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Imperial Guard comp

Started by badusernametag, November 30, 2011, 08:26:24 pm

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badusernametag

Quote from: itinerant on December 09, 2011, 05:58:28 pm
Hi all,

Some good stuff there Toby. Maybe a little far on the comping of platoons? The compulsory purchase of special/heavy/conscripts is probably the one I'd not go as far as. And maybe the 1+ on the CCS. I think being able to take a Lord Commisar or Primaris Psyker would be fine - as to be honest they're not that great choices anyway. Even the Commisar with the stealth blanket is still not that powerful.

Guard builds I thought/see are generally around multiple hydra/PBS/Vendetta/vets in chimeras/Manticore approach.

I think there probably still needs to be a bit more flexibility built in than your initial proposition.

my tuppence worth for what it's worth

T :thumbsup:

You missed the background to this dude. They were talking about banning guard altogether! Ol wanted some 'serious' comp and so I came up with this. I don't think platoons are unbalanced or need restricting, but was just making a point for OG's sake. Seems Ol may go with some more general comp instead of army specific comp anyway. Which I think is a better, fairer idea.

Are you bringing your guard to OG V?? Really interested to see what you come up with! Rare I get to play guard that is t cheesy wank!

T

itinerant

Still waiting on a decision from the girl, but looking hopeful.

If i bought them I would only bring painted stuff I think so would be something like CCS, Storm Troopers, Vetsx3, Vendetta and a Leman Russ

Or If my painting comes off well over christmas it's liekly to feature a load of squaddies backed up my leman russes and a bane wolf....

Basically in making the guard I am trying to avoid Hydras and Manticores and reach a stage of a good large central blob of guard with a couple of vet squads hanging around and then one vendetta, a russ and a colossus providing GW release one in plastic rather than having to go for the FW bombard which I'm not overly keen on. There's a fairly developed theme and backstory for the Surnian 66th as they are named. In light of no special characters their Current Imperial Tactical Advisor Vet. Sergeant Eidolus of the Mentor Legion's 4th Company (Col Straken clone) will be staying at home and instead their Colonel will be coming alone (I forgot his name but it's something Latin and inspired by Owls.) Who he brings with him will depend on the recuritment and equipping drive currently scheduled for between 26th Dec and 1st Jan.

badusernametag

Ha. Awesome all round! Loving the background and the composition tbh. Obviously I prefer the later army choice (grunts+Russes+banewolf) to the former but then that's how I roll. Took the Banewolf to Spoil of War and it was its first tourney appearance. Scared the pants of people! I think the collosus is quite over rated considering the minimum range and the inaccuracy. I'd love to see it work though. Now don't forget; power fists on everyone! ;)

Really want to see your army now. Sounds fun.

Btw dont forget the; For every unit in a transport you must take one on foot rule. if your planning on taking mainly vets

itinerant

True on the colossus but you can adjust providing you can see and the AP3 Ignore cover is there for dealing with objective sitters and being ordnance shaking and stunning Rhinos/Venoms on turn one.

I liek the idea of the Bane Wolf alot. did you run it with a heavy flamer on the font or a multi-melta. thinking a multi-melta might be fun for an extra shot on the first turn?

If I take the vets list only one will have a dedicated transport. it's actually quite balanced: every vet squad is armed differently!

But I might be going for more bodies if Chris takes his DC list.

fatolaf

Put your foot down and confirm your place Tom  :cool3:

Will be interested to see how an almost self comped Guard force plays...


Meals

Quote from: itinerant on December 14, 2011, 09:01:12 am
I liek the idea of the Bane Wolf alot. did you run it with a heavy flamer on the font or a multi-melta. thinking a multi-melta might be fun for an extra shot on the first turn?


I'd be weary of putting a Heavy Flamer on the front. You might end up with all the AP1 shots being wound allocated away, which would be sad...
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badusernametag

Quote from: fatolaf on December 14, 2011, 03:00:05 pm
Put your foot down and confirm your place Tom  :cool3:

Will be interested to see how an almost self comped Guard force plays...

AHEM!? Apart from MY self comped, no repetition at all list that a brought to OG I you mean Ol???
As you've obviously forgotten it was: Command squad, 30 infantry blob, vets in chimera, some sentinels, one hydra and a leman Russ.

Dude take the heavy flamer. The 15 points on top of the 145 your already paying for the obligatory dozer blade and smoke make it 160 points and totally unviable. Also you can move 12" and still fire both as the chem cannon counts as a defensive weapon. Don't worry about the first turn, you will probably be running straight at them 18" and  Popping smoke.

Both my hellhound variants are quite nice kit bashes of GW, Forgeworld and chapter house studios stuff actually. They only got a very basic paint job as I was trying to get so much stuff done but I'll bring them down to show you.

Now confirm your place!