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Hey, I've decided to start to build a grenadier army and am starting at 500 points. Right now, I the list stands at this:
2x Sentinels w/Autocannons
8xGrenadiers w/2 plasma rifles
8xGrenadiers w/2Multi Melta and Vet Sgt w/Power Weapon
8xGrenadiers w/2 Grenade Launchers
I still need a HQ though. I was thinking of using the multi melta as an assault squad, and the plasma as fire support and the grenade launchers provide cover for the fire support until they are within rapid fire range.
And the two sentinels fill in the anti-armour and additional anti-infantry support.
I also need a HQ.
Eventually this list will be expanded to 750, so I was thinking of adding a battle tank and a couple of chimera's in there too when I expand.
Any suggestions would be great as well as HQ recommendations. Thanks!
Well you really only have one choice for a HQ in a guard army and that is the good old command squad. You don't really need this squad for its Ld as storm troopers have good Ld anyway so you can use them as a drop troop squad with 4 special weapons or give them a lascannon to help out with your lack of anti-tank.
Replace the Grenade Launchers with plasma guns as soon as you can as for the extra points you get a lot more hitting power. If you want to go for a mech army then sure go for a few chimeras to drive your grenadiers around and to do a few drive by shootings. Try a squad of veterans or two with a missile launcher and a few plasma guns as a forward firebase. Give them the camo skill and they become very hard to remove by enemy shooting. Also chimeras will cover any leman russ tanks you take as armor is always best un mass to make sure that some of them get the chance to fire when your turn comes along.
"Hey sarge, this lasgun is heavy. I wish we had something lighter."
FF7: ABOUT RANDOM BATTLES
Ok...I love Grenadiers, so here I am
1. KOS-MOS is right. There is only one choice for guard when it comes to HQ. That is Command Platoon, unless you want to take Last Chancers. And there leadership is not bad actually. You can put them few paces back from the advancing Grenadiers and "net" any fleeing troops with Iron Discipline. Anything that gets drop under 50% (easy for a guard army with so little troops) will normally run away, but Ld 9 is very good chance to regroup. Keep them about 8 inches away from the front line. That way they are under little fire but give lots of encouragement. Just to keep them mobile and useful give them quad-Grenade Launchers/Plasma-medic set up.
2. I wouldn't use anything except Plasma (or perhaps one squad of GLs max) on walking Grenadiers. They are the ones that packs the real punch and relative range. Anything else goes mech/Drop or wastes their high BS.
3. As above, the second squad must be dropped in such low point value, otherwise they'll get shot up.
4. It's an armylist, and that goes in the *gasp* Armylist section.
That's all for now
But thanks so far, I'll probably drop the third squad then and with the extra points put some heavy weapons in the command squad.
Hows that sound?
Alright, but a static HQ defeats its own purpose as a leadership bubble, since you must move your grenadiers, and fast.
I would suggest something like:
4 Grenade Launchers
Junior Officer w/laspistol, PW, Honorifica, Iron Discipline.
Also I would drop sentinels instead of Grenadiers, since you need the numbers. At 500 pts even Marines can get that many models. Being guard, you must have more.
You can try out either idea if you want, getting to know walking grenadiers and look for the solution best suits you. After all, all we are doing here is theoretical.