| | Imperial Guard - 51'st infantry division | |
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Komfritten

Posts: 467 Join date: 2011-06-29 Age: 32 Location: Nørrebjerg Runddel, Odense, Danmark
 | Subject: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 3:46 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: 2537 Join date: 2010-02-13 Age: 35 Location: Colchester, Essex, England
 | Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 4:07 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: 610 Join date: 2010-09-07 Age: 27 Location: Amersfoort, Netherlands
 | Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 4:12 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: 467 Join date: 2011-06-29 Age: 32 Location: Nørrebjerg Runddel, Odense, Danmark
 | Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 4:42 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: 467 Join date: 2011-06-29 Age: 32 Location: Nørrebjerg Runddel, Odense, Danmark
 | Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 4:53 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: 723 Join date: 2009-07-12 Age: 26 Location: Miami, FL (USA)
 | Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 5:16 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. _________________ Adeptus Astartes Commandments 1. Thou shalt not replace the Librarian's staff with a magic wand. 2. Though shalt not refer to thine brethren, whom the Emperor has dictated be armed with an incendiary weapon, as a "Flamer" constantly. For this has been proven to lower morale and cause strife within His Most Holy showering facilities. 3. Thou shalt not follow a Librarian around thinking, "Can you hear me now", repetitively in an attempt to drive him insane.
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cody20

Posts: 286 Join date: 2010-02-27 Age: 22 Location: Atlanta, Georgia (USA)
 | Subject: Re: Imperial Guard - 51'st infantry division Tue Sep 20, 2011 9:07 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: 1447 Join date: 2010-08-15 Age: 27 Location: Secret Volcano Lair in The Netherlands
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Mordheimer

Posts: 8797 Join date: 2009-07-12 Age: 38 Location: Elizabeth City, NC (USA)
 | Subject: Re: Imperial Guard - 51'st infantry division Wed Sep 21, 2011 3:33 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. _________________ . The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Support Bacteria; it is the ONLY culture some people have!Since I ask "What do you think?" to all Staff, I have included it here to save time.DoZer  Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work! . |
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| | Imperial Guard - 51'st infantry division | |
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