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Basic squad load outs..


Bomma

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I take IG for the volume of fire so my advice may be skewed.

 

Platoon infantry squads all take an autocanon and grenade launcher. Bolt guns for the sgts.

 

Vets carry 2 flamers and a heavy flamer. Bolt pistols for the sgt and shotguns for the rest ... As soon as I get them converted.

 

For command squads I am still debating but they are either 3 plasma or ran bare while they stay back and give orders.

There is no standard, just what you prefer or suits your build. For me my infantry squads take flamers or grenade launchers, Veterans take a variety but this usually focuses on melta and plasma to make the best of the BS4. CCS are kept cheap, maybe a special weapon or two in the same manner as for infantry or Vet squads (on BS) and I either go all Vox or none at all though with orders I don't leave them out these days.

Looks like a good foundation to an army :) Special and heavy weapon variety is what gives you the flexibility you need when forging lists. All you have to do it make sure you have a good supply of sergeant and lasgun models :tu:

I use a 3 squad combined unit with 3 AC and 3 GL. 3 plasma in the PCS. CCS in a chimera for orders. Or swap the CCS for Pask and pal and put the PCS in the box sans plasma. This is what keeps my Exorcists safe and holds my side of the table while the Battle Sisters move forward.

I keep on hand:

- 4 Infantry Squads with voxes and Grenade Launchers, these are for advancing.  When I can I stuff them in chimeras.  Their PCS is 3 flamers and a vox.

- 3 Infantry Squads with voxes, flamers and Autocannons.  These are for close-objective sitting.  Their PCS is a vox, an autocannon and boltgun.

- 3 more Infantry Squads (catachans) with just flamers and 1 vox.  These were  blobbed and infiltrated with Al'Rahem under last edition.  With the new edition I prefer Conscripts for big blobs.  Their PCS had 3 grenade launchers, a vox and a boltgun.

 

I have 3 plasma gun guys and 3 meltagun guys to switch in as needed or to use in Special weapon squads.  I have a sniper rifle special weapon squad (3 rifles/3 spotters) for when I don't want to field subhumans.

 

I have a full squad for each type of Heavy weapon. Sadly, I doubt I will ever use my mortars again since the new mortar tank came out. 

 

Veterans:

-1 squad with 2 meltas and a heavy flamer.  This squad is modeled with shotguns and a demo charge.  Almost always gets a chimera.

-1 squad with 2 grenade launchers and a heavy flamer.  Almost always gets a chimera.  They have Victoria lamb praetorian heads and are the only unit in my army that has bayonets (they all have them) aside from conscripts.

-1 squad with 3 plasma guns and an autocannon (i have yet to use these).

-1 squad (catachans) with 3 sniper rifles and a missile launcher.  These are modeled with night vision goggles (from SM scouts) to represent camo gear.  They find a spot in cover and never move.

-1 squad with 2 flamers and a meltagun with a demo charge (mix of catachan plastics and old metals).  Havent used these in a while since they are painted as classic catachans and that doesnt match anything else I own (did these a long tine ago).

 

Good lord I have a lot of painting left to do...

Bit of back ground.. I've played GW games for the last 20 yrs from second edition. The hey day was 4th when you could assault from a rhino ;-) Khorne berserkers hoo! But as the editions wore on and 4th turned 5th, 5th to 6th and so on... Assault died, Chaos rose to ascendancy then fell to the gutter my interest died till I haven't put a GW model on the table in must be 5yrs now. I've played other games that have a more balanced rule set and also love it but GW has the superior models. I love the Horus Heresey novels and ADBs new book which I managed to snare a copy of by pure luck is an absolute beauty! So have never really given up my love for this setting and game.

 

I have a huge chaos army must be over 5k points added up (may not be much in some people's collection but it's enough just sitting in a few army carry cases doing nothing), 3k of BAs (really hoping their new book is the goods, they are my one true love in this hobby.. Angry genetically enhanced super soldiers who loved to tear their foes to pieces and drink their blood? What's not to love?) and I've managed to get this fledging Astra Millitarum army together cheap on eBay with no idea on what to do with it.

 

The force will be slightly fluff based I suppose or maybe my view on how an Imp Guard army should be is a better description, blobs of men backed up by some specialists and of course some tanks!

 

From what I've researched and checked out my view sorta doesn't come close to what's being used out their so coming up with sfa ideas on how to equip it.

 

So the CCS I don't have a clue.. To put other officers or not? ie fleet officer etc Or to give it any special weapons or cc weapons?

 

The vets in Valks will have 2 plasma and possibly 1 meltagun to drop them off and waste some scum bag.

 

The infantry platoons shall be sitting back with an auto cannon for each 10 men shooting stuff but again unsure if they any other special weapons? What their 5 man leader squads? What do they need?

 

Last but not least do I need another HQ? I know from past experiences 2 HQs always provided super combat goodness but that was in marine armies.. Do imp guard need another?

 

Again thanks for any help.

 

A grateful old timer n00b.

 

B.

I normally put in the board an infantry platoon consisting of 3 squads, a command squad and a hw squad.  Two squads have flamer-HB, one squad melta-AC, the command squad has 3 flamers and the hw squad had 3xAC. 

 

The unit has a good performance/cost ratio after several years of playing it; obviously as part of a bigger whole.  After all they are there to absorb bullets while dishing out some dakka in return, area denial for deep strikers, assault protection for my tanks and whatever "grunty" task the mission in turn requires (which usually grants horrible ways to die).  The only unit which I usually tend to prevent sacrificing is the HW squad which can be very effective with officers and psykers nearby.

 

But with 6th and 7th and the gradual demise of proper hand to hand combat I kinda felt that the layout of the unit could be a bit better.  I now put grenade launchers instead of flamers and melta in infantry squads and added a special weapons squad with flamers so that -conserving the command squad with flamers-, I keep a healthy dose of torching ability while incrementing the shootiness of the platoon a little bit.  So far it has been doing well and more important, I feel the platoon is more rounded; having real trouble only against heavy armour and 2+ save opponents.

 

The thing is that you need to be aware of what to expect of what in game terms is basically a bunch of substandard troops with low BS and low save which their only built in strenghts are the ability to occupy a lot of space and put a lot of wounds before what is important begins to die.  In my experience the best load out is to equip them with cheap options of the following: multishot weapons (HB, AC), weapons that even missing can do something (GL) or weapons that don't care who is handling them (flamers) to compensate for their rubbish BS.  Their real value comes when you mix them with other units in order to protect the latter with their (numerous) bodies or to potentiate their abilities (like command units or psykers).  Even then you can not expect this unit (the whole platoon) to survive most of the time.  They are simply too squishy.

 

 

Haha, you Space Marines players calling BS3 substandard. I play Tau and Guard, I breathe BS3.

 

Which, in game terms, is substandard.

 

Only because Marines enjoy a higher-than-average statline in pretty much everything.

And because the majority of what you face in a tabletop is BS4 or higher while facing something with BS3 or lower is comparatively rarer. Thus, in game terms, BS3 is substandard.

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