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Mr Commisar to you
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With warrior weapons you need to be very careful with your choices of troops. Do remember anyone who already has the ability to take CCW and pistol doesnt need to pay the premium. This means command squads, sarges, vets, stormies and advisors are all exempt. Also special and heavy wepaons troopers need not buy it either.

As far as effectiveness goes, light infantry is really your friend. Use as many special wepaons as you can get your hands on and then charge a load of people in in mob style tactics. Use of some rough riders would really help the force out.

The army may find it difficult to face off against specialised CC opponents but that is where the special wepaons come in.

All in all lots of min platoons with maxed out special weapons (remanants squads) and lots of vets withmaxed out special weapons and some rough riders (even give the rough riders carapace) also light infantry.

Hope that helps

A
 

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I’ve always daydreamed about doing this, I’m just too lazy to put the effort (and mini’s) in. For what you want to do – and I love your idea - I’ll try my best to be as helpful as possible. It quite simply will not work vs ‘nids, and Mechanised elder will be troublesome too.
I'm Assuming two wpn fighting as doctrine Number 1 but can't remember if it costs.
Melee loves numbers. An Infantry platoon will start this show:
Getting them to the fight is the first problem – Mechanized is waay to expensive, drop troops in the scale you want to do is too risky and not really in the “feel” of your fluff.
That leaves running across the board for 2x turns, or infiltrating:
The option you have for infiltrating is with light infantry – Increases the cost per Infantry head from 6 to 7, but as a bonus also makes you run through cover a bit better.
For equipping:
Heavy / Special – Only assault weaponry, so plasmas go out with all Hvy wpn choices.
Flamers compensate for the atrocious BS of guardsmen, and are cheap, but only effective vs infantry.
Meltas kill tanks, but are expensive. You aren’t going to have many other ways of stopping Vehicles though. They also have a much needed AP – those high 2+ or 3+ saves will be a bane to you, so the chance of taking one out, especially as they usually come in small numbers is a boon.
Grenade Launchers just aren’t worth it – They only work against light Vehicles, so for pennies I’d get a melta, and still use a guardsmans BS, with 1x shot.
Powerfists on Junior officers wouldn’t be worth it in my opinion.
If you want to ignore an Armour save get a Pwr Swrd at ¼ of the cost, and non-penalised initiative.
For killing armour when actually in H/H you can’t beat a melta grenade. It's 3 Pnts more than a krak grenade, for a additional +2 str and +1 DICE penetration. Most people would say get more melta guns, but you need the grenades for vehicles with a WS who lock you into combat. For example SM dreadnaughts, IG sentinels etc. A SM Dread would stroll through your army without either.
Also it doesn’t really fit the fluff, as you don’t want to be too intrusive on the body of your creations.
Frags – You’re going to have to. As a bonus you can go through cover more efficiently with Light Infantry.
(As an aside don’t forget Frags can be used as an anti tank melee weapon. – they are STR4 + 1D6 pen, so you can glance AV10 on a 6, you should have plenty of numbers to chase those 6’s and a lot of rear armours are 10 – Even the mighty Leman Russ, Rhino variants and Falcons.
On your standard squads I would actually go for the vetran sgnts. For the basic cost of a guardsman you get +1 LD and +1 attack, which is great for H/Hand. And you can equip them interestingly – a bolt pistol, maybe melta grenades
It’s also a great excuse for individual modeling and adding depth to the force, – maybe giving them rams horns leading a flock of sheep-converted troopers, or prehensive tails etc. It does use the points up quickly.
As they’re getting pretty expensive I would avoid Hardened Vets at this point – you still hit on a 4+ vs WS4, and doctrines will end up being important – 2x used so far. Many, many people are going to disagree with this call, and they can be re-visited later, points and doctrines permitting (I kow it'd be better than a Vet Sgnt w/grenade)
I’d also refer to your platoons as flocks, maybe with Squad 1 translating to Grazing group AAaalllphaaAA
4x Ten man squads with : Light Infantry, Frags, Meltas Guns and Vet Sgnts with Bolt Pistol & Melta Grenades[/
1x Eight Man remnants squad equipped as above with flamer (and krak instead of melta grenades)
Jn Officer w Light Infantry, Frags, Pw Swd, Melta Grenade, 2x Flamers

Your Total = 566 so far

Please note they all deploy as one deployment choice – during infiltration. Haa! Haa! Haa! … or should that be Baa! Baa! Baa! – keeping to that theme of not giving your opponent any targets / hints during deployment can get quite good results.

Heavy Support:

Basilisks are your friend. Get 2x with indirect fire and you’re still not relinquishing any targets to the opponent, and will have 2x deployments of not giving the game away of just how much you infiltrate. While ideally placed in opposite corners, it may encouraging your opponent to deploy spread out across his board to follow suit – then your infiltrators can concentrate on one part of his army if they do.
For fluff you can see the crews, so it’s not too bad – May I suggest the officer as a giraffe-esque long neck, maybe for seeing over intervening terrain, and a wonderful paint job (and he's not more visible if you were to use him as infantry – it’s just a shame to disadvantage yourself for fluff reasons.) Maybe an elephant-like loader for the heavy shells – with his trunk.
Heavy support total = 250

If you wanted to continue the ruse for 1x more deployment a couple of mortar squads as a heavy weapons platoon could be fun – and their officer has iron discipline as a “backstop” for any routing units. I can’t think of too much to model them though – maybe moles and your large base has a pre-sculpted “emplacement” feel like it’s been dug. You can call them mole mortars. “groans” To GW materials may I suggest old tyranid warrior hands for the paws?
That is however intensive on the doctrines (1 – 2 depending) and not too efficient with points. – we'll come back to this later.
 

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HQ – If you go for the veterans in the platoon squads I wouldn’t bother with a Leadership Bubble command squad. I would however try to “up” the combat potential, and he’ll have to be infiltrating too, so no advisors.
(Admittedly comissars – maybe wolves – to corral their flock of sheep about would be very fitting in the fluff.)

I’d do – Junior Officer with Honorifica “non” Imperialis, (maybe painting him with a black fleece?) Power Fist, plasma pistol, Carapace armour, Crimson Medallion (I may remember the points wrong on that in the total – check) – And Frags, Light Infantry and a melta gun for the squad.
Ewww… that comes in at 140 points. A bit high for 5x men.
To shave it a bit “Excuse the pun? Why stop now?”
Drop Hon Imp, Carapace Aurmour, Crimson Medallion, the Melta gun and the Plasma Pistol (Replace with Bolt). Get a Senior Officer for the WS and Init increase – with a T3 a HSO probably won’t last that long to make the +1 wound that worthwhile anyway. = 91 points

Elites:

Ratling snipers = plastic skaven conversions (Have you seen the F/W Tallern lasguns? Perfect.)
Another doctrine down.
6x Number = 66

Stormtroopers – Rhinoesque type minis - for the armour and they're great for equipping your plasmas (BS4 = very good, and a better save if it overheats). They can also infiltrate. They come with Frags & Krak for a jolly if required, however they can be expensive – so keep the squad size low. Because of this and their equipment – hellguns they’re for shooting, not melee. They’ll go through marines like a bull in a china shop. Burn 1x more Doctrine.
8x Infiltrating + 2x Plasmas = 110

Vets – Infiltrate for free, BS4 and can take up to 3 special weapons. A good choice for an anti – tank squad and an opportunity for a different animal type – maybe rabbits? I’d check if they can have shotguns oh, the irony – so you can shoot twice, and move or charge. Trade 1x less S3 Melee attack at 4+ to hit for 1x more S3 Ranged attack at 3+ to hit. Better. No doctrines required for just 1 squad.
Example = Vet Sgnt, 7x Troopers, 3x Melta Guns, Melta Grenade, Frags, = 112

Fast attack = There’s nothing here that can infiltrate or stay out of sight. Rough riders could be entertaining – horse like ones? Maybe on a horse or horse sized on two feet? Centaur like is going too far for the fluff I feel

For the prized Modelling option may I Suggest Shaeffers Last Chancers
You’ll have to look up how much a trooper costs (I can't post), but they infiltrate, come with frag & krak grenades, have 2x attacks on stat line AND come with a shotgun and a BS4. For what we're doing that's perfect.
Shaeffer and Kage (Kaged animal - There has to be a pun in there somewhere) are C/C worthy Independent characters – Kage is more of a nuiscance really though. Last Chancers also pass all LD, morale & pinning tests as long as Shaeffers alive.
If you get 8x Last chancers it’s your second troop choice.
You also need some Hvy weapons – (but in small numbers for fluff reasons) and 2x BS4 Heavy bolters is the same as 3xBS3 Heavy Bolters for average hits, yet cheaper.
P.S. The heavy bolter used by shaeffer is called “Ox”. Really, I don’t think you can change that.
P.P.S. you can split them into 5x sub units who all score (See FAQ).
Example:
Unit 1 – Shaeffer (Independent character to add somewhere. As a I/C doesn’t Score)
Unit 2 – Kage (If independent still has his auto LD passing ability, even whilst leading a squad,but won’t score) + specialist + Demo Charge.
P.S. if you give either of these a “chum” they can score – as they are then a unit. If the chum dies, they revert to an IC and don't. If the IC dies the chum still scores. Bizzare, yet relevant for some missions.
Unit 3 – 2x Troopers, 2x Specialists, 2x Hvy Bltrs
Unit 4 – Specialist w. Meltagun
Unit 5 – Specialist w. Meltagun
Example Cost = 262

Totals (2x Bassies, Infantry squad as stated, Cheaper Officer Option, all 3x Elites, Shaeffers Example) = 1,457. for a useable legal army with lots of conversion options.
P.s. Post 2 for writing/pasting convenience.
 

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Discussion Starter · #6 · (Edited)
Geez luiz stay crunchy, thats a lot of info. What I am researching for is something along the lines of this:

As you can see its a nice combination. I am mostly out looking for viability, probably starting at a kill team but I have to kinda choose between which "counts as" force they will emulate. Pistol and blade seems to me to kinda be what I am looking for, but kroot also stand out with their superior stats to the standard human. Something beastial critters like this would have. I will continue to read over whatever is posted and thank you crunchy, it was an extensive post.

I want to say your schaeffers example gave me some ideas. It's an interesting concept and I plan to look more into it. Rough riders was a automatic in. Something about converted centigors in armor is just awesome to me, especially the perplexed look guaranteed to be on your opponents face when you set them down. They can carry melta weapons as well making them a viable choice for tank killing I believe. Either way, keep up the posting ill decide eventually on what to run through. Currently the other choices up on the table for counts as rules are:

  • Witch Hunters (Radical + zealots + ???)
  • Tau (Fire warriors + auxiliaries + kroot + ???)
  • Imperial guard
  • Lost and the Damned (but those rules as far as I can tell are illegal in most areas...)

 

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Catachens come with quite a few. There's also lots of las pistol bits and gun holsters you get with other box sets, like the cadian heavy weapons.

The way to do it is to try and have a majority with las ps and CCWs, and they say they all have it. WYSIWYG isn't quite as big a deal when you're talking about 50 IG.
 

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Discussion Starter · #11 ·
Yea sounds about right. Additionally some interesting modeling could be warrented here. Like attaching a las-pistol to a spear or what have you. Seeing as beast-herds are gonna be the base of the models you are already filled with tons of close combat weapons, just do some simple moding, attaching the greater side of a las pistol/las rifle to a weapon makes for some interesting combinations and is reminiscent of the halberds that the emperors guard used to use.
 

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It's a valid doctrine in theory. Guard don't have to bother trying to get in CC, your enemy will usually handle that for you. The problem is the modeling requirement. Such extreme conversion for a horde army is really not feasible, especially when it locks you into playing that specific doctrine all the time. If it was reworded to be 'true grit' instead of CC/pistol then it would be much more viable.
 

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Discussion Starter · #13 · (Edited)
True but in the end I don't expect to go amazingly to far with this army. It probably won't pass 500 pts at best, kill team is probable. More just a fun little exercise in conversion for a IG beastmen army.

In truth though I have been looking more into the Tau and they will probably be the final destination of something "special" in terms of an actual full Beastmen Based army.
 

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True but in the end I don't expect to go amazingly to far with this army. It probably won't pass 500 pts at best, kill team is probable. More just a fun little exercise in conversion for a IG beastmen army.

In truth though I have been looking more into the Tau and they will probably be the final destination of something "special" in terms of an actual full Beastmen Based army.
May i suggest demon hunters? storm bolters and halberds?

Oh god... It's getting worse ... I've just finished (or am 8 half painted mini's away from finishing) my IG tourney list, and I now want to scratch my concept beastmen IG army itch. I've been thinking about it all weekend. My wife and I saw my 8 yr old nephew and we went through a toy shop and i "scoped" the farm animals for neck sizes and price (too big, and £3.00 each. Need something smaller and much cheaper). I was shown a stuffed rabbit and thought about hardened vets rabbit troopers with shotguns - you drill 2x holes in head and green stuff ears around it after bending a paperclip (inserted into holes) into shape. Don't forget to paint them different colours including a black spot over one eye on the sgnt. I read too much watership down as a child.
I figured on having farm animals for the troops - mostly sheep, maybe with a cow for heavy weapons and rams for the sgnts, then zoo animals for the officers / elites / things of note (rhino stormtroops, lion commander etc) and maybe dinosaurs for Cl shaeffers (Velociraptor with cigar for shaeffer himself, kage would be one of those umbrella - necked ones). This is bad. I know it's wrong. I'm ashamed of myself.
 

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Discussion Starter · #15 ·
This is actually a store/units I am planning to use in my fantasy army but I can see them coming into 40k eventually... which army I decide on is still up in the air for a real force... but none the less...

Crocodile Online Store - All Items

Anyhoo was planning to do a daemonhunter grey knights army with allied battle sisters as an actual real army and wanted to use an army I generally had no real interest in due to a small reason (tau and kroot races don't exactly catch my eye alone) and give them a nice twist to make me happier about them.

IG would be the same way, no real interest in them because well, to many damn miniatures to work on, and my stupidly insane form of perfection tears into my painting time like a bull in a china shop.
 
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