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Tactica Imperium. Please post all tactica sections here for reveiw
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Old 19 Apr 2006, 12:22   #1 (permalink)
Shas'O
 
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Default Tactica Imperium. Please post all tactica sections here for reveiw

Please use this thread to post all completed sections of the Tactica Imperium for one of the G-mods or myself to reveiw. This will make it easier to access each section. Put all other relevent posts in reorganising the tactica imperium topic.

edit: Please note Karma will be given out after the tactica is completed.


[size=14pt]Jungle Survival- Catachan Tactica 1.2[/size]
What this section is about-
This section of the Catachan Tactica will describe in detail with specifics, the use of Patrol squads, Snipers, Traps, both Catachan Special Characters, Ambush, using the Jungle to the best of your ability and non-jungle combat with Catachans.

The Catachan as a whole.
Summery-
Catachan is a planet covered by swarming jungles and the most vicious and deadly
of plants and animals. Those who live on the planet are tough, strong and brave individuals with impressive skill and determination when faced with an unseen enemy in the midst of
heavy jungles.
As a Catachan player it is impervious you comply to the history of these hard fighters. Stories can work to your advantage in finding ways to destroy you enemy and aid your cause. Fluff and written items on the 'history' of the army can give you hints and tips on using the two Special characters, Sly Marbo and Colonel 'Iron Hand' Straken, and teach you in the use of specialised squads and tactics of jungle warfare.
As a subdivision of the Imperial Guard forces, Catachan use similar tactics and
advantages, such as numbers and mass amounts of las fire, and put them to good use in the
jungle. However this can be changed around and they can often be used in more unique roles with more unique Tactics.

Section 1: The more advanced units
1.1 Patrol squads.
Summery-
Patrol squads are a brillient addition to any Catachan force. However they are not easy to use effectivly. This section will detail how to use and equip a Patrol squad for a range of roles.

Basic principals of Patrols-

1. A Patrol squad is NOT meant to last all game.
2. Hit and Run type attacks on enemy units is very effective especially if your packing more than one squad.
3. A Sentry is a Patrols worst enemy.

Pros-
-Infiltrate and Ambush abilities
-Follow deathworld veteran special rules.
-Great scoring unit
-Veteran sergeant has access to Imperial Guard armoury

Cons-
-You only have access to one special weapon
-Small squads are easy to eliminate
-Higher cost of units. (Minimum team costs 40pts)
-High cost of flamer

Equipping a patrol squad-
One of the hardest aspects of playing a Patrol squad is choosing which weapon of the 4 avalible to take!

Frag Grenades: For optimal usage a Patrol squad should always have Frag Grenades. Being a unit that basically serves as recon and thus is fist into the fray it is always a good idea to be able to strike at the same time as your opponent in an assault phase.

Flamers: Flamers on a patrol squad are expensive, and are expensive for a reason. Infiltrating a flamer in a squad can be very devestating, especially when it ignores cover in the jungles! These should only be taken if you have the points to spare or if your opponent feels they must rely on the cover save the jungle will give them (e.g. Kroot 5+ cover save over 6+ armour).

Plasma Gun: One of my personal favorites to put into a patrol squad. The Ability to infiltrate a plasma gun can send shivers down even the most hardened veteran of the game. And at a cheap 8 pts you can see why. Combine that with the lasgun's you'll firing your on easy street for killing a small squad of orks or punching a hole in a squad of traitors.

Melta-gun: Very useful if your enemy has foolishly taken a Tank or likewise into the forboding jungles. These nasty little gems can break Terminators in half and also provide a scare tactic to your opponent. Ambushing one of these babies as a tank rolls by is a shocking experiance to live through!

Grenade launchers: Better used in lightly vegetated areas where it's range can be put to full effect. Use it as you normally would, fragging hoards and kraking power armour.

Veteran Sergeant outfit-

The Veteran Sergeant for a patrol squad can be deadly. Very deadly. Here is a run down on using items avalible to them.

Demo Charge: Thisis the only way to get a demo charge into your Patrols squad(s). If you like them then a patrol is a brillient place to have one, getting in close with a small expendable team means you don't need to worry as much when your squad gets blown to hell and back by their own weapon.

Bolt pistol: Versitle little buggers, a bolt pistol is a good choice and adds just that little extra punch into a squad.

Plasma pistol: If your patrol is squad is acting as a suicide squad then a plasma pistol is a great choice or combine this with a plasma gun in the squad for plasma death. Then set that in ambush and watch the armour melt!

Bolter: Pretty much the same as the bolt pistol in terms of usage, but take this over the pistol if your Patrol is staying just that little further back.

Shotgun: Brillient little weapon, take one of these if the squad is going straight for combat! Other wise it'sd just a rapid firing lasgun...

Storm Bolter: Great for a few shots from afar on the run, for only 5pts more your Sergeant can pack a punch your opponent probly wasn't expecting.

Bionics:
Bascially a waste, you'll very rarly get saving throws anyway and there are alot of weapon that can insta kill a catachan anyhow. Only take it if you desperatly need to fill
points.

Honorifica imperialis: This little medal can make a world of difference. Now you have an Officer stat line both in the very fore front of battle and in your lines. Great to give to a vet. sergeant but better given to a Platoon Commander who is acting independantly

Master Crafted weapon: If he is toting a storm bolter... it is a good little investment but other wise only take this if again you are desperate for points.

Medallion Crimson: Absolutly no point... he only has one wound anyway.

Melta Bombs: If your packing a melta gun in there take one of these little babies for a bit of extra power against that armour.

Surveyor: Great if your opponent likes to infiltrate alot, otherwise you've just wasted 2 points.
[hr]
Using a Patrol: Anti-tank
A Patrol team in an anti-tank role can work. Especially against lighter vechiles like transports or light skimmers. If you put them in this role then you'll want to give your Vet. Sergeant a melta bomb and choose eight a plasma gun or melta gun. Of you want more chances, give your Vet. Sergeant a plasma pistol to up the chances of blowing the Emporers backside out of the scrap metal sheeting your opponent called a tank.
Place them in Ambush if possible and jump them out when the tank/skimmer gets close enough to get the full effect of the weapons and then the melta bomb in assault.

Using a Patrol: Anti-Infantry (hoard)
Your best bet here is to take a flamer or grenade launcher. Your Vet. Sergeant will want a bolt weapon (pistol, rifle or storm) or a shotgun if you plan to assault them as well.
Use a combination of the bolter or storm bolter and the grenade launcher to take out units from 24" over lighter jungle areas. This can make for a potent team, or a potent force if you take three of them!

Using a Patrol: Cannon Fodder
This is really easy to do, take a compliment of 6 men and give them straight out nothing, dont even upgrade the sergeant to a Veteran sergeant.. Being so close when infiltrated, they will draw fire away from your main force. Where infiltration is out of the question then simply deploy them in your front line. If they don't draw fire then they have a good chance to hurt something.

Using a Patrol: Raid and Assault scenarios

In most raid scenarios and assault, you are not able to infiltrate... But you can often Ambush. Use this to your advantage, it is the easiest way to get closer to your target without actually infiltrating. If your assaulting a fortified postion equip your squad with either a Flamer or grenade launcher to take away the advantage of cover. Template weapons are a great investment in scenarios like this. Where possible stick to vegetated areas and take advantage of your own cover save. When defending a position set up your Patrol as cannon fodder in front of a Mortar team or similar.

1.2 Snipers

Summery-
Snipers are a Catachan players best friend! Hiding and shooting, these guys can wreek absolute havoc on the enemy in the right circumstances.

Principals
1. If they are in great threat of being killed, make them dissappear.
2. Select high scroing enemy models when shooting
3. Remeber to re-roll failed rolls to wound
4. keep them out of combat

Pros-
-Ambush and infiltrate abilities
-Can pick specific target
-Re-roll failed to-wound rolls
-Can merge back into the jungle to avoid giving victory points to the enemy
-have a 3+ cover save in vegetated terrain
-May set up independently
-Can cause pinning

Cons-
-High points cost
-Vunerable to small arms fire outside of jungle terrain.
-Don't count as surviving units
-Cannot claim table quarters or objectives.
-A sniper does not have access to the armoury. Thus is an 'as is' unit.

Using snipers-
A sniper is always a great asset to have on the table. hitting on 2+ and wounding on 4+ (with a re-roll if failed) is perfect for taking out high priority units such as a commander.
Never use snipers as cannon fodder or to draw fire, they are too expensive to just loose and will make for great units to score victory points from when it comes to the crunch.
Keep a sniper in the 'area of effective shooting' (described below) of the jungle to get full use out of them, or angle them along a clearing or path.

1.3 Traps

Summery-
Traps are great when fighting armies that can re-roll die when moving through cover or get an extra dice (like Space marine scouts) where doubles can come up easily. BOOM goes the power armour.

Principals
1. Usless against an army of campers
2. ALWAYS remeber if you kill a unit with a trap that they can be pinned!
3. These are a great way to fill up points

Pros-
-Nasty surprise for your opponent
-Very effective when set off
-Cheap points cost
-Area effect weapon (basic trap, shredder mine and spring mine only)
-You don't need a model to represent them
-Can be set anywhere in a 12" by 12'' area
-Ignores cover saves
-Causes pinning

Cons-
-Difficult for an enemy to set off
-May be set off by a unit that it wasn't meant for.

The best targets- Trap designation
Plasma Charges: The best targets for a plama charge to be set off by are heavily armoured troops like terminators or lightly armoured tanks. They are also usful for bring down large creatures like Carnifex's or greater deamons down a wound or two.

Shredder mine: Great for taking out a squad that is in single file. the template can lay over an average of 4-5 models in a 10 man squad of normal troops if placed right.

Spring mine: Brillient when a large close together squad sets it off. As it uses the large ordanence template thers really no way to avoid it hitting at least 3/5 of a squad. Great for Orks, 'Nids or pesky scouts.

Trap: Works with basically the same principals as a spring mine but with less area of effect.
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Old 19 Apr 2006, 12:24   #2 (permalink)
Shas'O
 
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

[size=14pt]Section 2: Special Characters:[/size]
2.1 Sly marbo, 'The One Man Army'

Summery-
Marbo is the best troop you can have access to, with his demo charge, poisoned blade and ripper pistol he is formidable when used properly. His ability to ambush is a great asset as well.

Principals-

1. Marbo is a killing machine for smaller enemies. Keep him away from a Hive Tyrant etc.
2. He is good at killing Tanks as well as infantry. His demo charge is meant to be used!
3. His name is a dead give away to how he should be used. 'One man army' use him where your main force isn't, such as covering flanks.

Pros-
-Great at killing everything small in combat
-Ambush ability
-May move after being revealed
-Always wounds on a 4+ and may re-roll fails when shooting his pistol
-May re-roll failed wounds in close combat
-Has both frag and krak grenades
-High leadership
-High BS
-High WS
-May be taken with two snipers as a single elites choice
-3+ cover save when in jungle

Cons-
-All those of the sniper

Using Marbo: General
Unlike snipers Marbo is able to move after he his revealed from ambush. Use this to full effect! Reveal him, Shoot and charge! This is a brilliant way to use his demo charge to full effect.
His ability to move around the board without being revealed is also a great advantage. As long as there is a vegetated area connecting two squares Marbo may move between them. This is great as you can move him to where you think he will be needed without your opponent knowing.
To avoid loosing victory points from him, after he has made back his points and either has only 1 wound left or there isn;t much left for him to take care of remove him from play as you would a dissapearing sniper.

Using Marbo: Meat Grinder, Take and hold
Marbo will not count as a surviving unit in a meat grinder battle and as such is there to be killed in such missions if taken. But even with the disadvantage of not being able to claim table quarters or hold objectives, Marbo is great at preventing your enemy from taking them.

2.2 Colonel 'Iron Hand' Straken
Summery-
Straken is a hard bitten veteran of the Catachans. He is their most reveared leader and is capable of many many thing in battle. Use him wisely and he shall reward you.

Principals-

1. Straken is an assault unit, make sure he sticks to this role.
2. To avoid him being killed by his own men never take a Commissar into battle with him.
3. Make sure to take full advantage of his unique bionics.

Pros-
-Allows you to take more than 1 Devil Squad
-Great in combat
-Can attack with a power fist at normal initiative level-
-Re-roll failed Moral checks
-Has both a shotgun and plasma pistol.
-Toughness 4

Cons-
-High cost
-5+ save

Equipping Staken's command squad-
Straken is an assault character, as such, equip his squad with assault weapons such as flamers, shotguns, demo charges and melta guns, even a heavy flamer if you need to boost points.
Eg.s
Straken
135pts
4 Deathworld Veterans.
-2 Flamers
-Melta gun
-Grenade launcher
78 pts

Straken
135 points
2 deathworld veterans
-Heavy flamer team
33 points

Using Straken: General

Run him up to your enemy... never stop. If he stays still for anyreason he is dead and useless. His squad should keep him covered at all times and when possible be ahead of him in the assault so he cannot be picked out as easily in combat. Use his bionics saving throw only when he has one wound left! His power fist being able to strike at normal initiative value is highly valuable!
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Old 19 Apr 2006, 16:21   #3 (permalink)
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

[size=14pt]Imperial Guard Armoury[/size]

[size=12pt]Single Handed Weapons[/size]
-These are weapons, that as the name implies, can be used with a single hand.

Bolt Pistol: A good replacement for the standard laspistol, fire a bolt, which is basically a very large explosive bullet. Is stronger then the laspistol and actually has an AP rating. Very Cheap too, good for assault units.

Plasma Pistol: A very expensive replacement for the laspistol. Great against high toughness, high armour save units, but has the same range as any pistol, and might overheat! Consider equipping Officers armed with plasma pistols with carapace armour. Since in the 4th Ed, you'll get a better save from the overheat rules instead of a 5+ save. Best used on Tech-Priest Enginseers (fluffy too) as they have a 3+ save and one of the best models to survive such a nasty turn of events.

Power Fist: Use an energy field to increase the users strength, but, since the standard guardsman is very weak, this doesn't help you much at all. Very Expensive, for it's uses...Great for Commissars, as they cannot be singled out. Officers can, so don't give them to an Officer.

Power Weapon: Use an energy field to eliminate the enemies armour save. A cheaply priced and effective weapon for a commanding officer. Highly recommended for Officers as it is the cheapest power weapon in the galaxy and very effective in those last ditch effort to rid your deployment zones of unwanted assault troops. Always consider having a pistol or CCW as well to gain +1 attack.

Force Weapon: A weapon that is treated as an power weapon, but has the potential to kill the enemy outright with a psychic attack. Psykers only!Expensive.

Close Combat Weapon: This can be as simple as a club or a knifes, but in Cadian regiments, these are Chainswords. Very cheap, and when combined with a pistol, they can be a lethal force in close combat.

[size=12pt]Two Handed Weapons[/size]
-Weapons that need two hands to wield, like a submachine gun.

Bolter: Much like a bolt pistol, except it has a much larger range. Very cheap.

Eviscerator: A gigantic chainsword infused with energy shields. Counts as a power fist, and gets a special bonus against vehicles. Expensive though, but worth it.

Shotgun: Used mainly in boarding actions, this weapon fires a hail of solid slugs. Very cheap!

Stormbolter: A rapid firing bolter, usually with two barrels and an increased supply of ammunition. Medium priced, good against armies with weak armour saves. Consider for shooty Infantry squads but maybe not for Armoured Fist squads since their added mobility would render the bolter relatively useless where a bolt pistol would be better suited.

[size=12pt]Heavy Weapons[/size]
-These are your gut-buster weapons, usually needs a gunner and a reloader to crew, very heavy and difficult to reposition.

Heavy bolter: A very strong form of the bolter. Uses a larger round, which can easily blow a torso sized hole in a wall, and fires very fast. Very good against horde armies, and the amount of shots it gets are good compared to the low guardsmen BS, not to mention the price is amazing.

Mortar: Uses a spring and a small explosive to launch a fragmentation round high into the air. Very cheap, and very good against horde armies, not to mention their ability to cause pinning. Great in a large group. Indirect fire is useful as well.

Autocannon: A medium rate of fire weapon, fire a spearhead sized shell that can do a large amount of damage to a tank. The price is good, and it will definitely earn it's point back. Always worth taking a few of these!

Missile Launcher: Your all around weapon, as it can damage tanks with a krak round, or infantry with a frag round. The nissle launcher will earn it's points back.

Lascannon: Fires a coherent beam of light, almost like a juiced up lasgun. The strongest man portable weapon the Imperial Guard have, can easily damage any tank. Yet, it's very expensive, and it's low rate of fire don't do well with Imperial Guardsman's low BS.

[size=12pt]Wargear[/size]
-These are items that work passively, or are out of the users control...

Bionics: Basically replacement limbs, which can be hit instead of your character dying. Medium priced, doesn't work much.

Carapace Armour: Large plates of armaplast that have been molded over bodyparts. Gives you a better armour save.

Frag Grenades: A Small explosive that send shrapnel at the enemy, useful when you charge. Consider for forward moving units such as Armoured Fists.

Holy Relic: An expensive item that may inspire your troops to glorious actions and self sacrifice. Expensive. Priests only. Not always needed if careful deployment is observed.

Honorifica Imperialis:
A great honour, an expensive item that gives the equipped character a HSO based statline.

Krak grenades: A grenades, that is designed to implode on a target, very good against tanks. Cheap, not very good.

Macharian Cross: A metal rewarded for good tactical thinking, gives you officer a chance to re plan... High priced for what it does.

Master Crafted Weapon: The weapons creator took special care in making this. Helps the weapon hit in close combat, or if given to a ranged weapon, will give re-roll to it's to Hit dice. Medium priced.

Medallion Crimson: A medal rewarded for grave wounds taken, yet still fight on for the Emperor. Shows how the model is especially tough.

Melta Bombs: Large melta charges that are very, very good against tanks...

Purity Seals: A show of bravery, helps the owner recover from a bad time faster...

Refractor Field: A neck mounted energy shield, that actually give the owner an invulnerable save. Good for officers.

Regimental Standard: The regiments pride and glory, you dare not let this fall. Counts as a company standard, yet inspires the men to fight on.

Rosarius: A badge of faith, gives the user a very good invulnerable save. Priests only
[hr]
[size=14pt]Submitted[/size]
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Old 19 Apr 2006, 17:42   #4 (permalink)
Shas'El
 
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

[size=15pt] A guide to effectively deploying the Imperial Guard[/size]

Good morning, soldier. Welcome to General HQ. You going to be briefed on some of the most effective means of deploying your troops before battle. But first, you need to know some basics:

Ask yourself the question:

“Am I attacking, defending, or a healthy mix?”

-Attacking: The Guards less prominent but much more glamorous method of fighting, a steady advance is a good choice for any type of army. Troops are the best unit, supported by mobile tanks and AFVs [Armored Fighting Vehicles].

-Defending
: The Guard’s easier task, stand put and whittle down the enemy with your firepower. Heavy tanks and stationary artillery is your friend in this scenario.

-A healthy mix: This is perhaps the most tactically sound method. Whittle down the enemy with firepower, then mount a fierce counter-attack. Both types of units described above will help.

Now that you have identified your goal, assess the nearby terrain:

“Is there any good cover around?”
“Where is the impassable and difficult terrain located?”
“What is the best route for my transports and tanks?”
“Where can I deploy my artillery out of sight?”
“Where can I hide my assault units until the enemy is just reaching me?”
“Where can I put my infantry squads so they can fire at full strength and have a go
od cover save?”
“Where can I put heavy weapons squads to create choke points and kill-zones?”

Once you have answered these terrain questions, you can begin deployment.

Infantry squads: Normally, you want them either with a ride view, or sheltered in a building. Make sure they have something to shoot at, though…

Command squads:
If its an assault-geared squad, place them either in a transport [look at Ogryns in APC] or in a sheltered building or bunker, preferably out of sight of big guns. Remember, your HSO with three thousand point of wargear is still the same toughness of a normal guardsman… don’t forget that he’ll die easily.
If its shooty, place it like a heavy or special weapon squad.

Veteran Squad: Infiltrate if desired to heavy cover near the enemy, and pounce when the opportunity arises. Either shoot them from close range, or leap into assault.

Ogryns:
Ogryns are tough enough to take some shots, but they are still fragile by means of low quantity. Make sure they have a quick route to cover wherever they are.
If mounted in a transport, move the Chimera to a clear, straightforward path right to the enemy. On the first turn, plough forward. Don’t try and hug cover… you want them stuck in as soon as possible.

Heavy Weapon Squads
: Buildings, buildings, buildings. You need 3 open windows to unleash hell, and a building is your best friend. If none are available, try hills and highpoints. Using two to create a kill zone is a good idea; place them on opposite sides of the table, and wait for the enemy to rush into your gun sights.

Special weapon Squads: If it’s a meltagun or flamer squad, put it in heavy cover as far up as possible. If not, medium range [24 to 48”] is your best bet. These weapons probably won’t turn the tide of battle, but they can be a constant thorn in your opponent’s side.

Ratlings
: A highpoint somewhere with decent cover will give these tiny chefs enough space to work with.

Conscripts: A meatshield is always helpful; deploy them directly blocking the LoS to your tender units. Advance slowly, and hope to inflict at least one casualty.

Rough Riders:
A flank is always the best place for these weak yet fast riders. Loop them around and get into assault quickly.

Hellhound: Almost the same as the RR, use this to flank the enemy and lay down death by fire. If you’re defending, it can still be a good tool. Deploy off to the side, and out if sight until movement phase.

All Tanks: Keep the in plain view, and either pound stationary or advance slowly. Any clear path or land canal leading to the enemy is a good choice.

Chimera: Any clear corridor leading to a calm, clear spot will do, just try and hug cover if your units inside plan in getting out the door, and not by getting blown into the air.


Special Tactic: Refused Flank

This is a tactic stolen from the 3rd Edition SM Codex. Its called Refused Flank. Its used against any army, and is an effective way to bring all your guns to bear, while presenting optimal targets, and limiting return fire from any other area of the table but the immediate vicinity.

Deploy all [yes, ALL] your forces on one side. Throw normal regimental practices to the four winds, and pile them all up on one side. Face all your guns outward, and pound away.

This will work well against Eldar, which can surround your force quickly. It will cut a flank off your force [hence: Refused Flank], and disenable most of your opponents weapons to effectively fire upon you.


I hope you enjoyed this small learning experience. Good luck in the field, Commander, and watch out.
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Old 20 Apr 2006, 06:48   #5 (permalink)
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

How To Effectively Employ General Armor

Armor. The Guard are known and feared for it. it can be your best friend or your incredibly expensive point sink. The key to using armor is simple. If you're gonna use use any, use lots of it. this may seem simple, but it is not to be underestimated. If you take light armor like sentinels, hellhounds, and chimeras, be sure to take a Leman Russ or two. This will generally improve the life of said light armor because most opponents will be drawn to try to crack the Russ. This will allow your light armor to remain less molested than if they were the only targets on the board. Do not field a single light vehicle without support! It is CERTAIN to be targeted and destroyed by enemy heavy weapons, simply because they did not have a better target!
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Old 20 Apr 2006, 06:55   #6 (permalink)
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

Imperial Doctrines

COD - no reason not to take this if you have an open slot. its Free, and if you worry about templates, simply use in right before an assault or when moving models to engae.

Iron Discipline - another quality doctrine, extremely useful when you dont want those last valuable remnants of the squad (usually HW and Special weap.) from running off the board.

Sharpshooters - might be worth taking for heavy weapon squads.

Die-Hards - shrug. its only 5 pts. best for fluff, id say. you're IG, you shouldn't be outnumbered! besides... as far as im concerned, close combat is a BAD THING.

Independant Commisars. - everything i hear about this says no. youre guy becomes an IC! now he can be picked out in close combat....very bad idea. However, attaching to a conscript platoon yields a meat shield thats hard to break.

Hardened fighters- fluff. not really all that useful. IG are fairly mediocre in CC, ws4 only really useful against enemy basic infantry, wont help much in dealing with the CC monsters coming your way. Although, its kinda nice if you feel like using your sentinels to tie up s3 troops for awhile, just hope they dont have the powerfist.

Jungle fighters- fluff, but quite nice if you regularly play on lots of jungle terrain.

Light infantry - another primarily fluff doctrine, but infiltrating most of your army is somehting of a tactical advantage, as you get to see where your enemy put most of his junk. you dont HAVE to deploy close. although you could, if you wanna gun stuff. however, if yu do so, you're only making it easier for the enemy to assault...always a bad thing.

Xeno-fighters- fluffy, useful if you play against a regular opponent, otherwise a waste. (although cool modeling possible).

Veterans - fluffy, and i like veteran squads. i recommend placing them in cover or getting them some better armor (carapace), as they shoot very well, but are more expensive and just as vulnerable as a regular guardsman. Have an idea how you're going to use these guys, then stick to it. With three special weapon slots, BS4, and transport/infiltrate ability they can hunt with melta weapons, assault, or my favorite, as an incredible firebase.
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Old 20 Apr 2006, 20:49   #7 (permalink)
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

[size=20pt]Tactica sentinel[/size]

Ah, the sentinel! An often overlooked tool in Imperial Guard armies. Most times players use sentinel(s) in
either extreme. Some commanders might choose to use one or two sentinals. Others might Take six to nine sentinels, nine being the most that you could take in fast attack, and twelve being the most you can take. Both approaches offer different uses and roles in an Imperial Guard army.


[size=15pt]Some wisdom on sentinels[/size]

Sentinels are open-topped! Make sure you remember this! Sentinels are a great addition to you force, but they are somewhat fragile. Their low armour means that Fire warriors, Tactical squads, and Strength four and up can take out Sentinels with their basic weapons when shooting! You must consider the weaknesses of the sentinel(s) while deploying them.

The Scouts special rule allow them to move forward a bit before the game. Make sure that if your going to take advantage of this you put them out of your opponents line of sight until the time is right.

Sentinels can also be brutal when hunting tanks/transports. How, I hear you asking? Well the
Sentinel is a walker. It can always fire, something Guardsmen with heavy weapons cannot do.


[size=15pt]How to equip/arm a sentinel?[/size]


Hehe! How indeed? Well, what are you going to use the sentinels for? Fire support? Anti-tank? There are
alot of differant possibilities here! The sentinel has four differant patterns to choose from, and there is a pattern for every type of situation. However, there is a all or nothing approach when it comes to Anti-tank. The Lascannon is the hardest hitting weapon available to a sentinel, but that's it. The second highest strengh weapon available to a sentinel is an Autocannon. Definitely something to keep in mind.


Catachan pattern (heavy flamer)


The cheapest pattern available, you could take one of these dirt cheap. However, the effectiveness of the catachan pattern is questionable. To use this pattern effectively, you must get in close. Getting in close with the sentinel's low WS is a bad idea. With the low WS you won't hit all that much in Close Combat. And that's just plain bad considering that your sentinel is most likely going to be facing about four to seven troops! Ouch! Try to avoid this pattern!


Mars Pattern (multi-laser)


The Tyranid players hide in fear when they see this! The second cheapest pattern available, the multi-laser has some decent strength, but its AP has much to be desired. The multi-laser pumps out a good amount of shots, and in conjunction with guardsmen they can be nasty! I would forgo this pattern for Cadian or Armageddon pattern myself.


Cadian pattern (autocannon)


The cadian pattern, my favorite! The autocannon pumps out two shots capable of taking out anything less than power armour. The autocannon has enough strength to take out light to medium armoured vehicles on top of its great AP! Best used to hunt down transports. Can be doubled to be used as an anti-troop weapon in a pinch. All around good choice.


Armageddon pattern (lascannon)


My 2nd. favorite pattern! Lascannons have a very respectable
range, and when you can move six inches and shoot, your opponents will fear for their tanks! That said, like all Lascannons it costs a decent amount, and will only hit 50% of the time...


[size=15pt]Vehicle Upgrades/Armoury[/size]


Armoured crew compartment: Sentinel no longer counts as being open topped. Somewhat helpful, I would rather spend the points elsewhere though. Its up to you on this, as it is kinda helpful.

Extra armour: There are alot of fans for this option. When it comes to transports, I am one of them. It seems
more likely that the sentinel would be destroyed with its all around low armour, than be stunned. Again, I would rather have the sentinels cheep, and spend the points elsewhere.

Hunter-killer missile: This is completely a wast of points on its own, with three of four, it could be helpful.
Although, with BS(insert sentinel BS here) its not going to earn these points back. If you can take down a rhino carrying a 500pt SM command squad, maybe.

Improved Comms: Alot of points for alot of nothing. Unless your a big fan of deepstrikeing, crap!

Rough terrain modification: Just go around difficult terrain, problem solved!

Searchlight: Helpful during night fight. All my buds and I hate Night fight so I don't use it. Dirt cheep. I would try to squeeze it in if I played NF.

Smoke launchers : Cheep. Very handy on transports. Sentinels only go six inches, so I don't know where the heck your going to escape to after. Kinda worthless IMO. Its up to you here.


[size=15pt]Uses with doctrines[/size]


Note: I don't use doctrines, as I hate them. I haven't been able to use them with my sentinels, so I'm not going to be the most knowledgeable here.


Hardened fighters: This can add an extra attack, and thats nice! To me, this makes the sentinel too expensive. I love my sentinels cheap(like everything in IG)! Up to you here.

Drop troops : Drop troops allows you to deepstrike a sentinel or more. Depending on where they turn up, this could be helpful. I play SIGAFH, so I really don't want to get my Guardsmen up close or split up too much. Again, up to you.



Thanks Redbeard for seeing that!
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Old 25 Apr 2006, 18:56   #8 (permalink)
Shas'Vre
 
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

[quote=Pirate]
Cadian pattern (autocannon)


The cadian pattern, my favorite! The autocannon pumps out two shots capable of denying Power Armoured enemies their save! ...
[/b]

Uh, no, no it doesn't. Read your codex. An autocannon doesn't deny a save to a power-armoured model.
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Old 27 Apr 2006, 03:12   #9 (permalink)
Shas'El
 
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

[size=15pt]Starting Imperial Guard[/size]

Starting from Scratch

To start Imperial Guard, you’ll have to buy a few models. This should be enough to start a small Cadian or Catachan army, and have the ability to play some small games off the bat.

Things to buy:
Cadian army:

Imperial Guard Codex
Imperial Guard Battle force
The battle force gives you a platoon [without the Command squad], 3 heavy weapons teams, whose bitz can be used for many more, and a Leman Russ battle tank.
Imperial Guard Chimera
Imperial Guard Command Squad
Imperial Guard Cadian Shocktroops
Imperial Guard Kasrkin Stormtroopers.
Imperial Guard Cadian Officers

All of this comes to about 265 USD. You can probably estimate the number of GBP, as I’m not too sure.

Anyways, this will give you a very nice starter army, of around 700-1000 depending on how you equip it. With this, you’ll have a standard company of Imperial Guard. Here’s a diagram:


As you can see, fluff-wise, you have a standard company, with two attachments. You use the Command Squad for the Command HQ, the Heavy Weapons Squad for the Heavy Weapons Squad attached to the Command HQ, the Leman Russ as an attachment, the Stormtroopers as an attachment, 10 men out of the Shock-troops boxed set for the Armored Fist squad, and use the other 10, split into two groups. One group to form a Command section for your platoon, the other, for bits, or, a special weapons squad, which will go with the Command HQ in the same fashion as the Heavy Weapons squad.

For all those who are unawares, the force you just bought fills out a compulsory force organization chart for a standard mission. Here’s a diagram:



Note that 2-5 Infantry Squads cont as 1 platoon, which counts as 1 troops choice. Also note that each platoon may take at least two and up to five 10-man infantry Squads. Also note that each platoon must have an officer with a 4-man command squad.

Now that you have a basic force, you’re ready to start playing. You should play against all types of army’s, and attempt to ally other Imperial Guard players in an attempt to learn the style of play and tactical practices.

Expanding the Army

Well, you’ve played a couple of games, and you’ve found that your heavy weapons squad should not charge a Bloodletter squad in assault phase. Gross!
Seriously, you should probably have found the different tactics used for each unit, and the deployment practices each merits.
It’s time to expand your army. There are several options:
- You can increase troop quantity
§ This is a good option for any army, as you want to have enough basic troops to last a battle.
- You can buy another Tank
§ There are several tanks for your liking. You can purchase another Leman Russ, or a Demolisher.
§ There is the Basilisk, as well, a great artillery piece that will instill fear into the hearts of those that face you
§ There is the Hellhound, an agile flame tank, perfect for quick armies, or for facing any kind of infantry
- You can buy more Elites
§ There are more Elite options than Storm Troopers, like the snipers known as Ratlings, or the assault-geared Ogryn. Both of these will be more favorable dependant on your past experience with storm troopers. I.e., were your stormtroopers always shooting long range, or were they in assault for most of the battle?
- You can buy Fast Attack
§ There is the slot for fast attack, but for practical purposes, I left ot out of the original list. It is better saved for those who need it. There are several types.
· Sentinel: A walker, with good weapons; good for tank-hunting, or a little more anti-light-vehicle and tough infantry support
· Rough Riders: Good for moving quick into the battle, and killing tough units with their hunting lances.
· Hellhound [mentioned above]
- You can buy more transports
§ More transports are always a good thing, as a squad of Ogryns should be given a lift right to the fray. Chimeras, the Guard’s only transport, is a great vehicle for transporting units into a firefight, and then giving mobile supporting fire while they fight
- You can buy Advisors
§ Advisors are attached to your command squads, and normal squads if you have enough. You can use 5 of each. There is the Commissar, which is always a good choice, the Pyskers, a good choice for any type of army, and the Priest, good for assault-geared Command Squads.

Well, now you pretty much have a diverse army!

Good Luck!
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Old 01 May 2006, 12:07   #10 (permalink)
Shas'El
 
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Default Re: Tactica Imperium. Please post all tactica sections here for reveiw

Death From Above:
Drop Troop Imperial Guard Tactica


1: Contents• Introduction
• Army Composition
• Basic Tactics
• Sample Lists

INTRODUCTION:
Before I write anything, I want to thank 2 people. The first, is not strictly a person but a bunch of people. I’d like to say thanks to those on TO who are sponsoring this tactica, and who’ll be holding it up on the website. Secondly, I want to thank one of my best friends, who goes under the name Jal’knock (not his real name, obviously) whenever he posts on the Warseer boards for introducing me to Drop Troop guard, annihilating me on every occasion I’ve duelled with them, giving me a healthy respect, and broad knowledge of how to use them, and for inspiring me in the first place on the road that’s led me to do my Harakoni Warhawk Drop Troop regiment.

So, first up is an introduction to Drop Troop Guard. The questions you will ask are:

• Who/what are drop troop guard?
• Why should I play them?
• How do I use them?

To answer the first: Drop Troop Guard are, in a nutshell, the Imperial Guard Airborne. They’re the guys who drop in on grav-chutes into the middle of a battlefield to wreak havoc. They’re often the first to go in,
“It means more bad guys for us to kill”
and more often than not, its just them standing shoulder to shoulder with a whole bloody army swarming around them.
“We’re the Airborne. We’re meant to be surrounded”

For the second, instead of answering, I’ll give two examples of why you should play them. The first is the 101st Airborne, the stars of Band of Brothers, possibly one of the best series ever made. The second are the Mobile Infantry of Starship Troopers movie fame. Nothing cooler than those guys hitting planetside! Your guys are landing, imagine the ST theme tune in your head.

That’s the character of them. Other reasons are very, very simple. Drop Troop Guard are amongst the most evil, dreaded and viciously powerful armies in the game. There is almost nothing that you should be afraid of! It’s quite easy and common to pull off one turn massacres and in many cases the set up time is longer than the actual game!

To answer the third question, read on…

Army Composition:
As DTIG are a doctrine army, it makes sense to run through the various doctrines that will make a DT force very effective.

The first (and obligatory!) doctrine is the obvious “Drop Troops” doctrine. This lists the units that can deep strike (namely IG infantry units and sentinels) so for a pure drop troops force, you must limit yourselves to these units and go without any form of heavy armour.

With regard to other doctrines that will make an effective army, read on:

Firstly, the units that will help a DTG force.

Veterans. You can always take one squad of these guys, but to take more, it costs a doctrine. It’s worth it though. They’re dirt cheap, have a high BS and can be kitted out with 3 special weapons and a plasma pistol for under 100 pts. They’re not as resilient as Stormtroopers though with only a 5+ save, but what they shoot at should, by rights, melt.

Storm Trooper squads
: a very useful unit for DT armies. They’re the “other” choice to hardened veterans. They’re cheap, coming in at less than 100pts for an effective squad. They can take 2 special weapons, along with a veteran sarge’s plasma pistol. And they’re fairly tough with their nifty carapace armour.

Special Weapons squads: Again, a rock solid option. 6 guys. An obligatory demo charge. And 2 other special weapons. If your scatter goes well, expect whatever these guys shoot at to be obliterated.

Heavy Weapons Platoons: An interesting choice. Not the most obvious choice. Several advantages though. They don’t have to drop in, meaning they can start the game pumping out 30 h.bolter shots with a pimped out platoon. Goes against the flavour though (I mean, if you want to start on the board first thing, take tanks!) but they are fluffier to a DT force than tanks. There is another benefit. One of the few good defences to DT guard is to box your troops into an itty bitty box in the corner. Give your HWPs a few mortars. 10 shots a turn. Guaranteed to do some hurting!

Now, for nifty little upgrades!

Iron Discipline: you spent 5pts on a command squad, and they’re platoons basically get “and they shall know no fear”. Awesome. Easily, an obligatory doctrine.

Close Order Drill: Only works with standard infantry platoons (and conscripts which you can’t take!) but gives them a boost to leadership, and initiative. You just have to be in base contact with your squaddies. And guess what. You deep strike, your guy’s MUST be in base to base. And it’s free. Easily another obligatory doctrine point.

Sharpshooters: A handy upgrade. Re-roll those pesky 1s for those all important melta shots. Not really useful aside from that as flamers don’t roll to hit, and plasmas don’t apply!

Carapace Armour: it’s an expensive doctrine, but it can prove handy. Your guy’s get a neat 4+ save. And it’s fluffy to give DT guard some heavy protection, as they’re heading in alone. As well, should you want to represent something close to a DT stormtrooper company (the one thing lacking in the IG list) take this.

So, those are the doctrines you should choose from for your force.

Army Composition

Command squads:
This is a core unit for DT guard. For several reasons.
• The first is you can take a Heroic Officer with a plasma pistol. His ld9, combined with his “leadership” rule gives quite a boost to a DT force. Take an honourifica imperialis for a junior officer, and you’ve got 2 of these guys.
• One of the troopers should be a medic (“Damn. My trooper cooks himself with the plasma. But I have a medic. It’s ignored!”)with a plasma pistol. A medic, by rights is mandatory in each command squad, even though you lose out on a spec weapon, which is why you give him a plasma pistol to compensate.
• The third is the standard bearer (crap. I failed a morale check. Hmm. Within 12” of a banner. Wave-y, Wave-y. re-roll leadership!)with a plasma pistol for the same reason as a medic. Standard bearer is only in the HQ command squad though…
• Then for another bit of goodness, the other 2 guys in the squad can get special weapons. So, in each command squad (command HQ and platoon command) you’re looking at 3 special weapons, and a few plasma pistols. 3 flamer templates. 3 melta shots. 6 plasma shots. Plus plasma pistol shots. This is quite simply awesome. It’s sick how destructive this squad can be!
• A further boon to your command HQ is he gets to take those special weapons squads, who I’ve mentioned before. As it’s the only place in the list where you get them, you should take them!
• And another is a fourth sentinel slot. Trust me, you want sentinels!

Special Weapons Squads:• Dirt cheap.
• 3 special Weapons
• Demo charges.
For 35pts plus weapons, you get a special weapons squad with 3 special weapons, one of which SHOULD be that demo charge. With a half decent scatter for the demo charge, and 2 flamer templates (leave the meltas, and plasmas to those with better BS and medics) what these guys shoot at will be obliterated. Worth their weight in gold.

Platoon Squads
It makes sense to cover your platoon squads. These guys are effectively “mop up” in nature, as the bulk of a DT force’s awesome firepower is in its elite and command squads. However, platoons give you bodies, lots of lasgun shots and an odd few special weapon shots. Worth using, if you ask me. A fourth use for these guys is to drop them in on objectives while the main units do the damage.

Now, for the elites, stormtroopers and veterans. By rights, you should take 3 elite choices. I’ll cover stormtroopers first.

Stormtroopers.
• BS4.
• 2 spec weapons.
• And a veteran plasma pistol.
• Cheap.
• Carapace armour.
Quite awesome firepower. You have to pay to deep strike though. But, like veterans, you only need a squad of 5 because it’s the special weapons that do the damage. You’re looking at incredible destruction for less than 100pts.

Veterans.
• BS4.
• 3 special weapons.
• Plasma pistol
• Dirt cheap. 45pts for 5 guys!
You’re looking at more destructive firepower than Stormtroopers, but this is balanced by worse armour (unless you take carapace as a doctrine)

Both are equally awesome choices. It’s up to you who to take.

Sentinels:
• Responsible for the proper co ordination of DT guard forces with improved comms
• Quite cheap.
• Quite good firepower with h. flamers
At least 4 of these guys are obligatory. Fill all 4 slots (3 fast attack, and one with your HQ) with sentinels. Keep them cheap, and give them heavy flamers, and most importantly, improved comms. Its expensive, but worth it. It allows you to re-roll your reserves, even if the Sentinels are off the field. And it’s responsible for making sure close to your entire army hits the field at once, or else none of it, should you roll bad. And what’s more, heavy flamers are awesome. They can kill whole squads of densely packed infantry and even kill marines fairly well.

How to use Drop Troops:
The use of Drop Troops is very straight forward. It’s also fairly easy, and quick to grasp. Roll for your reserves, with any re-rolls allowable from improved comms. Remember too, you roll for platoons, not for individual squads. Then deep strike the right units in the right places eg send those meltatroopers to take out the leman russ, and send those plasmatroopers to take out the carnifex whilst the flamertroopers cook that genestealer squad. It’s fairly simple, but requires a small bit of luck for your troops to not go splat. Just make sure you shoot the right targets with the right guns! In many ways, what makes it easier is the other guy will have deployed, and will have had a turn of movement. You should know exactly what to put and where to put them. Then unleash hell!

When designing a drop troop guard army list, remember a few things:
(1) Its strengths lie in its special weapons. As such, your troopers should leave anything with a “heavy” profile back at boot camp. The only exceptions are your Sentinels’ heavy flamers. Rely on your meltaguns, plasma guns, and flamers to do the most damage.
(2) Your main units are your command squads, and elite squads. Platoons are just mop up.
(3) Sentinels are very, very important for their improved comms. Always take 4+ of them.


Sample Army lists:
The IG codex mentions the Harakoni Warhawks, a regiment I am collecting myself so it’s only fitting to give some army list ideas based on these guys, of which the 1500pointer Harakoni is my own list as well as a few lists courtesy of Jal’knock (quite possibly the sickest lists imaginable!)

Harakoni Warhawks 1000pts recon force:
Doctrines:
• Carapace Armour
• Special Weapons Squads
• Heavy Weapons squads
• Stormtroopers
• Drop Troops

HQ: Command squad.
Junior officer w/ Plasma pistol.
Medic w/ plasma pistol
3 plasma guns
Carapace armour
146
Attached: Sentinel w/ h.flamer + i.comms

Elite:
5 Stormtroopers
Veteran w/plasma pistol
2 meltaguns
Deep strike
91

5 Stormtroopers
Veteran w/Plasma pistol
2 meltas
Deep Strike
91

Troops 1:
Command Squad
Junior officer w/ Plasma pistol.
Medic w/ plasma pistol
3 plasma guns
Carapace armour
121

Squad 1: carapace armour, melta 90
Squad 2: carapace armour, flamer 86

Troops 2:
Command Squad
Junior officer w/. Plasma pistol.
Medic w/ plasma pistol
3 Flamers
Carapace armour
109

Squad 1: carapace armour, flamer 86
Squad 2: carapace armour, flamer 86

Fast Attack 1:
Sentinel w/ h.flamer + i.comms 60

1001pts in total.

6 flamers
2 heavy flamers
8 plasma pistols
6 plasma guns
5 meltaguns
36 lasguns
4 hellguns

Harakoni Warhawks 1500pts:
Doctrines:
• Carapace Armour
• Special Weapons Squads
• Heavy Weapons squads
• Stormtroopers
• Drop Troops

HQ: Command squad.
Heroic Senior Officer w/ Plasma pistol.
Standard bearer w/plasma pistol
Medic w/ plasma pistol
3 plasma guns
Carapace armour
157
Attached: 2 Sentinels w/2 h.flamers + 1 i.comms 100
Attached: Special Weapons squad. 2 flamers, demo charge, carapace armour 83
Attached: Special Weapons squad. 2 flamers, demo charge, carapace armour 83

Elite:
5 Stormtroopers
Veteran w/plasma pistol
2 meltaguns
Deep strike
91

5 Stormtroopers
Veteran w/Plasma pistol
2 meltas
Deep Strike
91

5 Veterans
Plasma pistol
3 plasmas
Carapace armour
105

Troops 1:
Command Squad
Junior officer w/ Plasma pistol and honourifica imperialis
Medic w/ plasma pistol
3 plasma guns
Carapace armour
152

Squad 1: carapace armour, melta 90
Squad 2: carapace armour, melta 90

Troops 2:
Command Squad
Junior officer w/. Plasma pistol.
Medic w/plasma pistol
3 Flamers
Carapace armour
109

Squad 1: carapace armour, flamer 86
Squad 2: carapace armour, flamer 86

Fast Attack 1:
Sentinel w/ h.flamer + i.comms 60
Sentinel w/ h.flamer + i.comms 60
Sentinel w/ h.flamer + i.comms 60

1503 pts.
12 plasma pistols
9 plasma guns
9 meltaguns
9 flamers
37 lasguns
4 hellguns
5 heavy flamers
2 demo charges

Alternative lists:
Cadian 531st 1000pts
Doctrines:
• Drop Troops
• Close order Drill
• Veterans
• Iron discipline

Command HQ:
Junior officer w/plasma pistol
Medic w/ plasma pistol
Standard Bearer w/ plasma pistol
2 plasma gunners
Iron discipline
117
Attached: Sentinel w/ h.flamer + i.comms 60

5 Veterans.
Plasma pistol
3 plasma guns
85

5 Veterans.
Plasma pistol
3 meltaguns
85

5 Veterans.
Plasma pistol
3 meltaguns
85

Troops 1:
Command squad:
Junior Officer w/plasma pistol
4 melta gunners
Iron discipline
95

Squad 1: melta 70
Squad 2: melta 70

Troops 2:
Command squad:
Junior officer w/plasma pistol
4 flamers
Iron discipline
79

Squad 1: flamer 66
Squad 2: flamer 66

Sentinel w/ h.flamer + i.comms 60
Sentinel w/ h.flamer + i.comms 60

999pts

5 plasma pistols
5 plasma guns
12 meltaguns
6 flamers
3 heavy flamers
39 lasguns

Cadian 531st 1500pts
Doctrines:
• Drop Troops
• Close order Drill
• Veterans
• Iron discipline
• Special weapons squads


Command HQ:
Heroic Senior officer w/plasma pistol
Medic w/ plasma pistol
Standard Bearer w/ plasma pistol
2 plasma gunners
Iron discipline
147
Attached: 2 Sentinels w/ 2 h.flamer + 1 i.comms 100
Attached: Special Weapons squad w/2 flamers + demo charge 63
Attached: Special Weapons squad w/2 flamers + demo charge 63

5 Veterans.
Plasma pistol
3 plasma guns
85

5 Veterans.
Plasma pistol
3 meltaguns
85

5 Veterans.
Plasma pistol
3 meltaguns
85

Troops 1:
Command squad:
Junior Officer w/plasma pistol
4 melta gunners
Iron discipline
close order drill
120

Squad 1: melta, close order drill 70
Squad 2: melta, close order drill 70

Troops 2:
Command squad:
Junior officer w/plasma pistol
4 flamers
Iron discipline
close order drill
79

Squad 1: flamer, close order drill 66
Squad 2: flamer, close order drill 66

Troops 3:
Command Squad:
Junior Officer w/ plasma pistol
Medic w/plasma pistol
3 plasma guns
Iron discipline
close order drill
106

Squad 1: plasmagun, close order drill 70
Squad 2: plasmagun, close order drill 70

Sentinel w/ h.flamer + i.comms 60
Sentinel w/ h.flamer + i.comms 60
Sentinel w/ h.flamer + i.comms 60

11 plasma pistols
10 plasmaguns
12 meltaguns
10 flamers
5 h.flamers
2 demo charges
63 lasguns

1500pts on the dot.
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