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New Forthcoming Guard; Inc Valk & stuff from Design Studio Day
Topic Started: 8 Feb 2009, 09:53 PM (28,066 Views)
bram kuijpers
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@ shadowphrakt: are there still doctrines?
if yes, which?
if no, have they been replaced by other kinds of optiens or sorts?
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☺Dave38x
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theyve been axed bram. And yes, i agree with you HMD on the every possible niche being filled removing tactical usage. However, it does *repeats himself *yet* another time* open up many conversion possibilities for tau auxies...

:) :)
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Colonel Haizelhoff
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I played a 1500 points game with the new dex at my local hobby store, and I must say it was great fun. My list had a deathstrike (just for the cool factor) 2 medusas (since they now have that small blast str10 ap1 2d6 armour pen round they are crazy) and the new uber gatling gun punisher. For infantry I tried out the send in the next wave rule (from captain chenkov) so 30 conscripts, 2 infantry squads (I fused these together, yes it is allowed to gather up inf. squads in the platoon to form one big squad) the command squad with chenkov, penal legion guys for a second troops choice, 7 ogryns and a commissar lord.

here are some points

-deathstrike, just cool, but potentially it can wipe an objective clean, with it's str10 ap1 ignores coversaves
-medusas well they werent hitting that well, but when they do they tear tanks apart (really didnt fire at infantry because that list lacked anti tank so much)
-punisher is just awesome, it's a pitty I stalled it into dangerous terrain on it's first move (it has a range of 24"), but i knocked out any drop podding and deepstriking squads with it.
-commissar lord is a must have for a infantry based army IMHO, because the officers don't give away leadership anymore, so youre comscrpits are screwed. and that ld10 6" around is nice. It also made the conscrpits with him stubborn
-Command squad, now this is where it gets awesome, the commands are great! Since Chenkov can command twice a turn he commanded both of the big squads to fir 3 shots a man. That was 150 shots in 1 shooting face...
-infantry squads are still the backbone of the guard and the ability to mix the squads however you like to gives tactical diversity
-penal legion the guys have scouts so keeping them in reserve and outflanking onto your opponents home base is what they do best. I rolled a 2 on the desperadoes table, so they didnt tear through the enemy with 2 ccws and rending.
-ogryns, now these guys were a positive surprise. They are good with theyre assault 3 ripper guns, purious charge and the sheer amount of attacks, but they are 40pts a guy, so my army ended up small in numbers. Since these only work in big squads you are looking at sinking 300pts into them. This is wy send in the next wave was crucial for me. Recycling 30 men does make a difference!!!

So there are some opinions. Generally the command rules really make infantry based armies awesome. Also running at the enemy works, when you know that the 30 guys he is chewing through will come right back onto the board and onto your objective.
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bram kuijpers
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what the hell!?

3 shots per guardsmen thats awsome, damn i cant wait to get my hands on that codex.
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cadian lord
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i heard that you can get 4 shouts because there is a way to get 2 command rules a turn for the same unit but i dont know if they can use the command twice
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Jonny5
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Saw the command squads in GW on friday they are AWESOME... no valk in the store tho i was angry

J5
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Colonel Haizelhoff
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cadian lord
11 Apr 2009, 10:55 AM
i heard that you can get 4 shouts because there is a way to get 2 command rules a turn for the same unit but i dont know if they can use the command twice
Interesting point, not sure how the rules are, but the officer can give 2 commands a turn and if the unit throws a double 1 for the ld test (required for the command to go through) u get to make a free command.
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Shadowphrakt
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PLasma is FIFTEEN POINTS! same as a power fist...
Edited by Shadowphrakt, 11 Apr 2009, 06:56 PM.
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# Marovian
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Shadowphrakt
11 Apr 2009, 06:50 PM
PLasma is FIFTEEN POINTS! same as a power fist...
Christ almighty! How on earth can that be right? What do Marines pay for theirs? It seems a lot considering how often it incinerates your own men.
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Brambleten
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marines pay either 10 or 15. flamers are 5, then i cant remember if meltas are 10 and plasmas 15, or the other way around. at least marines would get a 3+ save, not 5+
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cadian lord
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are sm power fist not 25 pts so why are IG geting them cheaper and i think it is 10 for a plasma gun because i have 2 units and i know there is 10pts dif and they are the same apart from a plasma gun. also how do Valkyrie do we bey them as a option for a unit or are the the same as land radirs when they take up a spase on the foc
Edited by cadian lord, 11 Apr 2009, 09:28 PM.
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☺Dave38x
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cadian lord
11 Apr 2009, 09:27 PM
are sm power fist not 25 pts so why are IG geting them cheaper and i think it is 10 for a plasma gun because i have 2 units and i know there is 10pts dif and they are the same apart from a plasma gun. also how do Valkyrie do we bey them as a option for a unit or are the the same as land radirs when they take up a spase on the foc
piecing that together - marines are harder so powerfists last longer sort of idea.

With regards to plasma the reason its more expensive is so people dont play plasma packed armies (although they invariably will find a way)

And IIRC valks come as a dedicated transport, allowing air cav armies :)
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Burnie
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I remember reading that valks and vendettas come in squadrons, not sure where I got that from but it did make a bit of sense for platoon-oriented armies.

The rising plasma price... well I'll just have to deal with it then. I was running out of plasma pistols anyway :P
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☺charlie_c67
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Marine tac squads have both cheaper, but it could be argued that they are more like to field such weaponary due to survivability, getting the best equipment etc. As for the power fists, IIRC you're more likely to get the full str 10 as well as more use from it compared to your average guard hero. That said I have to admit to not being a real fan of the things anyway...with guard you want to hit hard and hit them fast with a major, and I mean major leaflet campaign. Err no wait, that's wrong somewhere...
Edited by charlie_c67, 12 Apr 2009, 02:57 AM.
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☺Jasevx
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WHW are letting the public view the codex, Hydras come in a sqn of 3 for one heavy slot, and skimmers/jetbikes get no cover saves against them!
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Brambleten
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jasevx
12 Apr 2009, 09:55 AM
WHW are letting the public view the codex, Hydras come in a sqn of 3 for one heavy slot, and skimmers/jetbikes get no cover saves against them!
Eldar are going to love that
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Shadowphrakt
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cadian lord
11 Apr 2009, 09:27 PM
are sm power fist not 25 pts so why are IG geting them cheaper and i think it is 10 for a plasma gun because i have 2 units and i know there is 10pts dif and they are the same apart from a plasma gun. also how do Valkyrie do we bey them as a option for a unit or are the the same as land radirs when they take up a spase on the foc
Definately 15 for plasma.
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Colonel Haizelhoff
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Valks are squadrons in fast attack, not dedicated transports. Also you can have basic artillery 1-3 per a slot, but manticores and deathstrike take a whole slot.
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bram kuijpers
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what about the leman russ, is it still one per slot?
i heard rumours that you could field 3 for 1 hs slot.
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cadian lord
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bram kuijpers
12 Apr 2009, 10:21 AM
what about the leman russ, is it still one per slot?
i heard rumours that you could field 3 for 1 hs slot.

i heard it was 3 for one slot. if they do tack one solt do they have to stay together or can they go off on there own
Edited by cadian lord, 12 Apr 2009, 11:30 AM.
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