| Imperial Guard Death Squads Sqd | |
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Percilius
Posts : 20 Join date : 2010-12-29 Age : 36 Location : Norfolk, England
| Subject: Imperial Guard Death Squads Sqd Tue Jan 04, 2011 7:16 am | |
| Well here is my Death squads squad i know its probably gonna get ripped to shreads by the kroot player that im first up for playing against but it should be fun lol anyway here it is
Jenkala's Urban Fighters Death Squads list starting credits – 750
Regional regimental cost – 100
Compulsory units
Captain – 55pts lasgun – 14pts 2 x frag grenades - 8pts Carapace Armour – 8pts Helmet – 10pts Squad shuttle – 28pts TOTAL – 123 pts Running total – 223pts
(the equipment costs are halved for the captain during the initial recruitment phase due to the well equipped rule. Also Squad shuttle has been purchased at full cost using the Access to special gear rule)
Sergeant – 36pts Laspistol – 27pts Flak jacket – 20pts Helmet – 20pts TOTAL - 103 Running total – 326pts
Optional units
Medic – 32pts
laspistol – 27pts Mesh Armour – 18pts helmet – 20pts TOTAL – 97pts Running total – 423pts
Jenkala Urban Sharpshooter – 40pts TOTAL – 40pts + 15pts upkeep Running total – 463pts
Heavy weapons specialist – 36pts Heavy stubber – 45pts mesh armour – 18pts Helmet – 20pts TOTAL – 119pts Running total – 582pts
Infantryman – 25pts lasgun – 29pts mesh Armour – 18pts Helmet – 20pts TOTAL - 92pts Running total – 674pts
Infantryman – 25pts lasgun – 29pts mesh Armour – 18pts TOTAL - 72pts Running total - 746 pts
Possible adding of smoke grenade for Captain
So any comments gratefully received as this is my first squad | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: Imperial Guard Death Squads Sqd Tue Jan 04, 2011 8:35 am | |
| You've gone for the well-equipped approach. Let me first offer some advice if you do want to keep this approach (personally, I advise against it, gamewise. But DS is not about the best list, but about the story you want to tell!).
In the post-battle sequence, exploration phase, you get to roll a die for every officer that's survived a battle. You currently have only two officers. If you want your list to be any kind of competitive, start with officers. Max! So a Captain, 2 Lieutenants, two Sergeants. Then equip those as you see fit, while scrapping recruits to make room.
I'm not sure whether you can recruit a hired gun at start-up, but even if you can you shouldn't: they're expensive and that money is better spend on gear or, even better: more bodies.
Now, your list could be improved even more by focusing on numbers instead of gear. No, you won't pack much of a punch, but you start out with a lot of bodies. That means you can take a lot AND you can shoot a lot. And if lose a guy, no sweat. Guardsmen are supposed to be sucky starting out: they will evolve in the course of several games into a kick-ass, lethal fighting force.
For this approach, scratch all that gear and get everyone the bare minimum. Maybe some armor on your Captain (and maybe the Lieutenants): focus on helmets. They give an armor save AND a 4+ save versus stun! Then hand out swords and pistols to the Sergeants, autorifles to the Captain and Lieutenants. Lasguns come later.
The recruits can be left bare with just an autorifle. The medic needs nothing more than a pistol. Maybe get a flamer for the HWS (flamers ROCK). You can equip them all better later. Having a lot of guys is better than gear at this point.
Hope that helps. Else check out some of the other lists in this section of the forum (or my Harakoni list, for example). | |
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Percilius
Posts : 20 Join date : 2010-12-29 Age : 36 Location : Norfolk, England
| Subject: Re: Imperial Guard Death Squads Sqd Tue Jan 04, 2011 8:43 am | |
| Ah yes i take your point about the officers ok back to the drawing board lols | |
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Percilius
Posts : 20 Join date : 2010-12-29 Age : 36 Location : Norfolk, England
| Subject: Re: Imperial Guard Death Squads Sqd Tue Jan 04, 2011 9:11 am | |
| OK revised list here sorry about this, the Armour is staying due fluff reasons (although i'm using Jenkala urban fighters it represent my own regiment of drop troop city fighters)
Jenekala's Urban Fighters second list
Compulsory units
Regional advantages – 100pts
Captain – 55pts lasgun – 14pts Carapace Armour – 8pts Helmet – 10pts Squad shuttle – 28pts TOTAL – 115 pts Running total – 215pts
(the equipment costs are halved for the captain during the initial recruitment phase due to the well equipped rule. Also Squad shuttle has been purchased at full cost using the Access to special gear rule)
Sergeant – 36pts Mesh Armour - 18pts Helmet – 20pts Autopistol – 15pts TOTAL – 89pts Running total – 304pts
Optional units
Lieutenants – 42pts Mesh Armour – 18pts Helmet – 20pts Lasgun – 29pts TOTAL – 109pts Running total – 413pts
Lieutenants – 42pts Mesh Armour – 18pts Helmet – 20pts Lasgun – 29pts TOTAL – 109pts Running total – 522pts
Medic – 32pts Autopistol – 15pts Mesh Armour – 18pts helmet – 20pts TOTAL – 85pts Running total – 607pts
Heavy weapons specialist – 36pts Heavy stubber – 45pts Helmet – 20pts TOTAL – 101pts Running total – 708pts
Infantryman – 25pts Autopistol – 15pts TOTAL – 40pts Running total – 748pts
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tendi
Posts : 187 Join date : 2010-07-11
| Subject: Re: Imperial Guard Death Squads Sqd Tue Jan 04, 2011 12:12 pm | |
| Hi. If it's new squad recruits are forbidden to have rarity items so no helmets. | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: Imperial Guard Death Squads Sqd Tue Jan 04, 2011 1:42 pm | |
| You're still missing a sergeant! And that sarge you do have should have some kind of CC weapon. Otherwise a big step in the right direction. And great that you're keeping the armor for fluff-reasons. There aren't any better reasons! | |
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Percilius
Posts : 20 Join date : 2010-12-29 Age : 36 Location : Norfolk, England
| Subject: Re: Imperial Guard Death Squads Sqd Wed Jan 05, 2011 7:11 am | |
| First of all Tendi yeah i just caught wind of the question about rarity items i had only seen the section saying 'rarity items of 5 or less' and didnt realise about recruits that will be changed.
Arachas - the sergeant has a combat knife but now i have 20 pts from the medics helmet i can probably buy him a sword or something lol
So a new look lol
take the helmet out and add an axe to the sergeant and upgrade the meh armour to flak jackets on the sergeant and 2 lieutenants | |
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Laney
Posts : 3352 Join date : 2010-02-13 Age : 48 Location : Colchester, Essex, England
| Subject: Re: Imperial Guard Death Squads Sqd Wed Jan 05, 2011 3:04 pm | |
| The revised list is almost there. If you're going for armour (I'd only armour your Captain to start with and spend the cash on extra recruits), then pick up flak at only 2 extra credits well worth it. You can't have the carapace and shuttle together, only 1 item above rarity 5 can be taken with his special rule - take the armour and put the spare credits into another squad member. You get 40 credits for the helmets on the HWS and medic (I'd ditch the mesh armour as well - keep him in the background) 18 credits. This should give you enough to get that extra sergeant as income is the lifeblood of your squad (plus they can develop skills!). Autoguns (as DoZer has taught me now ) are a reasonable alternative to lasguns early on to save a few credits. Just my thoughts - hope this helps (a squad of around 10-11 is my optimum for IG as a start up). Laney | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Imperial Guard Death Squads Sqd Wed Jan 05, 2011 5:26 pm | |
| OK... before I write something else... - Mordheimer wrote:
- There is an error on the Heavy Stubber on all the Depots. This should be at least Rare 6, so the player does can't start with one. Base on this should be...
Heavy Stubber; Rare 7; 40 Credits.
Fixed on ... but if you have anything to add, feel free! This will be on TLRB v0.6.1... so you may use it. Yes, this means that you can't start with a Heavy Stubber. Remember, this is a weapon assigned to TRANSPORT support... so it's acquisition is not easy. In game mechanics, starting with it unbalances the game. I caught something on the Captain. For easier discussion, from TLRB v0.6.0. • Well Equipped: Being an Officer has granted access to a variety of wargear. Only during the initial recruitment of this Officer, the costs of all Weapons, Armor and Wargear purchased for his immediate personal use would be reduced by 50% (round down). Note that the Officer may purchase any allowed combination of items that the game allow (for example an autopistol, sword and 5 grenades) and pass them t other Fighters for the next game. You may NOT buy an illegal combination of items (for example 2 autoguns) for this purpose. The Officer must be able to use all purchased items on the initial game, no exceptions.
• Access to Special Gear: Squad Leaders have access to the most precious of resources when assembling their teams. Only during the initial recruitment of this Officer, the Captain may acquire any one (1) Rare item (weapon, armor or wargear, regardless of its Rarity value) that he can immediately use, by paying full its full credit value.
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This means that the Captain can get all items Rare 5 or less at 50% off AND one (1) item of ANY Rarity Value at full price. The Carapace Armor is Rare 7 and the Squad Shuttle is Rare 10. I would suggest the Carapace Armor (remember, full price) and leave the Shuttle. You could always get it AFTER you max your Squad later on. Remember, no Rare items for ANY recruits. Post a new list! | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: Imperial Guard Death Squads Sqd Thu Jan 06, 2011 4:54 am | |
| Wait... recruits can never get rare items? | |
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jammydodger
Posts : 141 Join date : 2010-11-06 Location : Stockholm, Sweden
| Subject: Re: Imperial Guard Death Squads Sqd Thu Jan 06, 2011 10:28 am | |
| I think Mord meant - Quote :
- Remember, no Rare items for ANY recruits.
when you initially create the squad. Later on they can (and have to, otherwise the various specialists are useless). | |
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Percilius
Posts : 20 Join date : 2010-12-29 Age : 36 Location : Norfolk, England
| Subject: Re: Imperial Guard Death Squads Sqd Thu Jan 06, 2011 12:12 pm | |
| yeah i missed that one ok hmm damn lol that means a rethink ok will get back to the drawing board and sort this out thanks for the input guys is so easy to miss 1 little number | |
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Percilius
Posts : 20 Join date : 2010-12-29 Age : 36 Location : Norfolk, England
| Subject: Re: Imperial Guard Death Squads Sqd Thu Jan 06, 2011 5:20 pm | |
| Right lets see. . . . .
Third time lucky (I hope)
Right here we go
Jenkala Urban Fighters Regional upgrade - 100pts
Captain - 55pts Helmet (3) - 10pts Flak Jacket (4) - 10pts Slugga (-) - 11pts Squad Shuttle (10) - 28pts Total - 114pts Running Total - 214pts
Lieutenant - 42pts Helmet (3) - 20pts Flak Jacket (4) - 20pts Autogun (-) - 22pts Total - 104pts Running Total - 318pts
Lieutenant - 42pts Helmet (3) - 20pts Flak Jacket (4) - 20pts Autogun (-) - 22pts Total - 104pts Running Total - 422pts
Sergeant - 36pts Helmet (3) - 20pts Flak Jacket (4) - 20pts Sword (-) - 18pts Slugga (-) - 22pts Total - 116pts Running Total - 538pts
Sergeant - 36pts Helmet (3) - 20pts Flak Jacket (4) - 20pts Sword (-) - 18pts Slugga (-) - 22pts Total - 116pts Running Total - 654pts
Field Medic - 32 Mesh Armour (-) - 18pts Autopistol (-) - 15pts Total - 65 Running Total - 709
Infantryman - 25 Autopistol (-) - 15 Total - 40 Running Total - 749
Right a few explanations on why i chose what i chose.
These are all fluff reasons My squad is from the Arkonian Airbourne (also known as the 7th regiment) 101st company. These guys are specialists at fighting lightning urban warfare forcing their way through areas, through use of the terrain and their ever trusty Valkyrie steeds, and leaving the stiff resistance for the 5th and 4th regiments (Armoured and Light dragoons respectfully) to mop up behind them. The 7th regiment relies on its fast stricks starting during the night and the support of snipers to pin enemy infantry in the maze of debris that is cityfighting. This has given rise to the enemy giving them the knickname of the corpse god's deamons.
firstly the captain i went for the squad shuttle rather than the carapace armour because my guardsmen are from an Airbourne regiment (and what Airbourne regiment in their right minds wouldn't go for the squad shuttle)
Next as their have come from an airbourne regiment specialising in cityfighting (hense the urban fighters regional upgrade) the squad is extremely armoured
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Imperial Guard Death Squads Sqd Fri Jan 07, 2011 7:33 am | |
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DoZer
Posts : 780 Join date : 2009-07-12 Age : 39 Location : Portland, Oregon (USA)
| Subject: Re: Imperial Guard Death Squads Sqd Fri Jan 07, 2011 9:53 am | |
| I like the fluff background to your squad. I've always wanted to do an airborne assault squad in DS, just never got around to because of I'm designing new squads and have to play test them. But I see some problems with your squad.
First and Foremost: Your lack of recruits. You have a WHOPPING 2 recruits, and one of which is a medic with BS2..... You have absolutely NO meat shield to protect your Officers, and all your armor can ONLY do so much. It's like playing terminators in 40k, you force enough saves on them and you will fail the roll eventually. Honestly, if I played against you my first target will absolutely be your medic, then your Sgt's, then your LT's. I would entirely ignore your LONE infrantrymen, and totally GUT your officer class. With no medic (who would be OOA), then you get no re-roll on the injury chart, and most your officers will also be rolling on the injury chart. From game 1 you will be completely behind the curve.
My suggestions:
Captain: Drop the squad shuttle. Although you might think its worth its points, its not from initial squad design. Save money later on to get it, or get the Resource Hunter skill for him. It is IMPERATIVE that you use all the credits you have in the beginning to get numbers. He also on has a slugger and combat knife as weapons??? Why? This guys is your top dog. At least give him a sword so he can parry a close combat attack. KEEP the flack jacket and helmet though, you want this guy alive.
Lts: Drop the flack jackets from them. The helmet should be enough from the beginning to keep them alive. They should move behind your front line providing fire support as much as possible. That will save you 40 points.
Sgts: Great build, BUT again, save the points in the flack jackets. These guys should not be out looking for a fight. Instead they should be behind the front line, but in front of your Lts. Use them as a COUNTER-Assault unit. They should be swooping in together to gang up on your opponents CC guy. If an enemy CC unit gets behind these guys, then your doing something wrong. Also, they can move forward with the rest of your group and pick off the guys that have been knocked down or stunned and get easy XP points.
Medic: Keep this as it is. You want this guy alive.
This should be your deployment with him 0 0 0 0
0 0 0 0 <--- Medic
Infrantrymen: This group ABSOLUTELY needs to be expanded. You have NO meat shield to protect your officers. With dropping all those flack jackets you just got 80 credits. you can get yourself two recruits with autopistols and combat knifes.
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Imperial Guard Death Squads Sqd Fri Jan 07, 2011 1:34 pm | |
| The Dozer has a point about how tocripple the Squad. | |
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DoZer
Posts : 780 Join date : 2009-07-12 Age : 39 Location : Portland, Oregon (USA)
| Subject: Re: Imperial Guard Death Squads Sqd Fri Jan 07, 2011 2:50 pm | |
| - Mordheimer wrote:
- The Dozer has a point about how tocripple the Squad.
You should know. <Impersonating Mord> "YEAH SHOOT ME RIGHT HERE, SHOOT ME RIGHT IN THE MOUTH". | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Imperial Guard Death Squads Sqd Sat Jan 08, 2011 9:29 am | |
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Percilius
Posts : 20 Join date : 2010-12-29 Age : 36 Location : Norfolk, England
| Subject: Re: Imperial Guard Death Squads Sqd Sun Jan 09, 2011 4:15 pm | |
| Right first of all i must put forward some apologese i know i said i would get a battle report out by this week but unfortunately my gaming group have all turned round like giant pansies and said ' we want to do 6mm ancients' or 'we want to do american civil war' and so on and so forth
so yeah i may be in a bit of a difficult spot now when it comes to finding games | |
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Laney
Posts : 3352 Join date : 2010-02-13 Age : 48 Location : Colchester, Essex, England
| Subject: Re: Imperial Guard Death Squads Sqd Sun Jan 09, 2011 4:32 pm | |
| No worries (though we'd love to see pics of your squad when its done! ). See if you can get a game and entice some of your gaming groups into playing . They'll love it if they play it! Laney | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Imperial Guard Death Squads Sqd Mon Jan 10, 2011 3:19 am | |
| It's cool man! As long as YOU are having fun, so will US! | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: Imperial Guard Death Squads Sqd Mon Jan 10, 2011 3:59 am | |
| - Percilius wrote:
- Right first of all i must put forward some apologese i know i said i would get a battle report out by this week but unfortunately my gaming group have all turned round like giant pansies and said ' we want to do 6mm ancients' or 'we want to do american civil war' and so on and so forth
so yeah i may be in a bit of a difficult spot now when it comes to finding games Unacceptable! Burn the heretics! | |
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