| Imperial Guard - 51'st infantry division | |
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+3Colonel Prius Laney Komfritten 7 posters |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 4:46 pm | |
| I've made this list. I think I'll try it out. The captain has the power sword because it fits him very well I'll probs go up against chaos and some orks, both very CC oriented. So I hope to shoot the "#¤% out of them... | |
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Laney
Posts : 3352 Join date : 2010-02-13 Age : 48 Location : Colchester, Essex, England
| Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 5:07 pm | |
| Looks like a very solid list. I generally favour flamers for the hws too and autoguns are for winners! One quick question: is all the wargear under rarity 5? Someone will tell me we changed that rule and I've forgotten. Laney | |
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Colonel Prius
Posts : 674 Join date : 2010-09-07 Age : 40 Location : Amersfoort, Netherlands
| Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 5:12 pm | |
| Seems like a solid list. Some comments on it though:
Why the vox caster? it can be useful if you have like a heavy stubber you want to direct with it, but right now it is pretty much hindering the captain in weapon skill because it is bulky, and the captain has one of the best weapons in the squad. By using the vox he can't shoot in the same turn.
Also, 2 HW specialists can pack a punch with their flamers, but they are quite vulnerable to Close Combat troops, needing to be so close to shoot. You might want to drop that down to 1 for the start. With the extra credits you can try to get an extra infantry guy with autogun (I always found them to be excellent value for the points they cost) and/or give the medic a pistol so he can at least defend himself somewhat. My medic has been invaluable in saving a lot of my guys during my battles, but he has also taken out the occasional target of opportunity, like that annoying flanker coming for your medic!
don't know much about shields, but against close Combat troops I suspect they will turn out to be very usefull. | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 5:42 pm | |
| THanks for the inputs!
I'll double check with the rarities, had it in mind, but sometimes it slips =)
Solid advice with the HWS - he will get something to defend himself with, and he will be all alone whit some of my inf i think =) | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 5:53 pm | |
| Ok got rid of the vox thingie... had not looked it over in the rules. one les HWS, and one extra infantry. I think I'll save some creds for chainsaws for my sg's (they just need that s"#¤). | |
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DoZer
Posts : 780 Join date : 2009-07-12 Age : 39 Location : Portland, Oregon (USA)
| Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 6:16 pm | |
| IMHO....I'd rather drop the flamer off the HWS....he might get one good shot in and then hes toast..... Id rather see an autogun on him until you can save up enough credits to get that stubber.
I would also not spend the money on Chainswords either. Your sergeants aren't going to be powerful enough to take on other units by themselves just yet. What they should be doing is following behind the front skirmish line killing targets of opportunity (i.e. units that are stunned or knocked down by your front recruits). They will quickly gain exp, and about mid campaign can you start kitting them out with cool gear.
Id also rather see something ranged on your captain. You don't want him in close combat, as it is brutally easy to get killed (ESPECIALLY if you are facing Chaos and Orks, which is where they want to be). Save the power weapon for later. Something to consider....especially since you are going to be facing the Chaos Space Marine, is purchasing a Plasma Gun/pistol. Granted you can't use it immediatly, but once one of your officers gets a new skill you can take special weapon: plasma and incinerate anything that comes its way. | |
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cody20
Posts : 297 Join date : 2010-02-27 Age : 35 Location : Atlanta, Georgia (USA)
| Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 10:07 pm | |
| I use flamers any time i can, the thing good about them were they auto hit even from getting up from being knocked down comes in handy. | |
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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 - 51'st infantry division Wed Sep 21, 2011 6:33 am | |
| - cody20 wrote:
- I use flamers any time i can, the thing good about them were they auto hit even from getting up from being knocked down comes in handy.
I agree. I find flamers to be invaluable, especially in the early game where you can often easily take out a couple of closely packed models without armor. Sure, as DoZer mentioned, they might die a lot - but if you're careful and hug cover, they usually more than pay for themselves. I agree with DoZer that chainswords are for later - I always find the extra recruit that I can buy instead to be more valuable. And your Captain has BS4: you WANT a rifle on him. I usually give my Lieutenants a sword and a rifle, so they can shoot and counter in CC effectively. Granted, maybe not against Chaos Marines. | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Imperial Guard - 51'st infantry division Wed Sep 21, 2011 4:33 pm | |
| I think your list is fine... makes me think... your Sergeants have Autopistol + Sword + Shield. Not bad... ohhh... I see a hole in the rules. I see Catachans with shield now! I need to tell the Staff. | |
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| Imperial Guard - 51'st infantry division | |
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