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 For the IG players out there: IG questions

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Bojesphob
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Bojesphob


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For the IG players out there: IG questions Empty
PostSubject: For the IG players out there: IG questions   For the IG players out there: IG questions EmptyThu Apr 10, 2008 8:50 am

Not sure if this is the best place for this topic (if needed, I will post it where ever it needs to go), but figured I'd start here....


Basically, I have 80 Cadian Shock troopers, but I am a little confused on what makes up a unit. I read somewhere that in a Company, you have 2-6 infantry platoons, and in each platoon, you have 2-6 squads of 10. Now, when doing points, is the point total for a squad based on 10 guys? If I have 80 infantry figs (I think I may have something like 86, including all of the special weapons and what-not), does that mean I have 8 - 60pt squads?

Also, I have, at the moment, 5 heavy weapon teams (well, 6, but I don't currently have a 60mm base for the other one), 4 of which are magnetized so that I can swap out Lascannon/autocannon/heavy bolter, one is a missle launcher, and I'm thinking about making the one missing the base to be a mortar, but I'm not sure if I can just have one mortar in a squad or not.... Well, that even being said, how do the units of Heavy Weapons work, anyhow? I know there are ones with anti-tank/anti-infantry, but what are the numeric restrictions for a squad? Is it 3 teams per squad? Do they ahve to have 3? Can a Heavy weapon team be included in a unit of normal infantry (and thereby make the regular troopers number in 8 (instead of 10...)? Also, should I make that last team a mortar, or should I do what I did with the other ones and make it a magnetic one for the HB/AC/LC?

I've read through the codex a few times, and even though it seems to make sense when I read it, I can't seem to retain that understanding when I go to actually try and play.

Wow, ok, then, if I were going to have one of my doctrines be Carapace Armor, how would I go about modeling that? I like the 4+ save, so would like to use that Doctrine. BUT, if I'm going to be doing the WYSIWYG rules, I'll need to have that modeled, right? The bad thing is, I have about 40 of my IG infantry already painted (and not wanting to have to repaint, other than the actual Carapace armor). I have another doctrine (can't remember the name, but it's the "Doesn't Break" doctrine) that I will model by putting purity seals on the sergeants, so that won't be too difficult...


One last question..... I have a Lamon Russ and a chimera (which I'm thinking about putting extra armor on both), should I break down and get a Basalisk? Another Lamon Russ? (of course, this is discounting the Baneblade I have, but since we won't be doing Apocalypse for the tourney, I wouldn't be able to use it).

Any info that you guys can relate would be much appreciated (as it would help me to have my army worked out if I play on Saturday)!!
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Matt
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Matt


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For the IG players out there: IG questions Empty
PostSubject: Re: For the IG players out there: IG questions   For the IG players out there: IG questions EmptyThu Apr 10, 2008 9:24 am

Ok I'll start from the bottom up.

Quote :
One last question..... I have a Lamon Russ and a chimera (which I'm thinking about putting extra armor on both), should I break down and get a Basalisk? Another Lamon Russ? (of course, this is discounting the Baneblade I have, but since we won't be doing Apocalypse for the tourney, I wouldn't be able to use it).

Leman Russ are good, front value 14 is nice for a tank in 40k, the only reliable level of armor that doesn't fly imo. Taking just one asks for it to be at least stunned every turn. So I think 2 is a good idea. Basilisks are also nice, 1 or 2 normally don't go amiss. Deploy them behind terrain and have a good time with some marines, they pay for themselves pretty well too.

Quote :
Wow, ok, then, if I were going to have one of my doctrines be Carapace Armor, how would I go about modeling that? I like the 4+ save, so would like to use that Doctrine. BUT, if I'm going to be doing the WYSIWYG rules, I'll need to have that modeled, right? The bad thing is, I have about 40 of my IG infantry already painted (and not wanting to have to repaint, other than the actual Carapace armor). I have another doctrine (can't remember the name, but it's the "Doesn't Break" doctrine) that I will model by putting purity seals on the sergeants, so that won't be too difficult...

I haven't seen carapace used very effectively, not to say it can't be done. It should be a WYSIWYG element of the army. This would require remodeling. I think their are better traits for the IG, as carapace makes what are still 'expendable' troops kind of expensive for what they do. The one that improves their cover save is better (chameleon I think).

Quote :
I've read through the codex a few times, and even though it seems to make sense when I read it, I can't seem to retain that understanding when I go to actually try and play.

Playing as much as possible before the event will help this. Try play some of the older players that really know their stuff. Makari, Steve, Marc, Me, Ryan... I can say all of those guys will really help with a list to take to the tournament.


Quote :
Well, that even being said, how do the units of Heavy Weapons work, anyhow? I know there are ones with anti-tank/anti-infantry, but what are the numeric restrictions for a squad? Is it 3 teams per squad? Do they ahve to have 3? Can a Heavy weapon team be included in a unit of normal infantry (and thereby make the regular troopers number in 8 (instead of 10...)?

They are bought as support squads for the HQ or as their own unit as a HS choice. After that they work like regular infantry. You can take a heavy weapons team in a regular platoon (troops) but they are a part of the unit, so the squad still numbers 10. If bought as an HQ you can have 0-5 support squads, each squad (if they any of the heavy weapon teams are taken) numbers exactly 6 men with 3 heavy weapons. They HAVE to have 3 teams as their is no option to take less. This is all pretty clear in the codex, but I can see the confusion if one hasn't played much. Guard aren't the easiest to start out with in this regard!

Quote :
Also, should I make that last team a mortar, or should I do what I did with the other ones and make it a magnetic one for the HB/AC/LC?


This is really personal preference, of course their are more competitive options but as a new player this is something you should really work out on your own. I'd advise play testing as many different opponents as possible.

Quote :
Basically, I have 80 Cadian Shock troopers, but I am a little confused on what makes up a unit. I read somewhere that in a Company, you have 2-6 infantry platoons, and in each platoon, you have 2-6 squads of 10. Now, when doing points, is the point total for a squad based on 10 guys? If I have 80 infantry figs (I think I may have something like 86, including all of the special weapons and what-not), does that mean I have 8 - 60pt squads?


You need a junior officer (bought from the command squad entry) and 2-5 infantry squads to make up a single troop choice, so it could be 1+50 maxumum or 1+20 at the minimum. They are all bought as one troops choice, but when working out victory points or whether an individual unit is scoring they are worked out separately. The key wording here is "treated as independent units from then on (after deployment).

Overall, I would advise playing as many games as possible from now until the tournament, that aren't apocalypse (I'm talking 1750 point games).

I think you should also post as many lists as possible, so that we can help with more specifics. This would also give you practice making up a list.
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