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Looking to add some thematic guard to my Marines


War Angel

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Hello fellow imperial forces,

 

I am looking to add a thematic element to my Eagle Eternal forces. I plan on painting some guardsmen in Desert MARPAT (marine corps uniform) my initial plan was to do the minimum requirements for a battalion, but then I decided I wanted them to provide something to my army other than bodies. I'm really looking for a platoon sized element, something in the likes of the platoon in the movie "Battle Los Angeles"

The ol' standard 32 is almost a platoon right off the bat.  I have not seen the movie but by the pictures it looks like light infantry.  This says regular guards to me.  

 

Here's a quick example:

Company Commander

Primaris Psyker

3 X Infantry squads with a plasmagun and vox caster

Special Weapons squad with 3 plasma

280 points

 

That's one SWS  more than needed for the Battalion detachment but it brings the force up to modern platoon strength. 

 

 

 

Now ... if I were going to put together a hard hitting themed platoon I would go with Vets in a Vanguard detachment.

 

Company Commander

3 X Veterans with heavy flamer and 3 plasma

3 X Chimeras with Heavy Bolter turrets.

549 points

 

That's a mechanized platoon with some serious punch but you miss the extra CP you get with a battalion detachment.

For 500 points you can fit the following battalion into your list:

 

2x company commanders

3x infantry squads w/ grenade launchers

Astropath

Veterans w/ 3x plasma guns

Leman Russ punisher w/ 3x HB

Heavy weapons squad w/ 3x mortars

 

500 point option 2

2 Company commanders

3 infantry squads w/ grenade launchers

Veterans w/ 3 plasma guns

2 basilisks.

 

That will get you the 5CP of a battalion with the very strong anti-tank or anti-infantry capabilities. I recommend Cadians with both lists.

Would something along the lines of

Company commander

Psyker

 

3 squads

 

Vet squad

Heavy weapons sqd

 

Work? Also looking for anti tank options in that.

If you want anti-tank with that give all special weapons options of plasma to your infantry and vets. People think that the primarus psyker is good, but they can only outcast an astropath with smite. If you bring an astropath with laspistol, he will only cost 26 points. His weakness is more of a double bladed sword. He can only roll 1 D6 to smite, but he'll never perils while smiting. His other psychic power and deny is 2D6. Additionally, he can deny cover to an enemy unit within 18" of him. For guard psykers, the astropath is the best choice.

 

If you want anti-tank with that give all special weapons options of plasma to your infantry and vets. People think that the primarus psyker is good, but they can only outcast an astropath with smite. If you bring an astropath with laspistol, he will only cost 26 points. His weakness is more of a double bladed sword. He can only roll 1 D6 to smite, but he'll never perils while smiting. His other psychic power and deny is 2D6. Additionally, he can deny cover to an enemy unit within 18" of him. For guard psykers, the astropath is the best choice.

 

 

For Guard, yes. For an allied detachment, no. The Astropath is actually 56 points, because you've now got to take a second Company Commander to make your Batallion legal again. The Primaris Psyker is 46 points for more psychic powers and the ability to actually cast Smite (Smite on the Astropath isn't worth casting unless you're really desperate and never if there's an enemy psyker in Deny range).

 

So in this situation, it's not a clear cut choice of the Astropath is cheaper. It's more like are you willing to pay +10 points and the loss of access to two psychic powers (Smite + second power) for a second source of Orders, Astral Divination and I guess a worst melee weapon (if anyone really cares about that).

 

Also, where is the 18" Deny coming from?

The deny cover is a special ability called Astral divination. It can deny an enemy's cover from your shooting if it is within 18" of the astropath and the units shooting are within 6" of the astropath. It's situational except that you often have your astropath sitting next to something like a punisher to buff it.

The deny cover is a special ability called Astral divination. It can deny an enemy's cover from your shooting if it is within 18" of the astropath and the units shooting are within 6" of the astropath. It's situational except that you often have your astropath sitting next to something like a punisher to buff it.

 

Ah, I mis-read. I thought you were talking about Deny the Witch.

What's the census on las cannons? And do I have any other options in regards to Hq?

The company commander and primaris psykers are my favorite HQs. They are cheap and do their jobs. That is high praise. However, if you're running a particular regiment, then take a gander at their special characters because all IG special characters are at least worth it, imo. Especially consider Creed if you're running Cadian. He'll be all the officer you'll need for a small allied detachment and might even be worth making into your warlord.

 

I adore lascannons. I rarely leave home without quite a few unless I'm playing mechanized. However, they're hot garbage in HWSs because they cost so much and have no bodies to hide behind. If you're fine being stationary (let the marines advance) then stick them in infantry squads and boost them with orders. HWSs should have cheaper guns, typically the mortars. Indirect fire keeps them relatively safe and allows for them to hit above their ability since they'll have more turns to do so in. I also like heavy bolters. They're still cheap and hit hard enough to be worth their points even if they get targeted. Avoid missiles and lascannons in HWS and stronger reconsider autocannons.

Command Squads can take specialists, namely a medic who is worse version of an Apothecary and a regimental standard that increases the Ld of nearby infantry from the same Regiment. They also have access to special weapons without restrictions, so unlike Infantry Squads, they can give every member a special weapon, although they can still only form one heavy weapon team. They're also BS 3+, because they are Veterans. However, they're limited to just 4 Veterans per unit and don't have a Sergeant, so are Ld6. They're very squishy. Think of them as a cross between Company Veterans, an Apothecary and a Company Ancient. The best way to use them is either with a regimental standard to increase the Ld of your infantry, but hidden out of sight because they're such an easy target. A mortar works well with this type of squad as it can still fire while they hide. Or, fill them up with special weapons and put them in a vehicle to get close and do some damage, before the are inevitably wiped out.

 

Veterans are a BS 3+ Infantry Squad with more options. They can exchange their lasguns for autoguns or shotguns. Autoguns are just worse than lasguns because they have the same statline but don't benefit from the First Rank Fire! Second Rank Fire! order. Shotguns are better than lasguns at up to 6" (+1 str), identical at 6 - 12" and worse at 12+ (out of range) and as they're assualt weapons can be fired after advancing. The squad can take up to three special weapons, one heavy flamer and one heavy weapon team. You can either use them as a better armed, more accurate infantry squad or as a unit with short ranged weapons in a transport.

Is there any good options for customizations? I thought someone said they had female guard now.

 

Zero for either Catachan or Cadian. The basic infantry kits are exactly that, proper basic. They don't even have all the weapon optoins. The Command Squads are a lot better but mainly for weapon options. They don't include a lot of extra stuff like more modern kits, but there is a bit of variety with extra heads, two different banners, some gas masks etc. The only female Guard are the Traitor Guard in Blackstone Fortress and the upcoming Commissar Raine. There's Death Korps of Krieg and a selection of vehicles from FW.

 

That's IF you stick with GW.

 

If you're able and willing to go beyond GW and into third party stuff, the world is your oyster.

 

Here's some links to get you going:

 

Victoria Miniatures for female and 2nd edition Guard. The best place to get most of the famous Guard regiments that no longer have GW models (or never did in a few cases). Mordians, Praetorians, Valhallans, Tanith, Savlar, Drookian, 2nd edition Cadian, Beastmen and Australians (alternate Catachan I guess). Sadly no Tallarn yet.

Anvil Industry for modern & historically themed Guard. Lots of weapon options and conversion bits.

Artel "W" Miniatures Valhallans and some really cool and unique characters, including quite a few inspired by Black Library novels.

Statuesque Miniatures Good source for female heads in several scales.

Mad Robot Miniatures Colonial Marines, Vietnam style Catachans, Steel Legion, Praetorians, Valhallans, Rogue Trader (1st edition 40k) Guard and plenty of conversion bits.

MaxMini Limited selection, but some conversion bits as well as Catachan, Steel Legion and Tallarn.

PuppetsWar COG troopers (Gears of War) and other sci-fi troops that could become Guard. Various conversion bits. Lots of head swaps.

Heresy Lab Female characters. Limited use for Guard.

Black Dog Fantastic for stowage and vehicle parts. Both modern and WWII*.

 

Any shop that sells Tamiya stuff - more stowage and vechicle part options*.

 

You might also find conversion parts on Shapeways.

 

* both of these use a different scale to GW. For 32mm models the closest is 1/35 (I think). That's the scale I use. The stuff is a bit too big, so some parts might not be useable but most things like bed rolls, bags, tarps etc are fine.

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