Ulrock Posted June 9, 2014 Share Posted June 9, 2014 With the new vehicle destruction chart I have been having luck with chimeras and leman russ. My footslogger barely survive a game, so is 40 veterans/ grenadiers in chimeras enough troops or no? As a guard player is there a minimum we should be bringing? Link to comment https://bolterandchainsword.com/topic/292210-7th-edition-troop-amounts/ Share on other sites More sharing options...
march10k Posted June 9, 2014 Share Posted June 9, 2014 ~shrug~ Everything except flyers scores...you can get away with minimum super-scorers. I still find that spamming grenadiers/forward sentries (forward sentries in my case), any superscoring unit that's not T3 5+, in other words, along with as many super-scoring chimeras as possible, to be awesome. Last few games have been 6x vets with 4-6 chimeras (running empty, the vets are spamming autocannon fire!), and I've dominated every game. The Chimeras can move up to 18" to score tactical objective points, or sit on a tactical objective that I wasn't able to deploy veterans on top of, and shoot 6 S5/6 shots every turn. Last game, I owned 4/6 tactical objectives by the end of turn 2, and 5 at the end of the game, never gave one up once it was mine. They can literally sit there and wait for the appropriate mission card to pop up! I scored 11 TMPs plus linebreaker and warlord (my opponent got first blood, on the top of turn three!) for a 13-8 victory (he got 3 TMP for having three eldar units in my deployment zone on turn two...not hard when they're so fast!!!) Super-scoring is awesome, I think the mistake you're making is putting the superscoring unit inside its superscoring dedicated transport, voluntarily cutting your number of super-scorers in half. BS! Drop the troops (with either carapace armor or chameleoline cloaks) on objectives where they have good fields of fire, and cap the rest with chimeras (I'm averaging 72.5 points per super-scoring unit, so it doesn't take a lot of points!!) while the rest of your army just plain murders stuff with long range shooting. Link to comment https://bolterandchainsword.com/topic/292210-7th-edition-troop-amounts/#findComment-3712817 Share on other sites More sharing options...
Frater Cornelius Posted June 9, 2014 Share Posted June 9, 2014 Since everything scores you need to ask yourself 'what units improve my army' rather than 'how many score'. I run 2-3 melta grenadiers in Tauroxes and I do not disembark them early. They are instead going after MC and heavy tanks becaue their job ia close ranged tank hunting. Very few units do it as well as them. So ask yourself. What is the reason you are bringing vets? If only scoring, then you might want to equip them accordingly with forward sentries and a heavy weapon for them to camp cover. If they are there for another reason, kit them out differently. But since everything scoring, the overall effectiveness needs to be your main concern. Link to comment https://bolterandchainsword.com/topic/292210-7th-edition-troop-amounts/#findComment-3712835 Share on other sites More sharing options...
march10k Posted June 9, 2014 Share Posted June 9, 2014 Since I bring lots of forward sentries, I put every objective I deploy in cover, that way I can either deploy my super-scorers on top of it, or drop them off on it via chimera. And since I have more units than you can shake a stick at, I spread the objectives out (a more compact army obviously wants them clustered so his elite forces stay concentrated). 80 points for a ten-wound super-scoring autocannon that gets 3++ in ruins is cheap when you know you'll be able to dominate an objective while camping cover and still laying some S7 lovin' on the enemy. The best part is, for each one of those, I can buy a super-scoring chimera, six heavy weapons shots from behind AV12 when it's not zooming over to sit on an objective, and in most games, I have 2-3x as many separate units as the enemy, he can't really worry about more than 2-4 objectives at a time, I can afford to have a 80 point veteran squad with 48" range or a 65 point gun track with 36" range sit on the ones he's forced to ignore...and they're not even off in the wilderness doing nothing but camping an objective, they can shoot into the fight from there, so I get to have my cake and eat it, too. There's really two ways to look at it...the 145 points is worth it for an autocannon, a multilaser, and a heavy bolter that aren't particularly easy to kill. 145 points is also well spent on TWO super-scoring units, one of them relatively mobile (not space-elf-bike-mobile, but more mobile than infantry)....and I'm getting both for the same 145. The points that I'm not spending on these units buy me at least as much firepower as my opponents can manage if they go with minimal super-scorers and just focus on killing. But I get the 8 heavy weapons shots and two super-scorers (times 3-6) over and above firepower parity. That, and the super-scorers demand attention, and I'd rather the enemy spent his lascannons killing 65 point chimeras instead of killing 170 point demolishers. JMHO, YMMV Link to comment https://bolterandchainsword.com/topic/292210-7th-edition-troop-amounts/#findComment-3712863 Share on other sites More sharing options...
WarriorFish Posted June 9, 2014 Share Posted June 9, 2014 It all depends on your army build, some can get away with fewer troops where others benefit from more boots. With the changes to transports as march says it opens up a lot of opportunity - Guard always did scoring units well but now we can have them with impunity! It depends on what you want your troops to do, getting stuck in is dangerous so you need reserves to weather casualties. I like to have a strong troop presence in my armies, so I'm not planning on changing how I build my army cores in 7th. I'll not be surprised if this is how most approach it, but yet another reason why Guard is one of the best for flexible and diverse armies :) Link to comment https://bolterandchainsword.com/topic/292210-7th-edition-troop-amounts/#findComment-3713009 Share on other sites More sharing options...
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