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Christmas on Cadia


Fibonacci

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This year for Christmas a friend of mine and my daughter went together and bought me some models. I have 2 boxes of Cadians and a Chimera so of course my thoughts went to a PDF army to join with my Battle Sisters. My next couple of purchases is easy to see; I need a command squad and a 3rd box of Cadians just for the basic allied core.


But I am wondering what's next. And what about the new codex? Has anyone heard any rumors yet? Would it be safe to assume I could take a squadron of Preds? I know with the Sisters of Battle before any new codex comes out it is always safe to assume you can use more bolters, flamers and melta girls; for vehicles it is safe to buy an Immolator because even if it is dropped from the codex you can still use it as a Rhino. What can you assume with Guard? Flashlights and flamers and that's about it? Although I have been playing 40K for a long time I don't recall seeing any IG armies other than the current codex so I don't know what is considered the core concept other than bodies and tanks and I am not entirely sure on that.


So what I am asking is what would be a safe bet to add next? I don't want to start on named characters yet, just the generic for now. I'm seriously considering getting the battle force box and waiting on the new codex before I build up from there.

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to be honest, rumours abound of a new dex in march-april time as a rough guide. i'd say for the time being just the CCS and another box of men will do. a LR (Leman Russ, not Land Raider, your choice of which version though) is always a good investment too. 

the guard are primarily bodies, tanks and shooting in terms of their main strength. they can do horde armies as good as orks and the best tanks too. the orders system is a real boon too, allowing more shots, re-rolls vs MCs etc. the good news for you too is that guard are BB to loyalist marines and SoB, so characters can help squads and/or psychic blessings can be passed on to each other. 

my own personal advice would be to wait until the new codex comes out before going big. more bodies are something you can't go wrong with. good luck with your guard project. 

 what do your sisters lack?

a Y-chromosome

 

ta-da boom tish

 

The long range component for SoB are Exorcists (fires d6 missiles each at S8, AP1) and Retributor squads (devistators) with Heavy Bolter that can be made Rending.  Since they are only Rending once per game now (possibly twice with an upgrade) the Heavy bolters are seldom used now.

 

The core of the army is based around mobile melta and massed hits from a combination of flamers and rapid firing bolters.  While the forward units have some good mobility with Scout and jump infantry they are not exactly overwhelmingly mobile.  What makes the army work is those exorcists and the multi-melta tanks can quickly remove the oponents mobility thus leaving the Sisters with a distinct advantage.  Add that to outflankers in a tank carrying 4 meltaguns that ignore cover all for around 150 points and those hard targets are not so hard anymore.

 

What they are lacking: a way to get repentia (full squad of chainfists) and the Battle Conclaves into close combat.  But no ally will be able to help with that.  More long ranged fire would also be a plus since the Sisters of Battle are short on that and it all comes from the Heavy Support slots and Exorcists can not be taken in squadrons.

 

What I want from my IG:  to look cool and look like an over all cohesive, single army that is meant to be together. 

Well, as the others have said: wait and see.

If you don't want to do that, and want to PLAY NOW, more infantry guys are always a plus. Personally, I go for the artillery company route (albeit one that has an odd amount of non-artillery tanks and superheavies) so I went with medusae (slightly longer range than a demolisher tank) basilisks (makes marines cry, high strength for anti-tank roles) and colossi (no cover, makes marines cry all day long)

Infantry blobs are artillery's best friend, as you can space out the models so that drop podding armies can't reach your tanks and then have to weather either A: getting wiped off the board via artillery direct firing (THANK YOU 6th edition! no more minimum ranges! Woo hoo!) or B: sending in an infantry squad to tie them up for another turn while the artillery takes care of some other threat. 

Another fun thing to do with big blobs of troops is the "I'm not touching you!" game (putting all the squad around another squad 1" away, so that the squad that needs to be contained cannot do anything other than shoot/charge the surrounding one)

 

I bet the others can do better than my suggestion(s), but there is just something magnificent about upwards of 9 tanks making Marines cower in their little armored booties as the IG's version of Steel Rain comes crashing down.

the point is though, if you want to have this army work as allies you'll be only limited to 1 heavy support slot, 1 fast attack slot and 1 elite slot. and 2 troops slots,, now let's not worry because in those slots you could fit:

-10 heavy weapon squads

-more infantry squads than you can transport, also with a heavy weapon in them

-squadroned vehicles; 3 manticores, or 3 basislisk, what about 3 collosus tanks? or if you want some heavy armour 3 leman russes?

-a squadron of flyers

 

and all of these are highly competitive option. the only thing you need to decide now is what model you like most!

forgeworld produces some nice etched brass you could use to tie both forces together!

Good decision Fib! I used to run the old WH codex with Guard and the allies rules lets me run this effective combination once more so this is right up my street :D Guard can offer Sisters some much needed numbers, long range and heavy armour. It is too soon to worry about the next Guard codex even if it wasn't a rumour but until then you can add infantry safely as they will always be required.

 

Heavy armour to trundle forth with your Sisters or sit back with the Guard is of course very nice, but I'd stay away from anything lobbing pie plates. Your Sisters will be getting in close and the risk of friendly fire isn't worth it but fortunately there are plenty of direct fire weapons to choose from. If you don't add Hellhounds to your Guard then you need to sit in the corner and contemplate what you're doing with life - just try not to get too jealous as a Sisters player! :lol:

 

The "new" Platoon structure is brilliant as it allows you to take all your Guardsman needs in a single choice - including Heavy Weapon Squads. Autocannons will open up enemy transports nicely letting your Sisters at the squishy contents and train their holy melta on more deserving targets. They're also good for holding home objectives, letting your Sisters do what they do best and close in on the enemy for a good purging.

I've been playing since 2000 and IG have always had the following in their Infantry squads in one form or the other:

 

-snipers

-meltas

-plasmas

-flamers

-grenade launchers

-mortars

-autocannons

 

 As for vechicles I don't see going away:  

-all the Forge world stuff (ahem-Vulture-khm!)

-Laeman russ battle tanks

-Chimeras

-Bassilisks

-Hellhounds

 

  If they are going to be in squadrons by default is the question. The 3rd ed codex didn't allow it. 5th one does.   It's safe to buy one model of each type and perhaps take it from there? 

 

A: getting wiped off the board via artillery direct firing (THANK YOU 6th edition! no more minimum ranges! Woo hoo!)

I must have missed something here. How did 6th edition get rid of minimum ranges?

It's in the FAQ, removed the minimum ranges for the artillery. Only one I know of that still has it is the Minotaur super heavy artillery.

 

Oh! Another thing we've not mentioned yet: Use the advisors. They're hilariously fun when you mess with your opponent's reserve rolls (They come in on 4+, you come in on 2+!)

 

 

 

A: getting wiped off the board via artillery direct firing (THANK YOU 6th edition! no more minimum ranges! Woo hoo!)

 

I must have missed something here. How did 6th edition get rid of minimum ranges?

It's in the FAQ, removed the minimum ranges for the artillery. Only one I know of that still has it is the Minotaur super heavy artillery.

 

Oh! Another thing we've not mentioned yet: Use the advisors. They're hilariously fun when you mess with your opponent's reserve rolls (They come in on 4+, you come in on 2+!)

What FAQ? I must be blind because I can't seem to find anything on that? Would definitely encourage me to take more artillery.

I think Argun is referring to the fact that all Barrage weapons may chose to fire normally using direct fire in 6th Edition, and that the latest Guard FAQ (September 2013) removes all direct fire restrictions for artillery on Page 3.

That's what I think Argun is talking about, as direct firing has no minimum range so he's not talking about barrage fire no longer having a minimum range but rather that the option to direct fire has no such restrictions. I'm not aware of any change to the rules regarding minimum ranges and haven't seen it in any FAQ.

 

6th has been good to artillery. No half strength hits and the ability to direct fire makes them quite potent and lets them be a bit more mobile as you can move and direct fire. If you add barrage firing to an already nice package then it can be a tipping point as you strike side armour and ignore cover saves!

 

 

All this arty talk makes me want to take my Bassies in my next game... but I've so many new tanks to use. Treadhead World problems! :lol:

Ok I get it now after rereading barrage. Barrage allows you to fire under the minimum range of the weapon. So if you are in between the minimum and maximum range and have LOS you can direct fire. If it is outside LOS or under the minimum range you can use barrage which which takes away your BS on scatter roles.

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