Firbolg in the Playground
Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Darkness? I brought my flashligh
As promised, the Imperial Guard Amour.
As always, feel free to tell me if I'm wrong or misguided. I encourage it.
Things You Should Know
First, read this
Second, since we are
playing Imperial Guard, we always need to consider the basic Infantry Squad; 50 Points
Grenade Launcher and Heavy Bolter; 65 Points - Anti-Infantry
Plasmagun and Autocannon; 75 Points - 'All Comers'
Plasmagun and Lascannon; 85 Points - Anti-Tank
However, what sets Infantry Squads apart from vehicles is the ability to receive Orders, as well as being a Troops choice. Then, in Annhilation games (or, whenever you want) you have the option for Combining Squads
to deny your opponent Kill Points, and/or to enable maximum efficiency of your Orders.
Any time you want to take a Tank, look at it's Point Cost, and decide how many like Infantry Squads you could get for the same price.
Lastly, Vehicle Squadrons; Read up on page 64 of your Rulebook.
All Crew Stunned results count as Crew Shaken. Essentially, vehicles in Squadrons get free Extra Armour. However, all Immobilised results count as Destroyed (Wrecked), meaning your opponent can now destroy your vehicles with Glancing Hits.
As vehicle squadrons, all vehicles must fire at the same target. As tanks, this will
lead to massive overkill. Or, inefficiency of fire. You want to spread your Pie Plates over as many units as possible, don't you? Or, at least you might want the choice to.
Also, Hits are taken against the Squadron. And you have to allocate hits before
you roll on the damage table. Instead of 3 Hits on one vehicle, you're taking 1-2 Hits each. This can end well, or catastrophically bad.
Not to mention that sometimes it's really
hard to get tanks to fit on the table with coherency of 4".
When you start to combine these things, you realise that you should probably never take vehicles in Squadrons if you have Force Organisation slots to spare. Spread out your tanks. You don't really lose anything by doing so. But, you gain individual effectiveness. Of course, this may backfire in Annihilation. But, at the same time, you've got multiple tanks. It rarely goes wrong.
Ah, the Chimera...
It has FA 12. But, SA 10. If you can get it into a good spot, and get concealment or something, you'll be alright. Don't expect it to last too long. Use the Smoke Launchers.
The Chimera's real bonus comes in the fact that - like most IG tanks - it comes with two weapons. One of which is a Multi-Laser. Which are almost as good as Eldar Scatter Lasers. And, anyone on that receiving end knows how that feels. It can then follow that up with a Heavy Bolter. No matter which weapons you want, they're all 'Free'. Which is pretty great.
The Chimera also have five Fire Points. And doesn't count as Open-Topped. Ever. Most IG units wont be able to have much fun with that since they all have Lasguns. However, it does open the door for Daemon/Witch Hunter shenanigans, since those armies have terrible (2 Fire Points), expensive, occaisionally Open-Topped Chimeras which they don't really like.
The Chimera's real, real bonus comes in the fact that it's a Command Vehicle, and your Officers can issue Orders from said tank. Giving your valuable Order-givers extra protection.
However, note that units inside a Chimera can not receive Orders.
Probably the only vehicle where Squadrons are worth it. Always take 3 per squadron.
They can Scout/Outflank
, and Move Through Cover
. This is awesome. They also come with the aforementioned Multi-Lasers, for free. At 35 Points each, these guys are a steal. The only thing worth upgrading to is the Autocannon. For 40 points each. Maybe Heavy Flamers and/or Camo Netting if you plan on using MTC
Turning up on your opponent's flank with 9, S6 shots or 6, S7 shots or 3 Heavy Flamer templates doesn't get old.
Vehicle Squadrons get Extra Armour for free. Armoured Sentinels cost exactly
the same points as a Chimera, for less weapons and no Transport Capacity. Armoured Sentinels lose Scout
(and so have nothing in their rule-set that should indicate that they're Fast Attack).
Their one bonus comes in the fact that they can have Plasma Cannons for a total of 75 Points each...Wait, I know that number...Can't you have an Infantry Squad with Plasmagun and Autocannon for the same points? And by the transitive property, afford multiple Squads for the price of multiple Sentinels (of which you have at least 3 of because Sentinels don't work in squads of less)? You can! So...Plasma Cannons are not really a bonus at all.
...At least ASs are better than Rough Riders...
Ultimately, both types of Sentinel are outlclassed by just about anything after 1000 points. 1500 if you're generous. Which this author isn't. Sentinels are not 'real' Walkers and don't have the option of S10 Power Weapons in Assault which makes them a little bit bad. However, if you've taken one - just one - Weapon Destroyed result that makes them useless, you can start tying up units in Assault that can't hurt your AV10 (or 12 if you've taken ASs).
All Hellhounds are Fast. Get excited. And nothing on these tanks is comparable to an Infantry Squad.
Nope. You don't even need to roll To Hit. You just place it somewhere within 12". You don't even need to line it up with the turret. Due to the wording, you can get some near-sideways action on the template, despite the fact that the tank looks nothing like it's shooting that way.
It's turret-weapon is Melta, Blast. And the tank is Fast. For +45 points, it's worth upgrading all your Armoured Sentinels with Plasma Cannons to Devil Dogs.
It's turret-weapon is S1. Which makes it defensive. And Heavy Flamers are free on Hellhound tanks. The Chem Cannon auto-hits, being a Template weapon. Wounds anything on a 2+. And, as AP3, ignores just about all saves in the game, as a Template weapon, it also ignores Cover Saves, then, follow it up with a Heavy Flamer template. It's fun. You should try it.
All Hellhound tanks are 'worth it'. None of them are bad.
Hydra Flak Tank Battery
Manticore Rocket Launcher
Deathstrike Missile Launcher
The Imperial Guard's darling. It's Lumbering Behemoth rule makes them especially brutal as their turret-weapons essentially count as Defensive weapons and can always be fired. Even the Ordnance weapons. Upgrading to the Lascannon because of the above rule is quite often done. Sponsons are a bit too expensive.
FA/SA 14/13. Happy Face.
S8 Ordnance. For 150 Points, you can't go wrong. The original tank. The best tank.
Trap. Take 2 Hydra Flak Tanks instead. Or two Autocannon Infantry Squads for the same points.
*Shrug* The Devil Dog is slightly cheaper, is AP1 and Blast. If you really need the 72" range, take a Vanquisher. But, you don't really need that big a range. Or take a Demolisher. Or a Medusa.
Knight Commander Pask does not belong in a Vanquisher. Don't do it. It's a rookie mistake.
The following have RA 11, which is nice.
S10 Ordnance. It has shorter range. But, due to Lumbering Behemoth, this is mitigated somewhat. Second only to the standard Battle Tank.
Trap. You could do the Math-Hammer on it. But, you don't need to. At AP-, even Orks will still get a save. It's almost worthless against models in cover or models with a decent save.
And it's 180 Points!? Take almost anything else instead.
Not quite a Trap. But pretty close. Looks good on paper. But, Demolishers already exist if you want AP2 weapons and at better strength and Ordnance. You can take 2 Plsamagun/Lascannon squads for less points. Then Combine them for extra power. Then add Orders into the mix.
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Last edited by Cheesegear : 05-18-2010 at 07:19 PM.