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Discussion Starter · #1 ·
Here my Guard Paratrooper list. What do you think?

Doctrines
Close order Drill
Veterans
Drop troops
Iron Discipline

HQ Command Squad
1 Junior Officer
2 Flamers
1 Plasma
Iron Discipline

Troops
Alpha Platoon

Platoon HQ (60pts)
Junior Officer
Missile Launcher
Iron Discipline

Squad A1 (95pts)
10 Guardsmen
1 Plasma gun
1 Las Cannon

Squad A2 (80 pts)
10 Guardsmen
1 Meltagun
1 Heavy Bolter

Squad A3 (80 pts)
10 Guardsmen
1 Meltagun
1 Heavy Bolter

Squad A4 (36 pts)
5 Guardsmen
1 Flamer

Beta Platoon

Platoon HQ (60pts)
Junior Officer
Missile Launcher
Iron Discipline

Squad A1 (95pts)
10 Guardsmen
1 Plasma gun
1 Las Cannon

Squad A2 (80 pts)
10 Guardsmen
1 Meltagun
1 Heavy Bolter

Squad A3 (80 pts)
10 Guardsmen
1 Meltagun
1 Heavy Bolter

Squad A4 (36 pts)
5 Guardsmen
1 Flamer

Gamma Platoon

Platoon HQ (60pts)
Junior Officer
Missile Launcher
Iron Discipline

Squad A1 (95pts)
10 Guardsmen
1 Plasma gun
1 Las Cannon

Squad A2 (80 pts)
10 Guardsmen
1 Meltagun
1 Heavy Bolter

Squad A3 (80 pts)
10 Guardsmen
1 Meltagun
1 Heavy Bolter

Squad A4 (36 pts)
5 Guardsmen
1 Flamer


Recon Detatchment

Elite
1 Veteran Squad (130 pts)
10 Veterans
LP + CC weapons
2 Flamers
1 Meltagun
1 Sargeant
1 Powerfist

Elite
1 Veteran Squad (130 pts)
10 Veterans
LP + CC weapons
2 Flamers
1 Meltagun
1 Sargeant
1 Powerfist

Fast Attack
Sentinel (70 pts)
AutoCannon
Improved Coms

Fast Attack
Sentinel (50 pts)
Autocannon

Total 1500 pts

The recon detatchment set up out of sight using infiltrate and scouting to find suitable cover. Using the improved comms the majority of the Paras should arrive on turn 2. Their aim is to drop right on top of enemy positions so they can rapid fire their weapons straight away. During turn 3-4 they should hopefully gain fire superiority allowing the veterans to move in and counter assault any dangerous threats.
 

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Awsome idea. I like it. However, I was wondering why you armed your squads with so many heavy weapons. They can't shoot on the turn they arrive, so that could be a serious hinderance. And also, flamers and a powerfist in a vet squad is a lot. Vet squads are meant for shooting. I would reccomend three plasmas, and maybe a lascannon for long-range infiltrating tank hunting. Altogether though, great idea.
 

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Discussion Starter · #3 ·
Thanks for the feedback.

1. Heavy weapons.

They are their to maximise the firepower available from turn 3 onwards. If I removed them it would free up about 200-250 points. I could put in 4-6 more sentinels with autocannons/las cannons. I would also lose the remnant squads to fill in the holes left in the regular squads.

As an alternative I could deploy the heavy weapons in separate squads as drop troops or part of the recon section. I'm still not too sure which way to go yet.

2. Veterans. Again this is a compromise to availability. I like the idea of using them as a dedicated counter strike unit, but this may change later and I may switch to fire support.
 

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Hi Spaceman, I agree with Alcibiades, this list has a nice theme - however you may find your heavy weapons a bit of a lost investment, due to the low BS of guardsmen HWs like Lascannons really need to be firing for most the game to be effective.

There was another drop troops regiment posted on the forum a short while ago, rather than repeating myself here I will give you the link.
I advised that he should look into squads that can take multiple special weapons only for drops ie. Grenadiers, Veterans, Command Squads and to a lesser extent, Special Weapons squads (which are good in this role but a bit overpriced).

Infantry platoons should be kept as line infantry only if at all possible, as the only weapon that will truly be useful in a drop troops role is their SW, and also - it is extremley difficult to get a full 10-man squad on the battlefield without casualties, and the more squads you take as drop troops, the more rolls you need to make to get them on the board.

http://www.librarium-online.com/forums/showthread.php?t=56661

Hope this is of help
 

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Also, demolition charges are incredible. A special weapon squad is only allowed a single one-shot charge, but the six-man squad is only 45 points, and the demo charge is unparralled. AP 2 ordinance blast with a 6-inch range. I would reccomend taking a few of these squads instead of tanks. That could dramatically increase your firepower.
 

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A nicely themed list, but as the others have said, your heavy weapons will be negated on the turn you arrive.
What are you planning to do with your HQ? It's not really a good idea to charge/counter charge them. You could fit in a heavy weapon in it.:yes:
 

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Discussion Starter · #7 ·
Here is my alternative list. It addresses some of the comments raised. The infantry squads will still be using drop troops to drop 100 men right onto the enemy. I have moved the heavy weapons out of the squads to keep the squads mobile and cheaper. What do you think. Is it better than the first list.

Gains
2 x HW Teams
2 x Special Teams
+1 Plasma gun to 4 x HQs
Missile Launchers to vet squads x 3
Upgrade sentinels to las cannon

Losses
3 x remnant squads
Assault weapons from vet squads
Heavy Weapons from 9 x Infantry squads

The squads are now more specialised which makes them more effective but I think a bit more fragile. I'm relying more on the 6 x meltaguns for AT work if the Las Cannon squad gets taken out.

The demo charge squads aim to land 3-6 inches from the opponent and away from other troops. Their prime target being large troop concentrations, esp terminators, death company, crisis suits etc.

The three flamer squads are basically for point blank fire aiming to land about 2-5 inches from the opponent. They are light infantry specialists but should do OK vs other targets.

The meltagun squads aim to lang 6-10 inches from the opponent and blast with melta and lasgun shots. They aim to neutralise enemy troops first then go after any nearby vehicles

The HQs are sniper squads aiming to land 16-20 inches from the opponent. They are heavy infantry specialists.

The Heavy weapons can deploy normally or drop in. The las cannons will target heavy armour.

The Veterans will probably infiltrate and hope to snipe at opportunity threats, eg transports, command squads etc.

The sentinels are dreadnaught / predator hunters working in a pair they hope to snipe at vulnerable vehicles from behing cover.




Doctrines
Close order Drill
Veterans
Drop troops
Iron Discipline
Special weapons teams

HQ Command Squad (76)
1 Junior Officer
2 Plasma
1 Medic
Iron Discipline

Fire Support

1 HW Team (80)
3 x Heavy Bolter

1 X HW Team (110)
3 x Las Cannon

2 x Special Team (45 ea)
2 x Demo Charge

Troops
Alpha Platoon

Platoon HQ (70pts)
Junior Officer
Missile Launcher
Iron Discipline
Plasma Gun

Squad A1 (66 pts)
10 Guardsmen
1 Flamer

Squad A2 (70 pts)
10 Guardsmen
1 Meltagun

Squad A3 (70 pts)
10 Guardsmen
1 Meltagun

Beta Platoon

Platoon HQ (70pts)
Junior Officer
Missile Launcher
Iron Discipline
Plasma Gun

Squad B1 (66pts)
10 Guardsmen
1 Flamer

Squad B2 (70 pts)
10 Guardsmen
1 Meltagun

Squad B3 (70 pts)
10 Guardsmen
1 Meltagun

Gamma Platoon

Platoon HQ (70pts)
Junior Officer
Missile Launcher
Iron Discipline
Plasma Gun

Squad C1 (66pts)
10 Guardsmen
1 Flamer

Squad C2 (70 pts)
10 Guardsmen
1 Meltagun

Squad C3 (70 pts)
10 Guardsmen
1 Meltagun

Recon Detatchment

Elite
1 Veteran Squad (65 pts)
5 Veterans
LP + CC weapons
Missile Launcher
1 Plasma gun

Elite
1 Veteran Squad (65 pts)
5 Veterans
LP + CC weapons
Missile Launcher
1 Plasma gun

Elite
1 Veteran Squad (65 pts)
5 Veterans
LP + CC weapons
1 Missile Launcher
1 Plasma gun

Fast Attack
Sentinel (75 pts)
Las Cannon
Improved Coms

Fast Attack
Sentinel (55 pts)
Las Cannon

Total 1500 pts


I'm thinking about adding chameleoline for a bit of added survivability?
 

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You know, you could drop every heavy weapon in your army except for the sentinels and put 3 meltaguns in each command squad. That would be some nasty anti-tank for low points cost. Then you could also put three plasmas in each vet squad. That would be one brutal list.
 

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Spaceman, I think you will find it difficult to drop that many infantry squads in. Think how many rolls you will be forced to make. They will trickle on - and even then it will be hard to stop a 10-man squad from being killed by terain, so is it really worth all that sacrifice to get a single BS3 meltagun on the board?
 

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Discussion Starter · #10 ·
Spaceman, I think you will find it difficult to drop that many infantry squads in. Think how many rolls you will be forced to make. They will trickle on - and even then it will be hard to stop a 10-man squad from being killed by terain, so is it really worth all that sacrifice to get a single BS3 meltagun on the board?
I think that with the improved comms there's a pretty good chance of a good drop. I should have about 60% on turn 2 and 90% on turn 3 which seems ok to me. Remember that they will be dropping in groups of 35 so even getting 2 platoons on is a huge chunk of men
70 guys = 140 lasgun shots.

We don't tend to use much impassable terrain in our games so I'm not to worried about losing men in the drop.

It's not the meltaguns that will do the damage, it's the 200 lasguns in rapid fire range and hopefully in cover.

You know, you could drop every heavy weapon in your army except for the sentinels and put 3 meltaguns in each command squad. That would be some nasty anti-tank for low points cost. Then you could also put three plasmas in each vet squad. That would be one brutal list.
hmmm yeah I'm thinking about losing the Las Cannon squad and the Heavy bolter squads in favour of more sentinels and a few more melta/plasma probably won't hurt either. I basically want to be as mobile and hard hitting as possible.
 

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I recently played against a drop troop guard army and what my opponent used in order to simulate a heavy weapon in his line squads was to upgrade his sarge to a vet sarge and then arm him with a storm bolter. In addition to the grenade launcher as his special weapon choice, this gave him a decent amount of ranged and mobile fire. This setup would give you a larger buffer zone for your drops in case you land too far away from where you intended. Still being able to fire of 3 decently powered shots at a potential target can be quite useful if you find you want to fall back from a rapidly approaching CC unit as well.
 

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Discussion Starter · #13 ·
Remember that you roll for each squad and command squad seperately, not the whole plattoon. Unfortunately drop troops for Std platoons just Isn't effective due to the single special weapon.
Ok the way I see it the reserves roll is for the whole platoon then each squad drops independantly. This comes from the reserves section of the rulebook. Is that correct?
 

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The drop troop doctrine as outlined in the IG codex says "Any guard infantry unit... may deepstrike if the mission permits". On the previous page the codex clearly stipulates what counts as a "guard infantry unit" and it is here that you find the reference to individual squads as being "guard infantry". Therefore it would follow that taking the drop troop doctrine does indeed mean you will have to roll for each squad individually.
 

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Page 44 of the IG Codex, and also in the Rulebook,
"Each platoon counts as a single Troops choice on the Force Organisation chart when deploying, and is rolled for collectively when rolling for reserves."
When using drop troops you roll for the entire troop and then deploy them seperately.
 

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anyway, you said you were considering cameleoline... Drop troops and camoeleoline is a nasty setup, and will give them a bit of unnatural survivabilty if you're playing on terrain heavy boards. However, due to the nature of the scatter, you may find a lot of that being wasted when they land in the middle of open ground.
 
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