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Discussion Starter · #1 ·
Howdy guys,
Recently I haven't been getting the kind of response I would like to my army threads, and I really do have honest questions. So, I will make this one a little easier: Can you help me make this list better? The only things that are a must for me, is Carapace Armor, Drop Troops, and Rough Riders, as I have a hard on for Rough Riders, the Drop troops are cool, and I play space marines too much to not want a save against bolters, even if it isnt all that worth it.... So, please, if you have a few minutes, post!

ALL C&C that is reasonable welcom:

Doctorines:
Drop Troops
Veterans
Carapace Amor
Allow Special Weapon Squads
Allow Rough Riders


Senior Officer
4x guardsmen
-meltagun, master-vox
2x Special Weapon Squads
-6x democharge
-Carapace Armor

Hardened Veteran Sergeant
9x Hardened Veterans
-3x Meltaguns
-Carapace Armor

Hardened Veteran Sergeant
9x Hardened Veterans
-3x Meltaguns
-Carapace Armor

Junior Officer
-Heavy Bolter
4x Guardsmen
Infantry Squad
-plasmagun
Infantry Squad
-plasmagun
-Carapace Armor

Junior Officer
-Heavy Bolter
4x Guardsmen
Infantry Squad
-plasmagun
Infantry Squad
-plasmagun
-Carapace Armor

10x Rough Riders
-Veteran Sergeant, w/Honorifica Imperials huntinlance and power weapon
-9x hunting lances
-Carapace Armor

LR Battletank
-Extra Armor, Improved Comms, Hull Lascannon, Sponson Bolters

LR Battletank
-Extra Armor, Improved Comms, Hull Lascannon, Sponson Bolters
 

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646 Posts
Hey Jhagadurn. Sorry you havn't been getting much of a response recently, personaly I havn't had the time to look over the army list section recently - but I'll start to try and get back on here regularly.

Jhagadurn said:
Doctorines:
Drop Troops
Veterans
Carapace Amor
Allow Special Weapon Squads
Allow Rough Riders


Senior Officer
4x guardsmen
-meltagun, master-vox
2x Special Weapon Squads
-6x democharge
-Carapace Armor
I would have a rethink of your command squad here. The sr. officer is only Ld8, so he is only worth taking for his improved CC characteristics (if at all). IMO, if a command squad is going to invest in a master vox, the HSO/Hornifica is a mandatory accompaniment, and direct fire weapons such as a Meltagun are a waste of points on a squad that dosen't want to see action. Drop the meltagun and use the points to buy hornifica.

I like your use of special weapons squads, however, each SW squad can only take 1 demo charge each and you can have a max of 5 squads. I think the 2x Meltagun/1x Democharge would fit best in your army personally.

Hardened Veteran Sergeant
9x Hardened Veterans
-3x Meltaguns
-Carapace Armor

Hardened Veteran Sergeant
9x Hardened Veterans
-3x Meltaguns
-Carapace Armor
I think if these squads are going to be dropping, keep them small. You don't want to be trying to get 10 men into a dropzone unscathed. 6 at most, but good otherwise. I always find deepstrikers with meltaguns an excellent and fun tactic.

Junior Officer
-Heavy Bolter
4x Guardsmen
Infantry Squad
-plasmagun
Infantry Squad
-plasmagun
-Carapace Armor

Junior Officer
-Heavy Bolter
4x Guardsmen
Infantry Squad
-plasmagun
Infantry Squad
-plasmagun
-Carapace Armor
Remember, all squads need to take carapace armour - so right there you have 120pts spent on it! Personaly I would rather take grenadiers as my troop choice in a deepstriking army. I know they don't drop, however, that is a 500pts troop choice, you will need to be rolling 6 re-enforcment dice to get it on, and once it is on half your men will die to deviation etc. and even the ones that will survive will be laughed at - as they only have a single BS3 plasmagun. IMO, basic guardsmen should only ever be used as line infantry.

If you take grenadiers, you can cut down the points and could even put them in Valkyries! I think they would be much more scarry as well.

10x Rough Riders
-Veteran Sergeant, w/Honorifica Imperials huntinlance and power weapon
-9x hunting lances
-Carapace Armor
Again, lovely fluffy unit here. As a note, you would have to take a HSO in your command squad as you have already used hornifica, but it's only an extra 5pts.

LR Battletank
-Extra Armor, Improved Comms, Hull Lascannon, Sponson Bolters

LR Battletank
-Extra Armor, Improved Comms, Hull Lascannon, Sponson Bolters
Good armoured support here, this should work out very well. However, I would always take the hull HB/sponson HB combo. Mixing HWs is never a good idea IMO, and the 3x bolter combo is an excelent one on a BS3 tank - cheaper too.

The compositional alteration I would make in this army is your use of deepstriking infantry squads. Also, you are a bit low on heavy weapons. Have you considered using Sentinels to fill the gap as mobile HW platforms?
 

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Discussion Starter · #3 ·
Hmmm... all good points....

Of course, I will be changing the special weapon squads to the correct weapons, and I like the suggestion of the 6 man veteran teams. On the other hand, I don't want to have an imperial guard army that just uses a meat wall of guardsmen. And, the doctorine for carapace armor says that you must give it to each guard infanty unit. That means a platoon, as it counts as one unit on the force organization chart, therefore you only spend the points for carapace armor once. The squads only count as separte units for combat purposes, but otherwise, the whole platoon is a unit.

Also, I didn't think you could drop in the grenader infantry.... I want to have a dropping army, and I can't do that with grenaders, can I?

Oh, and about the tanks: I wanted to get some of the armor out of the way, before my infantry came down, so that is why the tanks have the lascannons, but I guess a single BS3 shot won't really do that much...
 

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Discussion Starter · #4 ·
OK, I changed up the list a bit, again.
I took off all of the carapace armor, and I switched the veteran squads down to 3 teams of 5 men and a sergeant. Then, I fixed the weapons on the SW squad, and made the officer an HSO.

for my new addition, I put in 2 armoured fist squads, with a meltagun, and multi-laser, as well as 2 missile launchers in the infantry, one in each platoon. I don't know how I got so many extra points, but it does add up.

So, instead of dropping the infantry as drop troops, I know just deploy them as a meatwall, like suggested, and my SW squads, and the veterans squads Drop in. They just molest tanks and other heavy targets. THe rest of my army should have enough firepower to deal with *most* threats, but yes, a good heavy hitting section of my force is still drop troops.

Of course, The rough riders are the centerpiece...
Last week, I played with the older version of the army (storm troopers instead of vets, salamanders, and added LR battletanks, because it was a 2000 point game.) and the first turn, my opponent charged his LRC full of assault terimators out at me, and unloaded, 14" from his deployment line. SO, I charged in my Rough Riders on my first trun, and of course, with the hunting lances, took out the entire 360 point squad of assault terminators.... in my opinion a great use of 180 or so points...
 

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That's sweet Jhagadurn! I like to see a good fluffy unit deal some damage in game!

By the way, each infantry squad must take carapace individualy - trust me on this, but it is irrelevant as you have taken it out - just to let you know.

Just to clarify, I like the idea of your drop troops and wasn't advocating that you took an infantry line - I do think it is a good thing to have a mobile or dropping army, however - I just think infantry squads are only ever good as line infantry, and you will be soreley disapointed in game if you think they will work as drop troopers. What I was suggesting is that you consider other trypes of troop, even if it just to downsize your dependance.

However, it is a solid list with the line infantry in and I hope you have as much success with this as you did against those termies!
 

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Discussion Starter · #6 ·
I have modified it:

I have taken out the SW squads, as they didn't get a single kill whatso ever last game, they were picked up horrible because of their 3 meltas... so, I have put in 3 6 man vet squads with 3 meltas each instead - don't sound as scarry and I can have more. I also took out the storm troopers and moddified some other stuff around, giving all of my infantry Vox-Casters, and my HSO a master vox. I have 3 infantry heavy bolters, and 2 infantry missile launchers, as well as the two leman russ'. I also have 2 Armoured fist squads, that just cruise around, and claim table corners.

This is how it works:

On a shooty army, like Tau, some SM's, some Eldar, and some other armies, I will deploy everything but the basic infantry and the veterans as normal. They just have to slug it out. The infantry and veterans will drop in and cause some confusion.
 
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