Imperial Guard!! Heresy

Re: Imperial Guard!! Heresy

Postby Scotty » Feb 17th, '10, 15:35

I've boughtthe Guardsmen and have saved them for delivery until mid/late March when they can arrive along with the new chimera sets.

I will grab the forgeworld extras at that point and the army is ready to go.

So I can now fully concentrate on my Empire force, and do a half and half job of Romans/Confederates for the duration of the year.
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Re: Imperial Guard!! Heresy

Postby Scotty » Mar 12th, '10, 18:05

Company Command HQ-
2 meltaguns
2 Plasma Guns
Iron Hand Straken* will use rules but represented with different model as this force is not from catachan. :roll:
Carapace Armour
Krak Grenades
Officer of the Fleet
Astropath (the one i meant)
Chimera Transport - heavy flamer turret, hv bolter hull

Veteran squad
2 plasma guns
1 flamer
Grenadier doctrine
Chimera transport- multilaser turret, hv bolter hull

Veteran squad
2 plasma guns
1 flamer
Grenadier doctrine
Chimera transport multilaser turret, hv bolter hull

Veteran squad
2 plasma guns
1 flamer
Grenadier doctrine
Chimera transport multilaser turret, hv bolter hull

Veteran squad
2 melta gun
Demoliton doctrine
Chimera transport heavy flamer turret, hv bolter hull


Leman Russ Exterminator- side sponson heavy bolters
Leman Russ Executioner- side sponson Plasma Cannons (may swap for demolisher -25pts)

1480pts
Last edited by Scotty on Apr 25th, '10, 17:33, edited 5 times in total.
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Re: Imperial Guard!! Heresy

Postby Alistair » Mar 12th, '10, 19:27

I'd switch out the master of ordinance for the Astropath. Since it's Straken in command, you want to be moving and fighting, not standing still firing a template that will pretty much always miss :P Perhaps also think about dropping a plasma gun for a medpack and a bodyguard - basically more fighty attacks.

I think my old comment still needs to stay though. - What if you meet a Land Raider. Or worse, what if you meet James' 3 land raider plague marine army.

I do want to ask though, what are you 'expecting' of Straken? As such a unique (and expensive) special character, you kind of need to focus your army around him for him to be particularly effective. With Grenadier armour, he also probably doesn't fit too hugely thematically (unless there's a conversion - Robocop?).

Basically, Strakens special rules help infantry fight harder in close combat, your army doesn't really have any guys that are halfway 'efficient' at close combat. Veterans, you're paying points for the increased ballistic skill and special weapons, neither of which are used in CC. If I was using Straken, I'd probably have a couple of 30 man 'blob' platoons along side him each with a commissar, 2/3 sergeants with power weapons ready to bring the furious charging pain.
1500pts Imperial Guard
Unpainted: 2 Chimeras, Vulture Gunship, 15 guardsmen, 10 Veterans.
Painted: Vendetta Gunship, 35 guardsmen, Chimera, Marbo, Manticore, Leman Russ
Working on: Valkyrie Transport. 10 Veterans
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Re: Imperial Guard!! Heresy

Postby Toby » Mar 12th, '10, 20:25

Now look who's making one of those 'lists' :lol:
For now I shall be a proud and mentally impaired player who apparently shares the same intelligence level of that of a chimp. Now if you would excuse me I have pressing matters to attend to, I have found a stick and I am going to poke a banana.
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Re: Imperial Guard!! Heresy

Postby Scotty » Mar 12th, '10, 21:08

Ow it's like that toby is it!.

I've chucked him in for the added abilites mostly, he's a pretty decent fighter himself but his benefits to other units in such a small army are great. And to run with my theme of elite SS band thsi will emphasis this.

note. I won't be using the GW model for it as it's not german enough ;)
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Re: Imperial Guard!! Heresy

Postby Jonny H » Mar 12th, '10, 23:28

I think I'd better get some more heavy weapons!
Is Guinness the drink of the Gods....
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Re: Imperial Guard!! Heresy

Postby Scotty » Mar 23rd, '10, 18:24

Well all the components, forgeworld and GW have arrived and will be assembled over the next few days.

I might tak them out for a run on Thurseday against one of me old mates at GW.
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Re: Imperial Guard!! Heresy

Postby Scotty » Apr 18th, '10, 14:33

Well all my stuff has arrived and now that whoops has passed i can start assembling it.

so far the hq chimera and two leman russ are done
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Re: Imperial Guard!! Heresy

Postby precinctomega » Apr 18th, '10, 16:58

You need to look at how you're role-ing those squads. A Vet squad with a heavy flamer is anti-infantry, but you've got a meltagun in there. I'd personally recomment swapping out one plasma gun in each squad for a meltagun and the meltagun in the Vet squad with a plasma gun.

Even then, I'm not sure how happy with army will be. The multiple Troops choices are good for objective-missions, but that's a helluva a lot of fairly fragile Troops choices. Chimeras go "pop" at the drop of a lascannon, and a 4+ save won't save the vets against most ordnance weapons.

I'm thinking that dropping a squad and a pair of chimeras and converting them into a pair of Valks for two squads would be a worthwhile endeavour: it gives you an outflanking pair of lascannons, plus, with meltaguns in the squads, two more options to take down enemy armour without having to commit vast amounts of KPs to the centre ground.

R.
precinctomega
 

Re: Imperial Guard!! Heresy

Postby Scotty » Apr 18th, '10, 18:05

yeah i forgot to change that on my list i did change it in the end as the chimera got the heavy flamer instead.

i'm not keen on the valkries.

this is a small SS army so keeping things in theme
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