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Old Guard! Mature Beginner advice and greetings


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hello all,

I am fairly old at 43 and just put together my first 40k armybiggrin.png Its taken a while to put together (12 months !)

I have been using your great site for a while to learn/understand more on the guard. (some really sound advice being offered thanks)

So I have uploaded some pics for you to have a look at hope you like.

I haven't played a proper game yet but will be doing in the next week so if you can take a look at the list I put together and offer any advise I would really appreciate it thanks.

Tank Commader Pask - Punisher / heavy bolters / lascannon

Buddy tank - Vanquisher / Multi melta / lascannon

CCS - Company commander - bolt pistol / HWT lascannon / Vox caster/ sniper

PCS - Platoon commander - bolt pistol / x1 Heavy flamer / x3 flamer

Primaris Pysker - although I am unsure where to attach this chap?

Troops:

Infantry Squads A - HWT Autocannon / Vox / Sargent with bolt pistol

Infantry Squad B - HWT Autocannon / Sargent with bolt pistol

Infantry Squad C - HWT Autocannon / Sargent with bolt pistol

these three squads combined and accompanied with a commissar

HWT - x3 Mortars

All tucked behind an aegis defence line

Elites:

Vet Squad A - x3 melta - Chimera

Vet Squad B - x3 melta - Taurox with storm bolter

Fast Attack:

Vendetta

Armoured Sentinel with plasma cannon

Heavy support:

Executioner with plasma sponsons and heavy bolter

Wyvern with flamer

Wyvern with flamer

All the above I added up to 1787 points so if I was go to 1850 what could I add

And finally but not really going to play straight away a Imperial Knightmsn-wink.gif

anyway thanks in advance for any guidance and hello again

Nonsense, 43 isn't old at all - you've still many years of serving the Emperor in you so don't think you can make excuses msn-wink.gif Welcome to the B&C and 40k! biggrin.png

Your list looks like a solid start, though the Veterans are Troop units not Elite (which is a good thing). The roasty toasty PCS will be nasty but they could do with a transport to get into range, is that what the Vendetta is for? Your CCS would like a Chimera too if you could spare one so they can dish out orders more safely plus they could still fire from the firing point.

The infantry squads look good but I'd go with a bolter on all the sergeants rather than the pistol as you won't be out combating anyone so they additional shots and range would probably be a better choice. Wyverns are great, as are mortars but competing for the same role means the mortars could be dropped if you needed to free up some points (I know, it makes me sad too). You could put the primaris in with one of the command squads depending on what you want him to do. Likely better to put him with the CCS so he can use blessings as the PCS is killy enough.

Last but certainly not least here's the link to your gallery for anyone who's interested - they're fine models! I will be very interested in seeing more, they look very good the weathering and colour scheme work well. I love the troopers and their bases, we'll need more pictures of them too biggrin.png You should put the images in your post to make them easier to see, as not everyone will venture off to a gallery - let me know if you need any pointers thumbsup.gif

^ What Fish said.

 

That's a solid list; redundant layers of anti-infantry (Pask / Wyverns / Flamers), anti-armor (ACs / Vanq / Vend), anti-air (Vend / Aegis - which I'm assuming has Quad), anti-TEQ 2+ (Execute / Sentinel), anti-blob / cover (Wyvern / Flamers), anti-Invul 3++ (Pask / Infantry Blob)

 

For that list, I might take the Mortars out and add a Banewolf for anti-MEQ 3+, plus a Fleet Officer.

 

 

Also, this weekend I played with someone in his late 60s playing Tau (flithy Xenos!) but cool dude. And, I'm close to your age too.

Really like the paint scheme and the weathering ! 

 

Since you already have small target AP2 on your Vendetta and Sentinel, did you think about using a Demolisher instead of a Executionner ? It will still hit hard on TEQ, but it can also be used against large horde of MEQ and other vehicule thanks to ordnance and str 10. 

Thankyou for your advice and nice comments
firstly I don't feel old guys, the wife thinks am daft and thinks it cute that I have my "little soldiers" she would go ape if she new the costsfurious.gif, my 20year son thinks there cool, and my 4year old granddaughter just loves to come and paint and visit in her words the "monster supermarket" (FLGS) been painting some of them slimy tyranids with her.ohmy.png
1. Warriorfish - thankyou for the warm welcome I will certainly upload some photos of each unit and attach to the post.
Yes PCS in vendetta, I love the mortar models, it makes sound sense to put the CCS in a chimera and add the primaris pysker to add prescience for re rolls
Question: can I fire the lascannon team from the chimera?
2. kilofix - the banewolf looks like a very effective vehicle and will certainly be adding one latermsn-wink.gif You played a 60year old looks like I'm just starting my astra militarium tourohmy.png
3. David Ravel - thanks for the comments on the paint, I was toying with demolisher or executioner and went for the plasma although that Gets Hot Rule kinda concerns me
as I haven't played yet.
4. Jacinda - we are not mate, if anything I am feeling quite youthful again thanks to this little hobby you cant beat playing games!!!
5.Elmo9141 - Ha - one of my favourite movie moments "Waterloo" - "He's Sending in the Old Guard" and then they lostsad.png

Thank you again

It looks more and more that the AM forum is being taken over by the Old Guard (I'm 46). Napoleon would be proud.

 

All way past the normal IG life expectancy of Contact + 15 Hours.

 

We'd all be Lord Generals by now. Which, in effect, I guess we are....

 

 

But on the subject at hand:

 

LasCannon HWT can fire from the Chimera but if it moves, it will have to Snap.

 

Another suggestion for units to add would be a Techpriest with Servitors (for occassions when someone does a bad job of parking and dents the General Staff's Chimera).

 

 

Also, while not the most points effective except under specific circumstances; have you considered adding Storm Troopers, Ratlings, Bulgryns, Sentinels or Deathstrikes?

  • Storm Troopers to Deep Strike behind and Melta opposing armor (though expensive points-wise)
  • Ratlings to whittle down Monsterous Creatures or kill opposing Special Weapon models (though fragile)
  • Bulgryns to provide yet more cover for your Tanks and can do pretty well in close combat (though expensive points-wise)
  • Sentinels as another cheap Heavy Weapon platform or when you need to get that HW even closer still with Scout
  • Deathstrikes if your opponent also "turtles" and you want to force him out of his zone

 

Lastly, couple of other things to consider:

  • Some (comparatively cheap) units from the Inquisition Codex can be force multipliers for IG
  • Forge World's Imperial Armor: Vol 1 (2nd Ed.) has additional Guard units (that are not in the regular AM Codex) that could be useful

What's this about ranks? Kilo you should know full well that the only rank that matters round here is Commissar... msn-wink.gif

Age aside there's a lot of experience here such that we can almost boast of having someone for everything Guard can do - but that's more of a statement of how versatile the Guard codex is currently biggrin.png So fire away with any questions you have and until then we'll keep an eye out for more models thumbsup.gif

I would only suggest that Pask and his wingman are a poor fit...an antitank battle buddy who has a bunch of NASTY but one-shot weapons...who struggles to hit anything...combined with an anti-infantry pask who couldn't miss a shot if he tried...and the range of the vanquisher is wasted as well.  I would suggest either a pask-quisher  with hull lascannon accompanied by a LRBT at long range (he'll live longer, I promise!) or punisher pask accompanied by an eradicator or a demolisher (both are short-ranged, and so a fitting companion to the punisher)

i like the idea of the punisher and vanquisher together, splitfire order means you get anti horde and tank from the same foc choice, the vanquisher gets to re roll ones so becomes more accurate and if there is something the vanq might struggle with armour wise add in 20 rending shots from pask and it will die.  

Welcome to the guard! Just had a nosey at your gallery really nice work. Don't worry that it took you 12 months to put it together, a well painted army is like a good whisky...it takes time. Look forward to seeing some further additions.

hello all,

 

just a quick one , got my first game tonight with the list I posted, goin up against hammernators and a land raider what would you advise deployment wise

 

should I split the force up so he cant just smash his way through my entire army in one fell swoop

 

any help would great thanks

Yes, a split army would help there but you'd need to make sure you don't get isolated by doing it. It'd make stopping them before they hit harder too, but that depends on what sort of ordnance you're taking if it'd be viable to attempt.

thanks warrior fish

 

am gonna try with,

 

from front to back, aegis - 30 man blob - pask and buddy , ccs  - all hunkered down at one side of the table,

 

then some where else on the table the wyverns behind accompanied with the executioner/sentinel and vet squads

 

with the vendetta in reserve with the pcs

 

this really is my first game so it should be nice to see how each unit performs or not!

I have no further advice that isnt already said.

But i wanted to pop in and say:

Man that army of yours is neat!

 

Also, I am happy to hear that we have so many "old" gamers here. Now i know i have at least 10 more years to be a complete plastic addicted individual.

I am guessing i am average of age, 33 years. Been olaying since i was 13 i think, man... More than halv my life!

Yes, a split army would help there but you'd need to make sure you don't get isolated by doing it. It'd make stopping them before they hit harder too, but that depends on what sort of ordnance you're taking if it'd be viable to attempt.

 

 

Two elements with 24" max range in opposite corners of your deployment zone...bad.  Long range fire support element (nothing less than 48" range, incidental hull heavy bolters don't count) deploying far away from the objective-capping maneuver element to force the enemy to either accept that he won't be doing much about your pieplate-sniping or split his forces, lightening the pressure on the scoring units...good!  

 

You don't have to be hip to hip to provide support, the question is always whether each unit can contribute towards your goals from its position.  If you have thoughts of the maneuver element riding to the rescue of a pressured fire support element, then they need the mobility or proximity to do so.  If on the other hand you would love to see that crusaderload of death company terminators go after your heavy support instead of your troops, then you want as much distance between that 72" range ordnance and those troops as possible.  So splitting your forces is either wise or foolish, depending on your plan and the enemy's intentions...if he's coming after you with a blob of 20 invisible flesh hounds, nothing you do is going to matter, that unit can simultaneously charge targets in opposite corners of the table!  

 

But, overall, if you have long range shooting that you don't mind losing, think of it like your queen in a game of chess.  It is going to be a high priority target, and it's not going to win objectives-based games for you, so putting it in a lonely corner where any unit that goes after it is effectively taking a one-way trip to nowhere makes a lot of sense.  You come out on top because your leman russ squadron, for example, gets 2-3 turns of killing stuff before its assassin arrives and puts an end to the shelling...then that assassin is pretty much done for the game.  Advantage:  2-3 rounds of shooting to you!  Now, in a "kill everything that moves" game, that makes a little less sense, since you're not going to be killing that assassin, but it's probable that the russes killed a few units before they went down, and the assassin unit would probably have killed a lot more if it targeted your troops instead of that single unit of pieplate-chuckers.

However, all of that is predicated on the notion that the isolated unit has enough range to provide proper fire support!  A demolisher off on a flank conducting area denial where nobody was interested in going in the first place is worse than useless, it only works if the decoy is dangerous enough to force the enemy to go after it, and dangerous enough to punish him from afar if he doesn't.

thanks for all the help/info just got back from my first game, whoa so much to take in ohmy.png

the guy I played took it fairly relaxed with me.

he run 5 razorbacks with 2 sternguard squads and 3 tactical squads and 1 drop pod with sternguard.

we played hammer and anvil layout.

I did split forces like I said above and he put his drop pod straight on my wyverns and took em both outsad.png and that's all he did turn one other than move the razorbacks up

my turn one executioner and sentinel wiped the drop pod sternguard outbiggrin.png

1 hull point on a razorback from blob autocannons, pask in punisher took out a razorback with rending shots (that's so cool rolling that many hits)

vanq failed all hits, not much else that turn.

turn 2 and he took out a chimera and 3 of my vet squad, and moved the rest closer.

my turn 2 brought on the vendetta that only created a hull point off a razorback but then executioner finished the job

pask then took out 8 of a tac squad

but it was knocking on a bit so we ended the game

it wasn't a full game and was fairly relaxed had a few beers learnt a fair bit of how the game mechanics work and now eager to learn more!

had some really nice comments how my army looked and met some nice people

all good

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