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tendi
Arachas
Percilius
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Percilius

Percilius


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Join date : 2010-12-29
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PostSubject: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeTue 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

Arachas


Posts : 1880
Join date : 2010-08-15
Age : 40
Location : Secret Volcano Lair in The Netherlands

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeTue 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

Percilius


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeTue 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

Percilius


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeTue 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

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeTue Jan 04, 2011 12:12 pm

Hi. If it's new squad recruits are forbidden to have rarity items so no helmets. Just Kidding
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Arachas

Arachas


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeTue 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

Percilius


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeWed 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

Laney


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Location : Colchester, Essex, England

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeWed 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 Just Kidding ) 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 Very Happy
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Mordheimer

Mordheimer


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeWed 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 The Calculator this should be...

Heavy Stubber; Rare 7; 40 Credits.

Fixed on The Living Rulebook ... 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.


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

Arachas


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeThu Jan 06, 2011 4:54 am

Wait... recruits can never get rare items?
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jammydodger

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeThu 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

Percilius


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeThu 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

Percilius


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeThu 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

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeFri Jan 07, 2011 7:33 am

Arachas wrote:
Wait... recruits can never get rare items?
Smack Smack Smack Smack Smack Smack Smack Smack

During initial recruitment... silly!
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DoZer

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeFri 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

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeFri Jan 07, 2011 1:34 pm

The Dozer has a point about how tocripple the Squad.
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DoZer

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeFri 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

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeSat Jan 08, 2011 9:29 am

OUCH!... THAT hurt!
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Percilius

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeSun 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

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeSun Jan 09, 2011 4:32 pm

No worries (though we'd love to see pics of your squad when its done! Very Happy). See if you can get a game and entice some of your gaming groups into playing Death Squads . They'll love it if they play it!

Laney Very Happy
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Mordheimer

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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeMon 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

Arachas


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PostSubject: Re: Imperial Guard Death Squads Sqd   Imperial Guard Death Squads Sqd I_icon_minitimeMon 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! Flamethrower
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