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Doctrines are drop troops, conscripts, ratlings, iron discipline, close order drill. Gonna fight a lot of tau and MEQs, though there's one guy with nurgle that scares the hell out of me. Basically, I'm working to make more specialized squads now instead of the general squads I made before with everyone getting heavy and special weapons.
Edit: Did some tweaking, added cameleoline and got rid of the grey knight.
Doctrines of iron discipline, drop troops, cameleoline, close order drill, ratlings
Junior officer with honorifica, iron discipline
Sentinel with multilaser
Troops: 2 platoons
Guard squad, autocannon
Guard squad, autocannon
Guard squad, plasmagun
Guard squad plasmagun/meltagun
Junior officer, storm bolter
4 grenade launchers
Guard squad, missile launcher, grenade launcher
Guard squad, missile launcher, grenade launcher
Leman russ with heavy bolter
Last edited by jh316; August 12th, 2008 at 22:10.
In my opinion, these lack good anti-tank firepower. A Hammerhead or Land Raider can be a real problem if you cant neutralize it w/ droop troops and melta/plasma. But these is made better by hardened veterans than by common guardsmen or a single sentinel w/ a multilaser.
I'm not using hardened vets. Dropping hardened vets with meltas or plasma is the exact opposite thing I want to do. I'm playing for fun, not to win at all costs. And if I do that often enough I won't get any games at my shop. Plus, they're a free kill point. If I deep strike, it's going to be with entire platoons and against tau to overcome their range advantage.
Anyway, no one brings heavy vehicles like that. At 1000 no one even bring hammerheads, just devilfish. Even at 1500 stuff like land raiders are extremely rare. That Nurgle army that scares me is 100% infantry.
Last edited by jh316; August 15th, 2008 at 16:07.
1 - Hmm... if is for fun, maybe I bring mortars, a basilisk, Ogrins, Rough Riders or FW stuff like cyclops or sentinels power lifters, just for the chance of experiment w/ new ways of play. Throwing cannon fooder against the enemy lines or make a last stand with the remaining infatry is the old traditional way. Asking for ideas for doing that is not going to get much creative thinking.
2- In my opinion, an CSM army w/ lots of nurgle's guys is not very diferent of an IG army w/ lots of plasma. It almost render useless your lasguns firepower, making the infantry platoons mostly irrelevant. Or you bring more artillery or heavy weapons or upgrade the special weapons to all energy weapons or at least Rough Riders. You play on the same level or acept the reality that you like to play w/ lower forces and fight without a complain. If you are asking for ideas that provide a good chance of winning and keep your ideal of fair play, please say it clear from the start. That save time and thinking to everyone.
If my words offended your sense of honor, my sincere apology.
I'll add in stuff like that at 1500, but there's no points for any of that at 1000. And I'm really not going to waste money on ogryns.
No ofense, but Is not that you have no space on a 1000 points army list. Is that you try to play 2x Infantry Platoons in a 1000 points battle. Is self-evident that is not a balanced force, centered around attrition and where the lasgun is the main player. Thats why your soldiers fight w/ so few weapons that have a decent chance of killing the nurgle's boys. If you really like the mass of cannon fooder. At least give missile launchers and plasma guns to every possible guardsmen. Then they can provide a more decent fight against the nurgle's boys. Beacuse no matter how many bodies and cover you have, if you cant make enough wound to the oponent, your soldiers are nothing more than living targets, unable to stop their advance.
If the nurgle player can play better than you in small battle, dont play small battles with him. Just play at 1500 points.
I don't really like playing stormies or conscripts, and I don't have any chimeras, so what choice do I have but 2 platoons?
Two Platoons of Guardsmen isnt a bad idea at all. But heres my input...
Maybe drop one inf squad. Give them all both heavy and special weapons! For line squads I prefer to go with either Plasma/Auto Cannon (or H-bolter) and Flamer/H-bolter.
If you are taking Iron Discipline then I suggest giving it to all of your command squads.
Drop the 4 ratlings. Ratlings are great but I wont field them in anything smaller than squads of 7. Mass sniper fire is great but only a couple is kinda useless.
I'd drop the lone M-laser sentinel. You have enough troop killing in your list and since its not looking that mobile you really dont need the sentinel walking around.
Now with your new found points may I suggest a anti-tank support squad with 3 las cannons and maybe sharpshooters? Or since you took the "drop troops" doc i'd suggest a squad of hardened vets with meltas that can either out flank, infiltrate or deep strike depending on what you need in that game. Could be very useful.
Good luck and may the emperor guide your flashlights to your enemy's eyes!
Once again, I'm not going to use hardened vets with meltas/plasma. I'm just not. And I really don't buy the whole "if you don't take X amount of Y unit, there's no point in using them." Two ratlings are exactly twice as useful as one, and cost exactly twice as much.
Anyway, I've been thinking about dropping the sentinel for a commissar, how would that work out?
Last edited by jh316; August 16th, 2008 at 17:17.
I think what everyone's been saying, and what I'd also suggest, is that the list has a lot of guardsmen and not all that much killing power. I've only just started playing guard recently, but I'm finding that extra bodies really only work to an extent.
The problem with infantry platoons is that they really don't kill that much. So by running 6 squads in 1000 pts you're maxing out on the amount of models you have, but the list lacks any punch. Going for a balance between power and numbers will probably be the best way toward a friendly and yet still competitive list.
Just as a side note, as much as you may not like veterans, running one squad does not make the list cheesy/ unfriendly. Dropping 3 squads with plasma weapons is a bit cheeky. But one unit deployed with a platoon is fair, and is a good way to get additional heavy weapons. That's not to say that you need to take them. Just realise that they are one of the options to add some punch to your army.
You mentioned Grey knights? I'd be inclined to drop some of the extra squads in 1st platoon and add the GK's back in. That is a great way to get some killing power. This way your platoon provides numbers and the GK's can do some damage.
On the Ratlings, personally I've never used them but Rebel's point of using 7 is basically just saying that numbers will make them more reliable, ie with 7 shots they're more likely to kill something and cause a pinning test (presumably the desired effect).
So think it through, there's some good advice from the others. I think the support units (Rough riders, Grey knights etc) are necessary even in a friendly list. And they can also make the list more interesting to play. Hope this helps