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#1 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Jan 2006
Posts: 1,401
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Entering a HoH tournament next weekend (first one) and thought I would post the list and get peoples advice. It is too late to change as you have to submit your army the week before to keep the game honest, instead of showing up, seeing what other people are playing and then choosing your army. (this is a house rule not GW) anyways, wish me luck and give me your thoughts. 1700 pts
Command Platoon 1x JSO - Honorifica Imperialis - Power Fist - Bolt Pistol - Iron Discipline 2x Guardsman - Plasma Guns 1x Master Vox 1x Medic 1x Commissar - Las pistol - Power Sword Special Weapon Squads 2x Lascannon Teams - Sharpshooters 2x Mortar Teams Infantry Platoon #1 & #2 (Equipped the same) Command Squad 1x J.O. - Power Sword, Bolt Pistol - Iron Discipline 2x Plasma Guardsman 1x Medic 1x Vox Caster Infantry Squads 1x Sgt - Las Pistol, CCW 7x Guardsman - Lasguns 1x Vox Caster 1x Grenade Launcher Guardsman Conscript Platoon 20x Conscripts - Lasguns Tanks 2x Hellhounds 2x Leman Russ Tanks - Lascannon, Hvy Bolter Sponson All in all I have 100 guardsman and 4 tanks and I think a balance between anti-armor, anti-infantry and a strong vox net to keep squads together. What does everyone else think? |
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#2 (permalink) |
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Shas'Saal
![]() Join Date: Mar 2006
Location: Australia
Posts: 243
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how do you only get 1 squad in each infantry plaoon?
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#3 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Jan 2006
Posts: 1,401
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Typo 2 squads in each platoon
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#4 (permalink) |
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Shas'El
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you've decked out youor officer for CC, which means he can't be the hub of the vox net. vox doesn't work if an officer is in CC, and i doubt he'll be able to kill the enemy quick enough to get back to ordering people around. if you decide to stick to CC then give the fist to the commissar, since he's not an independant character he wont get picked off as easily as your JO.
you should give your infantry squads heavy weapons. a squad not carrying a heavy weapon is a squad wasted. the best idea would be to disband the lascannon teams and put the cannons into infantry squads(since lascannon AT teams will be priority #1 for your enemy they will die easily) im not to keen on giving sargeants laspistols and CCWs. i think you'll be better off just giving him a normal lasgun to add to your firepower.
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http://world2.monstersgame.co.uk/?ac=vid&vid=31118495 go to the above to help me on a browser game Download my codex! http://www.box.net/public/d6c1ki0iah Click on the .pub file and hit Save to Disk.
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#5 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Jan 2006
Posts: 1,401
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Well once again Elessar I think we come from two different ways of thinking. Giving a IC a CC weapon in my mind doesn't mean they are decked out for CC and can't command the Vox. Giving them a power weapon whether power fist or power sword in my mind is practical should they be forced into close combat. My characters will still command the vox and if forced to fight in CC they have a no armor save weapon that might help them.
I personally don't believe in squad Heavy Weapons. I think they are a waste of points and unfluffy (despite the codex allowing them). Modern armies today don't carry heavy weapons in the standard infantry squads. Anti-tank missiles, .50 cal machine guns, recoiless rifles, mortars are all found in the weapon platoons of a company/battalion organization. Also if you move the squad that HW can't shoot and you just wasted the points for the turn, I also find shooting a single HW at something while wasting the rest of the squads shots is a waste of points. As for Sgts with las/ccw. I think the model looks cooler, I will let you know how things turn out though and thanks for your help. |
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#6 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Posts: 2,742
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I am of the same mind as GGOGH. My infantry must move forward with the tanks. Any heavy support is in the rear as my support by fire element. Besides with all those tanks running around, I think the AT squad will be able to avoid some fire.
Wanax |
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#7 (permalink) | ||
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Shas'El
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Quote:
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B) they are by no means a waste of points. other than leman russes heavy weapons are the best thing the imperial guard have got to offer. an infantry swaud without a heavy weapon is wasteing huge potential. C)modern armies do carry heavy weapons in basic squads. in the german army all squads are either issued a machinegun for firesupport or a rocket launcher for anti-tank purposes. in WW2 pretty much every country who could afford it issued heavy weaponry to their infantry. D) the imperial guard aren't a modern day army. a basic guardsmen is the equivalent of a modern day soldier, but the imperial guard is not like anything we have now. so compareing them to modern day armies for organizational purposes is pointless.
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http://world2.monstersgame.co.uk/?ac=vid&vid=31118495 go to the above to help me on a browser game Download my codex! http://www.box.net/public/d6c1ki0iah Click on the .pub file and hit Save to Disk.
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#8 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Jan 2006
Posts: 1,401
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Cool advice El, I still don't agree but I can appreciate your comments. As I said I will not be running my command around like a death angel marine in a blood daze but if they do end up in CC then I want them to be able to at least inflict some casualties and maybe even win a fight or two so they can get back to commanding the Vox net. 30 pts spent on power weapons is reasonable fluff wise and point wise. It adds up to 1.8% of my total army points.
In regards to the real life. I know 40k isn't real life but I think you might be confused of what is similar weapon wise. A standard infantry squad today ideally (american, british, canadian, australian) consists of; 1x Sgt (commands squad) 1x Coms soldier (carries the squad coms gear) carries a assault rifle 2x Grenadiers (riflemen with assault rifle and underslung grenade launcher) 2x Riflemen (assault rifles) 2x SAW Rifleman (Squad automatic weapon) Each soldier normally carries 5 magazine of ammo, 4 grenades, 2 smoke grenades and 2 LAW (light anti-armor weapons) usually used to hit trucks and light armor Most Western Armries fire the 5.56mm round and the Saw's fire the same round at a higher rate of fire. They really aren'y machine guns. 3x squads to a platoon Platoon support weapon 1x Light Machine Gun (crew of 2 fire 7.62mm rounds) 1x 60 mm mortar (crew of 2-3) 1x Carl Gustav, Javelin, anti tank missile (2 crew) 3x platoons in a company Company Support Weapons 1-4x anti-tank guided missile units 1-4x .50 calibre machine guns 1-4x anti-aircraft weapons 1-4x 80mm mortars So though I know 40k isn't real life I still like the fluff and idea. Thanks again El. I will take your advice under advisement |
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#9 (permalink) | |
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Shas'El
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sorry Elessar, i don't think russes are the be all end all of guard, i have played guard for about 3 years now and i've never touched a leman russ.
Hellhounds are awesome, you can't beat them for anti-infantry power.
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#10 (permalink) | |
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Shas'El
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Quote:
__________________
http://world2.monstersgame.co.uk/?ac=vid&vid=31118495 go to the above to help me on a browser game Download my codex! http://www.box.net/public/d6c1ki0iah Click on the .pub file and hit Save to Disk.
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