on 8-9 tactical marines. You will lose every time.
The only tactics I can really think of is don't take many of these guys. Spend all your points on tanks. I guess your army would be pretty cheap $wise.
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They are truly great even though they are expensive, you could try looking them on ebay or something. I am sure you will save some money then if you buy them from GW, but overall vostroyans are simply a good looking version of IG, they dont really have anything special about them except the fact that each of their tanks is twice the size on normal IG one, which is both good and bad in some cases.
But cyber enchancement AND carapace? Wow with this you wont need to spend much money on the army since they will be taking 30 % of all your points. Hehe, I suggest u rethink one of them, I personally always like carapace and hardened figters together but thats up to you.
They dont really have any specil tactics about them the way I remember, they are however simply more used to close combat rather then standard IG, so they are fairly nice in City fight but in open terrain, standard IG will have a much easier time cause they have more guns and their tanks dont take up half the battlefield.
Several of your doctorines would add some nice personality to an army or might even work well in tandem, but as a whole, you're dumping alot of points for something that for all practical purposes is still a guardsman. You have a minimum of 40pts of upgrades for any guard infantry squad you take, which is gonna make the list really limiting in small games and not much better in larger ones. I play mechanised (not because I heart Chimera's or anything I just like challenges) and I can say from experience that having to dump over 70pts for each squad of guardsmen is not something you wanna do even if you do get two heavy bolters and a stubber outta the deal, it's just too many friggin points for a single unit of guardsmen.
Carapace armor- Better than most give it credit for as 4+ gives you some nice staying power against all but heavy and special weapons and even the dreaded flamers. The only drawback is that it's a strait 20 pts instead of 2 pts a model which would make it alot more functional.
Cyber Enhancement- Really haven't seen a good use for this one and it really doesn't work in tandem with carapace as you'll be losing your save against alot less weapons, if you are gonna take this upgrade it really should be this or carapace because you won't get any milage out of it.
Hardened Fighters- Seen it work in a few dedicated HTH guard armies, but it sucks something awful unless you really got a specific use in mind.
Sharpshooters- It improves IG's principal drawback of having poor shooting and I've seen this do wonders on more than a few occaisions, but it really works better if you go for multishot weapons like autocannons where you get some heavy use outta it.
Xeno-fighters- Well, it's cheap and fluffy, but won't help you much especially nid hunters as a squad or hormies will eat you alive well before you get a chance to hit them on 3+. Eldar fighters is similar as both eldar and dark eldar will probably beat you senseless well before you can use it. Ork fighters is the only one I could see being practically useful.
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Drop one and add Close Order Drill. Actually, while you are at it, drop another and add Iron Discipline. Both cheap (or free), and both highly effective. Right now, no offense, but you haven't got a chance.
"When one man dies it is a tragedy. When thousands die its a statistic."
*Shrugs*Those are up for arguement, YES I know they will make my IG insanely expensive.
Guys, he already knows. Such things people will do for fluff. Just wish him goodluck as I doubt anyone has any advice from experience for this army (beyond the fact it's gonna get creamed most of the time).
... only triumph could turn pooing his pants into a good thing..