Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

New Begginings!!! New Adventures!!! New Project!!!
Closed Thread
Old 28 May 2006, 17:44   #1 (permalink)
Shas'La
 
Join Date: Feb 2006
Location: Portsmouth UK
Posts: 304
Send a message via MSN to Jebz Send a message via Yahoo to Jebz
Default New Begginings!!! New Adventures!!! New Project!!!

New Beginnings!!! New Adventures!!!! New Project!!!

As the title says, I intend to start a New Beginning, with a New Adventure, and that for me means a new 40K army. I will hopefully start this New Project after this summers/winters Medusa V Campaign.

However, the planning and preparation must start early; as soon as possible really. That is why I have come to the glorious abode of the Imperial Guards finest mines.

I have decided that I will go with an Imperial Guard army, but it will be a specialist themed army.

I want the theme to be an urban based army that works well in close cramped conditions, e.g. no point having a tank that can fire 72", when it can only ever see 12" - 24", or at a real push 30".

I want an urban army so that I can get the full potential out of the Cities of Death expansion/supplement to 40K. This army will only ever fight in city battles; it will be used for nothing else. The adaptable armies will come later.


The adapterable armies just mentioned, will be following along after the Urban Themed Army is completed. I intend to make them my next couple of armies, also Imperial Guard, all with their own theme; but more adaptable to any terrain or conditions. I am choosing Imperial guard because they appeal to me because they are such a highly versatile army.

I do not however, have an IG Codex. So, was hoping for some suggestions, from the highly attuned minds that frequent this Generals Tent, (much better that the wording: forum) as to what would be considered a good Urban based IG army selection.

I have a few questions I would like to ask......

1. Do the IG have Strict doctrines as to which troops can be chosen for certain missions?

2. Can the IG have a mix and match army with no restrictions?

3. What would be the best army selection e.g. Cadian, for an Urban theme?

Finally, one more quick question. I understand that the Eldar are next in line for a new Codex, is there any whispers in the pipeline on when a new IG Codex is due out?

I will start on the Urban Themed Army, irrespective of when it is released. I might just like to wait until the new IG Codex release, before proceeding any further with the Adaptable Armies (even though they will also be themed in some way).

Guyz, I know this is a lot to ask, and getting ideas thrown around really makes the mind work overtime; extremely well infact,...some great brainstorms have come from this very tactical procedure.

Thanx again Guyz,

SilentStrike
__________________
Jebz is offline  
Old 28 May 2006, 17:52   #2 (permalink)
Shas'O
 
Join Date: Oct 2004
Posts: 5,246
Default Re: New Begginings!!! New Adventures!!! New Project!!!

First of all, you might want to do some reading HERE.

1. Usually, doctrines can be used on a certain squad, and don't have to be bought for another squad.

For example, you want a fire support squad with 3 heavy bolters to have the sharpshooters doctrine. You pay the points for that squad to have that doctrine (I think it's 1 per person?), but if you don't want anyone else to have that doctrine, you don't pay the points for them.

2. A mix and match army with no restriction? I'm not sure what you're getting at...but, by no restrictions-do you mean not taking any doctrines?

3. It's up to personal opinion. Cadian is easy as they are plentiful and can be converted easily, while the metal figures will start looking the same as you get the same pose over and over in each squad.

And I haven't heard of the IG getting a new codex, so you know just as much as me.
__________________
We are what we repeatedly do. Excellence, therefore, is not an act, but a habit.
-Will Durant
Aftercresent is offline  
Old 28 May 2006, 18:04   #3 (permalink)
Shas'Ui
 
Join Date: Apr 2006
Posts: 551
Default Re: New Begginings!!! New Adventures!!! New Project!!!

24" tank? try the demolisher! its got a mighty, mighty cannon. also the hellhound! with 24" and no cover saves, its brutal in cities! other than that, get lots of men and guns! welcome onbord soldier!
__________________
"Recite the Litany of Stealth to decrease your chances of being heard."
-Imperial Infantryman's Uplifting Primer

http://www.maj.com/gallery/Tauroc/Si..._berserker.gif
HailTheRuss is offline  
Old 28 May 2006, 18:12   #4 (permalink)
Shas'O
 
Join Date: Oct 2004
Posts: 5,246
Default Re: New Begginings!!! New Adventures!!! New Project!!!

Probably the biggest vehicle that will easily earn back it's worth is a sentinal, just because of it's size, and that a lot of basic troops can't hurt it in close combat.
__________________
We are what we repeatedly do. Excellence, therefore, is not an act, but a habit.
-Will Durant
Aftercresent is offline  
Old 29 May 2006, 04:11   #5 (permalink)
Shas'O
 
Join Date: Dec 2004
Location: Virginia
Posts: 8,194
Send a message via AIM to Vash113 Send a message via Yahoo to Vash113
Default Re: New Begginings!!! New Adventures!!! New Project!!!

For heavy urban fighting your going to want Sentinals, lots of flamers, grenade launchers and mortars and melta guns will always be nice. Longer ranged weapons like lascannons wont help much and rellying on a powerful firebase wont work well either. For guard you will want to put up lots of indirect fire and prepare for lots of close ranged gunfights. A good thing to do is learn how to spread out your infantry once your rapid firing close ranged gunfight has had its go you may well be cought in assault and in most cases that means goodbye to that squad so make sure the assaulter cant consolidate into another squad. Battle Cannons and Mortars will be great and hellhounds are nice too.

Id go with a rather infantry heavy army using the cadian models with some snipers, sentinals and lighter vehicles like hellhounds. Plus heavy weapon teams armed with mortars are very good in an urban setting.
__________________



Vash113 is offline  
Old 30 May 2006, 17:13   #6 (permalink)
Shas'Ui
 
Join Date: Apr 2005
Posts: 871
Default Re: New Begginings!!! New Adventures!!! New Project!!!

Here are what I feel are the best units and upgrades for the guard when you are fighting in a city:

Chameleoline (an entire guard army with a 3+ cover save? Yes, please!)

Light Infantry (Guard are wicked hard to remove from buildings once they're dug-in, and being able to start the game infesting more of the table makes your opponant's job that much harder.

Hellhounds and Griffons both excel in an urban enviornment, particularly Hellhounds, as they have a flamer temple with a 24 inch range.

Chem-Inhaler (by far the best way to upgrade guard leadership, and particularly good for cityfighting, because when you fail a leadership test for casualties, you become pinned rather than falling back, making your army even harder to displace.

Inquisitional allies, particularly some Deep-Striking Grey Knight Terminators or an Assassin, giving the guard some wicked counter-assault capability.

Heavy Weapon Squads, while normally too frail to be effective, are wicked effective in city fighting, where restricted LOS and cover saves make them great units to field.

As it has been said, sharpshooters is a good doctrine, but only when you give it out sparingly. Give it to the heavy weapons squads and to no one else.

Here's a sample of how I would design a guard army specifically for city-fighting:

Doctrines:
Light Infantry
Heavy Weapon Platoons
Sharpshooters
Special Equipment: Chameleoline
Special Equipment: Chem-Inhaler

HQ:
Command Platoon Alpha
*Command Squad with Chameleoline, Chem-Inhaler, 2 Flamers and 2 Meltaguns
*2 Anti-Tank Support Squad with Chameleoline, Chem-Inhalers, and Sharpshooters.
*2 Fire Support Squad with with Chameleoline, Chem-Inhalers, and Sharpshooters.
*Sentinel Squadron

Elite:
*Allied Grey Knight Terminators

Troop:
Infantry Platoon Alpha
*Command Squad with Chameleoline, Chem-Inhaler, 2 Flamers and 2 Meltaguns
*2 Infantry Squads with Chameleoline, Chem-Inhalers, Light Infantry, Missile Launcher, and Meltagun.
*2 Infantry Squads with Chameleoline, Chem-Inhalers, Missile Launcher, and Meltagun.

Troop:
Infantry Platoon Alpha
*Command Squad with Chameleoline, Chem-Inhaler, 2 Flamers and 2 Meltaguns
*2 Infantry Squads with Chameleoline, Chem-Inhalers, Light Infantry, Missile Launcher, and Meltagun.
*2 Infantry Squads with Chameleoline, Chem-Inhalers, Missile Launcher, and Meltagun.

Fast Attack:
*Hellhound

Fast Attack:
*Hellhound

Fast Attack:
*Sentinel Squadron

Heavy Support:
Heavy Weapons Platoon Alpha
*Heavy Weapons Platoon Command Squad with Chameleoline, Chem-Inhaler, 2 Flamers and 2 Meltaguns
*1 Anti-Tank Support Squad with Chameleoline, Chem-Inhalers, and Sharpshooters.
*2 Fire Support Squad with with Chameleoline, Chem-Inhalers, and Sharpshooters.

Heavy Support:
*Demolisher

Heavy Support:
*Basilisk
__________________
Man, that's the joy of Anime! To revel in the complete and utter wastefullness of making an unstoppable nuclear-powered combat andriod in the shape of a cute little girl, who has the ability to fall in love and wears an enormous bow in her hair.



Don't tell me that you fell for the MTV lie?
The MTV lie is that people who rebel against tradition are thnking for themselves, while those who follow tradition are just sheep who do not think.
It is, of course, completely untrue. The decision to follow tradition is just as much an exercize of free will as is the decision to depart from it.
Doctor Thunder is offline  
Old 30 May 2006, 23:17   #7 (permalink)
Shas'Saal
 
Join Date: Oct 2004
Posts: 103
Default Re: New Begginings!!! New Adventures!!! New Project!!!

As previously mentioned by others there are a few good choices in the codex for an urben based army. In terms of tanks, the demolisher is excellent, as is the hellhound (for negating those pesky cover saves, and so are heavy flamer sentilels. If your opponent agrees you can use the griffon as it does not require line of sight, which is great in dense terrain.

When considering infantry, which will be the bulk of your force, bear in mind that close range weapons will be ideal, such as flamers and meltaguns, because long range weapons, such as lascannons, autocannons, and missile launchers, will generally be unable to fire due to terrain. Because of this, I recommend taking either a flamer or meltagun in each infantry squad, ignoring the heavy weapon option. For command squads you can take up to four of these weapons! In addition, ratlings or sniper special weapon teams are very flavourful. The idea of snipers forcing enemy squads to keep their heads down along a city street is very fitting.
tau aun is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Warped adventures Ewain Painting 1 14 Jan 2010 08:29
From Humble begginings the Mods rise! trash-candle Enclave Talk 32 10 Sep 2007 16:55
The Adventures of Chompee Ravager Fluff/Stories 2 25 Dec 2006 04:05
The adventures of Tim and Wargamer Tim the Tau Enclave Talk 153 13 Mar 2006 19:33
The Adventures of me and my friends! Frosty05 Enclave Talk 0 06 Mar 2006 17:34