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Post by empirearmy on Sept 21, 2012 6:16:18 GMT -5
I am looking to start a guard army. I am looking for some ideas on what to include.
1. are regimental advisors good? 2. should I include 2 or 3 demolisher tanks? 3. which flyer is better val or ven? 4. which heavy weapon team should I include?
thanks
Mike
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Post by Hizack on Sept 21, 2012 7:24:30 GMT -5
1. Well, from what I've seen.. No not really but I'm no expert on them. I just don't see anyone take them. 2. Or regular Leman Russ's they're fantastic tanks that are quite durable if used properly. 3. Vendetta for killing armour, otherwise Valkyrie for infantry. 4. Well, that I'd say depends on the rest of your army and what gaps you'd like filled. However you can't go wrong with autocannons and missile teams!
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Post by danydaigle24 on Sept 21, 2012 8:13:47 GMT -5
Hey Mike,
First I have a starter box still in box for imperial guard for sale if you want. Here is my point of view on your question:
1. I like advisor but they are not necessary in every list depends what type of list you wanna run.
2. I personally think demolisher are bad way to expensive for what they are doing. I like artillery better especially with fortification now.
3. I like vendetta better with Vet squad 3 meltagun to hunt tank
4. agree with hizack
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Post by Frosty the Pirate on Sept 21, 2012 8:30:53 GMT -5
First, I want to clarify I've never owned an IG army, however I have been using them as allies lately, and I did some considerable research into IG and how they play during late 5th ed.
1) Some of them are good, others not so much. Here's a quick rundown:
Officer of the Fleet - Deny enemy reserves, can be very useful against opponents who are use multiple fliers to create an alpha strike. Through not as useful since many armies don't reserve as much as they used to. Rating 6/10.
Master of Ordnance - Better than he used to be, since the rest of the unit can move around him and he can stand still and still be allowed to fire. However the Blast tends not to be very accurate, even with the reduced BS. There are better ways to get a Str 10 Blast in a Guard army. Rating 3/10.
Astropath - Pretty awesome if your looking to run lots of infantry. His main use is to outflank a Blob Squad (30+ Combined Infantry Squad) to pressure the opponent from multiple fronts. However with the new rules preventing an assault from reserves, he's lost a little bit of value there, but the buff to rapid fire means you can come in with 30+ lasguns a-blazing. Rating 5/10.
Bodyguards - With the new wound allocation rules these guys aren't as special as they used to be, and you have to pass your LoS! to use them. If your building a close combat CCS with lots of special weapons, they are a must have. Rating 4/10.
2)
There is so much diversity available in the Guard Heavy Support slot that you want to pick a nice array of firepower. I highly recommend taking a a single LRBT (Battle Cannon) or LRST (Demolisher), and then looking at some of the other artillery pieces availible (The Hydra, Medusa, and Colossus are all solid choices imo, there's also the Much-Hated Manticore, and the hilarious Deathstrike Missile). However, depending on the rest of the list, what you include here can be vastly different.
3) The internet current is toting the Vendetta as the Flyer to beat. I have to agree, because it's very inexpensive as far as a "heavy" flyer goes, and it can provide serious anti-vehicle firepower. However, I wouldn't take more than 1 or maybe 2, simply because fliers seem to only get 2 turns of shooting during a standard match.
4) There is some argument here as the best heavy weapon choice to include. In my opinion it's really down to 2. Autocannons are cheap and cheerful, and provide good mid strength firepower with extra shots to compensate for BS3, and become downright deadly with orders such as Bring It Down! or Fire On My Target! However if your embedding the weapons within a large blob squad, I feel that Lascannons are the way to go, as you'll need the anti-vehicle threat due to the number of points going into a platoon.
Hope this has helped. and Good luck with Guard.
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Post by Jack Shrapnel on Sept 21, 2012 10:57:12 GMT -5
My two cents:
1. I really wouldn't bother... the reserve manipulation would work slightly on a full reserve army... oh yeah, there's only one of those (daemons) allowed anymore and they get half their army in automatically... rest are pretty garbage... wouldn't bother...
2. I like the Russ just bog standard... (due to points) but if you're going demolisher I'd go two over three... Medusa's are the best heavy support for killing tanks... ask anyone who's been at the mercy of Tommy's guard army how brutal they can be... they remove tanks painfully easy... even more so now that you don't need the centre hole to hit... Have seen Tommy's medusas take out two landraiders in one turn... Hydra is fine I guess but doesn't have interceptor so if your opponent took no fliers it's pretty much useless... I don't think the Colossus is good at all, but that's just me... my opinion is Russ and Medusa's for the heavy slot.
3. Vendetta... so cheap and good....
4. I like both autocannons and lascannons... but if you take medusa's you don't need lascannons, so I'd lean towards the autocannons... depends if you need heavy tank killing or not... autocannons are more all purpose.....
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