My interpretation was that if you get no armor save you can't use the medi pack. I'm pretty sure that is right and I play it that way.
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My interpretation was that if you get no armor save you can't use the medi pack. I'm pretty sure that is right and I play it that way.















For shooting attacks, only AP 1 or 2 weapons (and instant death) deny FNP. The 'can't take armor saves' bit applies to close combat attacks. Not that I would use medipacks in a PCS; attaching a powerfist Commissar is a better way to make them CC-effective.
Looking over your lists, I think you should first choose a theme for your army. Bringing one of every unit isn't the best way to build an IG list. More than any other army, we rely on redundancy to get the job done. A good starting point is picking your infantry: either all Veterans, or all Veterans plus one support blob, or multiple platoons. Every choice is valid and comes with requirements that the rest of your list must fill.
That al'Rahem platoon won't accomplish much. Short-ranged weapons, no transport and no leadership support doesn't work for us. I get the feeling you want to do CC Guard and there's only a couple good ways to do that. Straken with 80+ infantry, for example.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard
I picked Al'Rahem because I love the idea of an entire infantry platoon showing up on the enemy's flanks. That's why I have an Astropath - between the Stormtroopers, a deep-striking Vendetta and Al'Rahem's platoon, the opposition will never know exactly which direction my troops will be coming from.
But you have a point, they need weapons a bit more long-ranged than flamers.
And a bit more mobile transport.
See below for new list.
Last edited by Gramlin Jack; April 17th, 2012 at 11:56.















If you want al'Rahem to really shine then give Chimeras to him and his infantry squads. That will dramatically increase their effectiveness...probably at the expense of the Vendetta, or a stormtrooper squad and the CCS Chimera.
There's absolutely no reason to deepstrike a Vendy. It doesn't need the deployment benefit and would lose almost two full turns' worth of shooting, minimum. Generally, one should start with all his big guns on the table rather than attempt to outmaneuver the enemy. Most of our opponents can play the mobility game better than us and we need to kill stuff before charges start happening.between the Stormtroopers, a deep-striking Vendetta and Al'Rahem's platoon, the opposition will never know exactly which direction my troops will be coming from.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard
The thing is, the part of my infantry platoon which really cries out for dedicated transport is the SWS, and they can't pick any.
Still, I can easily swap out 1 Stormtrooper Squad for 2 Chimeras. Is this a good trade, considering the Chimeras will be outflanking along with Al' Rahem?
Also, I have a question - the Chimera has 5 fire points. Do the troops inside get to fire out using any weapon they carry (including meltaguns, GLs, etc.) or do they use only lasguns?
Last edited by Gramlin Jack; April 12th, 2012 at 07:30.















Any five weapons. Special weapons, ripper guns, psychic shooting attacks...even heavy weapons, if the Chimera holds still. The 'only lasguns' restriction was present in the last edition of IG but not the current one. Enjoy!the Chimera has 5 fire points. Do the troops inside get to fire out using any weapon they carry (including meltaguns, GLs, etc.) or do they use only lasguns?
Those Stormtroopers do alpha-strikes better than any SWS/skimmer combo. You could drop the SWS instead of the Vendetta and then keep it close to your sniper Veterans. When the enemy gets close to them, and I guarantee they will in every game, the vets can hop onboard the Vendy for redeployment or scoring purposes. This keeps them safe and the Vendy shooting all guns.The thing is, the part of my infantry platoon which really cries out for dedicated transport is the SWS, and they can't pick any.
Very much so. The enemy is unlikely to place his objective where your outflankers can easily walk to it so the speed is crucial. The Chimeras keep your men safe from bolters and flamers, come standard with two useful outflank-weapons each and can perform maneuvers like tank-shocking his infantry off his objectives. This also doubles the number of units your enemy must kill to protect his backfield, which diverts a LOT of resources from his offense. It's not that the enemy can't handle the threat, it's that you're forcing the enemy to split his forces big-time. You can then focus fire as the situation requires to ruin his day.I can easily swap out 1 Stormtrooper Squad for 2 Chimeras. Is this a good trade, considering the Chimeras will be outflanking along with Al' Rahem?
Don't be afraid to let the CCS walk, to get the third Chimera. They need to be stationary to use the heavy bolter anyway and the officer would be able to order himself and the sniper Veterans. Once al'Rahem arrives, the CCS' survival will become optional. By the way, he has too many weapons; remember heavy weapons require two men each. I'd run him with all grenade launchers, or maybe a couple plasma guns and a standard. Plasma and CCS orders make a sweet combination.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard
Neither CCS nor PCS has any heavy weapons, I want them to be mobile. The heavy bolter I mention belongs to the Chimera transport.
Quick question: which is best for an outflanking Chimera - heavy bolter, multi-laser, or heavy flamer?
Also, another question - what's preferable, a standard Leman Russ, or a Manticore? Given that my army's most powerful component is composed of outflankers, a Manticore might be preferable for clearing the field.
Last edited by Gramlin Jack; April 13th, 2012 at 06:01.















Stick with the LRBT because you won't have much armor starting on the table. A Manticore is likely to die on the first turn unless it's one of many Chimera-equivalent targets.
Outflanking Chimeras can go with the usual multilaser and hull flamer. They'll never be holding still to fire both weapons.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard
Alright, I've reworked the list once more. Basically, I swapped out a Stormtrooper Squad for more Chimeras.
Here's my new list:
HQ-
Company Command Squad with:
2 grenade launcher, 1 Meltagun, Astropath and dedicated Chimera with multi-laser and heavy bolter. (155 pts)
Elites -
1 Storm Trooper Squad 5 members, 2 meltaguns (105 pts)
Troops -
1 Infantry platoon (469 pts)
Platoon Command Squad with Captain Al'Rahem, 2 Grenade Launchers, 1 Meltagun, 1 Plasmagun and dedicated Chimera with MultiLaser and Heavy Flamer
2 Infantry Squads, each with Bolt Pistol, Grenade Launcher, dedicated Chimera with Multi-Laser and Heavy Flamer
1 Special Weapon Squad (3 Meltaguns)
1 Veteran Squad (135 pts)
with 3 Sniper Rifles, 1 Lascannon, Forward Sentries doctrine
Fast Attack -
1 Bane Wolf Chem Cannon with Multi-melta and searchlight (146 pts)
1 Vendetta Gunship with triple twin-linked Lascannons and Heavy bolter sponsons (140 pts)
Heavy Support -
1 Leman Russ battle tank with hull heavy bolter and heavy bolter sponsons (170 pts)
1 Leman Russ Vanquisher with hull lascannon (170 pts)