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CCS - 100
PCS - 130
3x Infantry - 195
2x Veteran - 260
2 Armour Sentinal - 140
Vendetta - 150
Total = 975
So I've not played much 40k, and even less of 5th ed so I'm not sure well this will all work together. I'll mostly be playing small to mid sized city fights against another guard army and possably Tau, maybe SM...
I figured I'd have Al'Rahem come in from the flanks whenever and try and hold them up witht he vets and sentinals till the extra guns arrive, trap them in the streets with nowhere to go and burn them alive.. or so I hope. I dont expect more than one tank to be fielded by my opponents so I dont think I'd need too much anti tank gear, the pair of Las Sentinals I hope can handle that. Just not sure what the battlesuit count may be.
Theres a handful of points spare as I expect there will be some changes need making but for now to me it seems fairly ok ;>.>
So yeah, cheers in advance for any advice, I'm new at this so please be gentle ;O
its a good start but i would suggest rmoving either the flamers or the autocanons from the infantry cause there either gonna stay still and shoot or move up and flame normally you dont have both.
if playing vs tau you wont need flamers at all cause if they have any skill at all they will never be in that range(unless kroot which is lol).
for guard concentrated flamers rape butt, with no partials all the infantry packed into a street ally your getting like an average of like 8 hits if not more with each flamer.
for sm you might have trouble with the vendetta and you might want to trade it for a demolisher just for survivability and a big scary gun. with new guard rules place the demolisher at the end of a street and you own that street with a str 10 ap 2 ord gun and aeither a hail of Hbolter fire or plasma blasts aswell.
hope that helps
Imperial Guard- Canon Fodder of the Imperium
Thanks for the comments.
That makes sense about the flamers and autocannons. I just figured it might help help if they did get close enough to use it but that leaves me 1 or 2 gun short most the time I suppose.
Would I be better off swapping the flamers in the infantry for grenades luanchers perhaps? Or taking out the autocannons and getting something else with the spare points?
Al'Rahem sucks. He forces you to outflank, meaning you shoot less and it's easier to assault you. Bad idea, unless you stick them all in Chimeras and hope for the best.
I like the auto/flamer set up. Sit tight with the auto, and when they assault one unit and wipe it, you can move up and BBQ them in response.
Forward Sentries is lame, just get them a Chimera. Also, get the full 3 plasma. And 5 points is a small price to pay for a much better anti-tank gun.
Lascannons at BS3 are so unimpressive and expensive I only put them on infantry. Go for that cheap plasma cannon or a simple autocannon.
What does the Vendetta do on its own?
Ditch Fail'Rahem, lose the Vendetta, mount up your Vets, and throw a Russ in there.
Well my whole armour choice depends on what I can at a decent price in next weeks bring and buy sale near here... ;>.> it's sad having to game on a budget.
Does Al'rahem really not work? I guess I am left fairly open in the first turn and mebbe second depening on the dice, but I thought with the Astropath, I'd have a good chance to bring them to the field pretty swiftly and catch the enemy in a 3-way crossfire.
If he doesn't work then I'll switch him out for a Chimera or 2 if I can get hold of any.
I thought the Vendetta would be handy in City Fight, it being able to get about quicker than the tanks and aiding fire where needed. Or at the very least, draw fire till my reservse come in...
If I do get hold a Leman should I keep it as starndard or take a variant like a demoisher as jakustodus123 suggests?
All round plasma guns/cannons sounds a fun idea though, ust hope I have enough of them in my bits box...
The problem with al'Rahem is that he forces your whole platoon to outflank. Outflanking is useful for mobile units, assaulty units, or unit that are fragile and need a few turns of protection to get into position. Infantry Platoons are none of these. They need to be set up and shooting from turn 1.
A single Vendetta is great for carting Vets around, but it does tend to draw a lot of fire. A pair would be ideal, along with Chimera and Russ backup. That's the mech build, lots of vehicles rolling over your opponent.
Based on your list, a normal Russ or Demolisher would be just fine. The normal variant is cheaper and has a longer range, but the Demolisher is just so awesome. If you run into a lot of entrenched infantry, an Eradicator would be a good pick as well.
Plasma is fun, but it won't fill the place of meltas as tank killers or autocannon as light vehicle destroyers, it messes up MEQs and MCs good though.
CCS - 85
Master of Ordnance
PCS - 35
3x Infantry - 195
Veteran 1- 200
Vertran 2 -185
2 Armour Sentinal - 150
Vendetta - 150
Total = 1000
Some small changes there based on your feedback, will that work any better? I wasnt able to spare enough points for both a Vandetta and a Leman so I think I'll stick witht he Vendetta for now. The rumour mill seems to suggest there may be a repacked Leman in the works so I'll wait for now and get one if it appears then when I expand the army.
You make a good case and so I've taken out Al'rahem and also switched the redundant Astropath for a Master of Ordnance instead.
The spare points went into the Command Squads, don't know if will help or not, I plan to keep them out the way if I can but wasn't much else to do with 30 odd points.
Last edited by Lhunaira; May 8th, 2009 at 21:07.
If you drop the Flamers, Snipers, and missile launcher in the Vet unit you can give one of your Vet units a doctrine. Demolitions for the extra pie plate and melta bombs, or Carapace to survive the initial drop.
Durr, forgot about doctrines... ;>.> Demolition I think it's gonna be then.
Cheers for your input, I really appritiate it.
Any other comments are still welcome of course though.
Just hope I can get the vehicles I need without having to pay a fortune for them ;>.>