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  1. #1
    Member Rev. Engineer's Avatar
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    1500 Friendly Guard - Die, Aliens, Die!

    Doctrines
    Grenadiers
    ........................................................................
    Command Platoon (197)
    1 HQ Squad (5 men/77 points)
    1 Senior Officer with CCW
    Bolter Pistol
    2 Guardsmen with Lasgun and Flak Armor
    and Heavy Bolter
    1 Veteran Standard-Bearer with Lasgun and Flak Armor
    1 Guardsmen with Lasgun and Flak Armor

    1 Sentinel Support Squad (60)
    1 Sentinel
    Lascannon

    1 Sentinel Support Squad (60)
    1 Sentinel
    Lascannon

    ........................................................................
    No Elite Choices
    ........................................................................
    2 Infantry Choices (55 men/431 points)

    Infantry Platoon (45 men/296 points)
    Command Squad (5 men/51 points)
    1 Jnr. Officer with CCW and Flak Armor
    Bolter Pistol
    2 Guardsmen with Lasgun and Flak Armor
    and Heavy Bolter
    2 Guardsmen with Lasgun and Flak Armor

    Alpha Squad (10 men/82 points)
    1 Sgt. with CCW and Flak Armor
    Bolter Pistol
    2 Guardsmen with Lasgun and Flak Armor
    and Autocannon
    1 Guardsman with Lasgun and Flak Armor
    and Flamer
    7 Guardsmen with Lasgun and Flak Armor

    Beta Squad (10 men/82 points)
    1 Sgt. with CCW and Flak Armor
    Bolter Pistol
    2 Guardsmen with Lasgun and Flak Armor
    and Autocannon
    1 Guardsman with Lasgun and Flak Armor
    and Flamer
    6 Guardsmen with Lasgun and Flak Armor

    Gamma Squad (10 men/81 points)
    1 Sgt. with Laspistol, CCW, and Flak Armor
    2 Guardsmen with Lasgun and Flak Armor
    and Autocannon
    1 Guardsman with Lasgun and Flak Armor
    and Flamer
    6 Guardsmen with Lasgun and Flak Armor


    Stormtrooper Squad (10 men/135 points)
    1 Sgt. with Hellpistol, CCW, Frag and Krak grenades, and Carapace Armor
    2 Storm Troopers with Hellgun, Frag and Krak grenades, and Carapace Armor
    and Lascannon
    1 Stormtrooper with Hellgun, Frag and Krak grenades, and Carapace Armor
    and Meltagun
    6 Stormtroopers with Hellgun, Frag and Krak grenades, and Carapace Armor

    ........................................................................
    3 Fast Attack Choices (4 vehicles/362 points)

    1 Hellhound with Turret-mounted Inferno Cannon and Hull Heavy Bolter (130)
    Camo Netting
    Extra Armor
    Rough Terrain Modifications
    Searchlight
    Smoke Launchers

    1 Hellhound with Turret-mounted Inferno Cannon and Hull Heavy Bolter (130)
    Camo Netting
    Extra Armor
    Rough Terrain Modifications
    Searchlight
    Smoke Launchers

    2 Sentinels (102)
    Autocannon
    Searchlight

    ........................................................................
    3 Heavy Support Choices (3 vehicles/510 points)

    1 LR Battle Tank:Battlecannon,Hull Hvy Bolter (165)
    Sponson Hvy Bolters
    Camo Netting
    Extra Armor
    Searchlight
    Smoke Launchers

    1 LR Battle Tank:Battlecannon,Hull Hvy Bolter (165)
    Sponson Hvy Bolters
    Camo Netting
    Extra Armor
    Searchlight
    Smoke Launchers

    1 Leman Russ Destroyer Tank Hunter with Hull-mounted Laser Destroyer (180)
    Camo Netting
    Extra Armor
    Searchlight
    Smoke Launchers

    ........................................................................
    1500 Points
    5 Tanks, 4 Sentinels, 40 Guardsmen, 10 Stormtroopers
    1 Laser Destroyer, 2 Battlecannons, 2 Inferno Cannons, 3 Lascannons, 6 Autocannons, 10 Heavy Bolters, 1 Meltagun, 3 Flamers

    Much as all the filthy aliens out there should Die! Die!, this Force hopefully is balanced to work against Traitor humans as well.
    Generally, the Hellhounds would be saved behind cover to repulse charging enemies, unless they are needed to capture an objective.

    Opinions?

    Last edited by Rev. Engineer; November 4th, 2007 at 11:18. Reason: typo

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  3. #2
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    Sentinels with lascannons cost 55 points, not 60 as you have posted here, so there's 10 free points for you. Btw you are only allowed 1 sentinel squad in the hq, but since it can have up to 3 sentinels in it thats not much of an issue, you just have to keep those 2 in squad coheriency.

    For the senior officer, make him a heroic senior officer, but do it by making him a junior officer with the honorifica imperialis wargear. Same effect but 5 points cheeper. The reason I prefer the HSO to the SO is because of the increased leadership rating, which is the point of an officer after all.

    I don't think the camo netting will do much for you on the leman russ's. But if you like to have it, than that's not that many points i guess.

    The sergeants in the troop squads do not have access to the armoury unless you upgrade them to veteran sergeants, and therefore cannot take bolt pistols.

    You have a lot of extranious material posted on your list, which gives it a really cluttered look to it, and most people wont want to read it, which is probably why you are having so little luck with getting feedback. For example
    1 HQ Squad (5 men/77 points)
    1 Senior Officer with CCW
    Bolter Pistol
    2 Guardsmen with Lasgun and Flak Armor
    and Heavy Bolter
    1 Veteran Standard-Bearer with Lasgun and Flak Armor
    1 Guardsmen with Lasgun and Flak Armor
    We know that they have flak armour and lasguns, so you dont need to post this. We also know how many guardsmen are in any type of squad, so you don't need to post anything for the unupgraded guardsmen, we know that they are there. A better way to post this would be:

    Command Squad:
    Senior officer with Bolt pistol & CCW
    Heavy bolter
    Standard bearer

    All the same key info is there, but it's a lot less cluttered, making it easier on the eyes and more likely to get feedback.

    Hope this helps.
    what do you call a lasgun with a laser sight?

    twin linked

  4. #3
    Member Rev. Engineer's Avatar
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    Various points taken, Rabid_IBM, though I will quibble about the Junior with the Honorifica. It's five points for fluff. The H.I. is supposed to be rare, but everyone has one in their I.G. force.

  5. #4
    Member Rev. Engineer's Avatar
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    Doctrines
    Close Order Drill
    Drop Troops
    Grenadiers
    .................................................. ......................
    Command Platoon (189)
    1 HQ Squad (5 men/77 points)
    1 Senior Officer with Bolter
    2 Guardsmen with Heavy Bolter
    1 Veteran Standard-Bearer
    1 standard Guardsman

    Sentinel Support Squad (112)
    2 Sentinels
    Lascannon
    Searchlight
    .................................................. ......................
    No Elite Choices
    .................................................. ......................
    2 Infantry Choices (55 men/428 points)

    Infantry Platoon (45 men/308 points)
    Command Squad (5 men/51 points)
    1 Jnr. Officer with Bolter
    2 Guardsmen with Heavy Bolter
    2 standard Guardsmen

    Alpha Squad (10 men/88 points)
    1 Vet. Sgt. with Bolter
    2 Guardsmen with Autocannon
    1 Guardsman with Flamer
    6 standard Guardsmen

    Beta Squad (10 men/88 points)
    1 Vet. Sgt. with Bolter
    2 Guardsmen with Autocannon
    1 Guardsman with Flamer
    6 standard Guardsmen

    Gamma Squad (10 men/81 points)
    1 Sgt.
    2 Guardsmen with Autocannon
    1 Guardsman with Flamer
    6 standard Guardsmen

    Stormtrooper Squad (10 men/120 points)
    1 Sgt.
    2 Storm Troopers with Meltaguns
    6 standard Stormtroopers
    .................................................. ......................
    3 Fast Attack Choices (4 vehicles/362 points)

    1 Hellhound with Turret-Inferno Cannon and Hull Heavy Bolter (130)
    Camo Netting
    Extra Armor
    Rough Terrain Modifications
    Searchlight
    Smoke Launchers

    1 Hellhound with Turret-Inferno Cannon and Hull Heavy Bolter (130)
    Camo Netting
    Extra Armor
    Rough Terrain Modifications
    Searchlight
    Smoke Launchers

    2 Sentinels (102)
    Autocannon
    Searchlight
    .................................................. ......................
    3 Heavy Support Choices (3 vehicles/510 points)

    1 LR Battle Tank:Battlecannon,Hull Hvy Bolter (170)
    Sponson Hvy Bolters
    Camo Netting
    Extra Armor
    Rough Terrain Modifications
    Searchlight
    Smoke Launchers

    1 LR Battle Tank:Battlecannon,Hull Hvy Bolter (170)
    Sponson Hvy Bolters
    Camo Netting
    Extra Armor
    Rough Terrain Modifications
    Searchlight
    Smoke Launchers

    1 LR Destroyer with Hull-Laser Destroyer (180)
    Camo Netting
    Extra Armor
    Searchlight
    Smoke Launchers
    .................................................. ......................
    1499 Points
    5 Tanks, 4 Sentinels, 40 Guardsmen, 10 Stormtroopers
    1 Laser Destroyer, 2 Battlecannons, 2 Inferno Cannons, 2 Lascannons, 6 Autocannons, 10 Heavy Bolters, 2 Meltaguns, 3 Flamers
    Last edited by Rev. Engineer; November 6th, 2007 at 17:22. Reason: accursed typos

  6. #5
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    Ok, so you don't like the honorifica, fair enough, but I still say that the senior officer should be upgraded to a heroic senior officer for the improved leadership. Also I would give the officers bolters instead of bolt pistols. Since their squads include heavy weapons, you are probably planning on remaining stationary most of the time.

    Much as I like flamers and melta guns, I have found that they dont work well with heavy weapons. The flame template is only about 8" long, but enemies can assault you if they start thier turn within 12" of you. This means you will probably have to move on the turn you fire it, therfore you will not be able to fire the heavy weapon that turn. I would reccomend switching them for grenade launchers.

    Lascannons and melta guns, while both being anti tank weapons dont mix well for the same reason. Although the melta gun has a range of 12", it needs to be within 6" to be truely effective, but you cant move if you want to fire the lascannon. Enemy tanks will not nicely drive up to within 6" of a melta and sit there for you.

    Also on the note of storm troopers, look again at their upgrade options. They are allowed 2 special weapons and no heavy weapons. This means that the lascannon is illegal. For you storm trooper squads I would reccomend 2 plasma guns. These boys were made to take plasma IMO, their improved armour reduces the risk of dying from backfires, and thier improved ballistic skill makes it particularly deadly. This weapon will cut though any troop armour, even terminatiors, wounds models with up to toughness 5 on a 2+, instant kills heroes with toughness 3 and can even bust tanks open if you rapid fire their side or rear armour.

    As for doctrines, you are only taking 1. 3 I would reccomend to you are close order drill, drop troops, and iron discipline.
    Iron discipline because it makes the difference between a retreating squad with 4 men left consisting of a heavy weapon crew, a special weapon and a sergeant being able to regroup and stay in the fight missing only the useless lasgus or running away because under half strength squads can't regroup.
    Close order drill and drop troops are free, and can be useful. Sentinels can deep strike without risking landing right beside the enemy because of the range on their weapons, and from the rear even mars pattern sentinels can be good tank killers. Close order drill can save your ars if you end up in close combat, 1 point of iniative can make a big difference.
    what do you call a lasgun with a laser sight?

    twin linked

  7. #6
    Member Rev. Engineer's Avatar
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    That Storm Trooper squad was a last minute change and I forgot to switch the Lascannon.
    Nonetheless, I like a Flamer in a squad. The model with it can fire his Lasgun if the Flamer is out of range, and for only 6 points, it's good to have. Everyone wants to engage the comparatively weak I.G. in close combat.

  8. #7
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    Wrong.

    I'm fairly certain that when you buy a heavy weapon or special weapon, the new weapon -replaces- the old one. A guy can't run around with 2 weapons, unless they're each 1h weapons.

    So, when you buy a flamer, or a grenade launcher, or a melta, that model no longer has a lasgun.

    Your flamer is absolutely worthless in a squad with a heavy weapon. Assault, as stated, is 12". 6" move, and then 6" assault. Your flamer is 8". Assuming your enemy is stupid and blunders close enough for the flamer, they'll be 7-8" (otherwise, they'd have just assaulted you), meaning your flamer hits...1, MAYBE 2 models. Spend the points elsewhere.

  9. #8
    Member Rev. Engineer's Avatar
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    As I just said, everyone wants to engage the I.G. in close combat. Meaning yes, they would have just assaulted my squad, and then they're plenty close enough for the Flamer. Assaulting with regular I.G. is suicidal, since everyone pretty much agrees they're the weakest at hand-to-hand, so I won't be charging anyone, Flamer or not.
    BTW, I've seen a number of threads where people mention a member of a heavy weapons team using his Lasgun. In the real world, a soldier with an RPG still has an AK47 slung around his neck.

  10. #9
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    I won't be charging anyone, Flamer or not.
    The flamer is only useful if you plan on charging for the reasons janwin mentioned.
    BTW, I've seen a number of threads where people mention a member of a heavy weapons team using his Lasgun.
    Yes, 1 member of the heavy weapon team can fire his lasgun if the heavy weapon does not fire. The other member still cannot ever fire a lasgun because he doesnt have one, it has been replaced by the heavy weapon. Any time the weapon is firing, the 2nd man is too busy loading ammo to fire a weapon of his own. This isn't too relivant however because you would never fire a lasgun instead of a heavy weapon unless the squad was moving, in which case the heavy weapon cannot fire, and even a lasgun is better than nothing.

    Btw IG are not the worst at hand to hand combat, the tau are worse. Good luck getting close to the buggers though.
    what do you call a lasgun with a laser sight?

    twin linked

  11. #10
    Member Rev. Engineer's Avatar
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    So can either one of you explain WHY if an enemy charges my squad, the man with the Flamer can't use it when it's my turn to attack?

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