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Brother-Captain Gaius
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Post by Brother-Captain Gaius »

Hotfoot wrote:
2000AD wrote:Yes, but it can be a surprise. :D
The only surprise involved in the "Termies in a Can Raider" is on the part of the newb Marine player as 1/3-1/2 of his total force is wiped out by concentrated anti-tank fire. Imperial Guard can do it pretty nicely, just get a command platoon with two anti-tank squads and a Leman Russ variant (Vanquisher should do nicely) for roughly the same cost. That's 6 lascannons (seven, if you move the vanquisher instead of firing the main gun) and a battle cannon with special AP rounds. Should all get to fire at the land raider in one turn, on average 3 lascannons will hit, one shot glancing or penetrating. If the battlecannon fires with an AT round, the Raider is pretty FUBAR if it hits, especially if one manages to roll a six on the ordnance damage table, killing all the terminators inside the Land Raider.
No-can-do. Imperial Guard no longer has a listing for Vanquishers, for one thing. In the unlikely event the Guard player has two all-lascannon teams deployed directly against the Land Raider, you still need a fair amount of luck to do anything to the Raider. Assuming they don't take casualties from the Raider (which they will, being Guardsmen), only immobilization and vehicle destroyed will be of any value (as the machine spirit deals with shaken and stunned well enough, and weapon destroyed is pretty meaningless here). So, 50% of the lascannons hit for 3 hits, and 33% of those will do anything, leaving, on average, one actual hit. If its glancing, then again 33% chance of a useful damage roll, if penetrating then its somewhat better at 66%. In any event, its unlikely the Terminators (or even normal Marines) inside will take any casualties from the vehicle destruction (though they'll probably die from walls of las now that they're on foot).

In short, Land Raiders + Marines = bad for Guard.
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Hotfoot
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Post by Hotfoot »

2000AD wrote:And weren't there soe rule published in WD about troops in transports being able to come out alive?
Ordnance Vehicle Damage Chart Roll #6: Everything inside gets destroyed, no saving throws.
JediNeophyte wrote:No-can-do. Imperial Guard no longer has a listing for Vanquishers, for one thing.
My codex does not agree, and I don't feel inclined to shell out another $20 for a new codex when mine seems just fine the way it is. In any event, the Vanquisher could have just been moved to Imperial Armor, in which case the guard should still be able to field it.
In the unlikely event the Guard player has two all-lascannon teams deployed directly against the Land Raider, you still need a fair amount of luck to do anything to the Raider. Assuming they don't take casualties from the Raider (which they will, being Guardsmen),
Imperial Guard heavy weapon teams can take up to 50% losses before losing combat effectiveness.
only immobilization and vehicle destroyed will be of any value (as the machine spirit deals with shaken and stunned well enough, and weapon destroyed is pretty meaningless here). So, 50% of the lascannons hit for 3 hits, and 33% of those will do anything, leaving, on average, one actual hit. If its glancing, then again 33% chance of a useful damage roll, if penetrating then its somewhat better at 66%.
Which is what I said in my previous post :P
In any event, its unlikely the Terminators (or even normal Marines) inside will take any casualties from the vehicle destruction (though they'll probably die from walls of las now that they're on foot).

In short, Land Raiders + Marines = bad for Guard
For roughly 500 points, you can field a land raider/termie combo. For roughly 500 points, you can field a command squad, two all lascannon anti-tank teams, and a heavy support tank of your choice.
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Sokar
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Post by Sokar »

As a note for all you Guard players , the Vanquisher mod Leman Russ still lives, its just been moved out to Imperial Armor I, and the LR mod kit is available from Forge World

As Seen Here :
Russ Vanquisher

Scroll Down , its an older kit
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Post by Raxmei »

The Guard can field the following vehicles in addition to the ones that appear in the codex:

Leman Russ Conqueror
Thunderer Siege Tank
Destroyer Tank Hunter
Leman Russ Vanquisher
Leman Russ Executioner
Baneblade
Shadowsword
Salamder Command tank
Salamder Scout tank
Chimera Heavy Bolter variant
Chimera Heavy Flamer variant
Sentinel powerlifter
Trojan
Turret Emplacements
Earthshaker Platform
Hydra
Hydra Platform
Manticore
Manticore Platform
Medusa
Lightning
Lightning strike
Marauder
Marauder Destroyer
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Post by Sokar »

For the most part, though the turret emplacements, the Earthshaker platform and the fighters/bombers are more for custom scenario use than for day to day game play.

Some of the more esoteric mods also chew deeply into your points (and your wallet) plus take up multiple slots on your force organization charts :wink:
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Post by SAMAS »

Hotfoot wrote:
JediNeophyte wrote:No-can-do. Imperial Guard no longer has a listing for Vanquishers, for one thing.
My codex does not agree, and I don't feel inclined to shell out another $20 for a new codex when mine seems just fine the way it is. In any event, the Vanquisher could have just been moved to Imperial Armor, in which case the guard should still be able to field it.
If you field(Or want to) any of the following units:

Command Platoons
Ogyrns
Veteran Squads
Ratling Snipers
Storm Troopers/Kasrkin
Hellhounds
Conscripts/Whiteshields
Techpriest Enginseers
Sanctioned Psykers
Priests
Comissars
Rough Riders
Sentenels
Heavy Weapon Platoons
Tanks of any sort
Infantry Squads
Characters with Wargear
Any army that has ever appeared in another Codex or White Dwarf Army List(Except Armored Company, I'm afraid)

You need to get the new one. All of the above have new point values, rules, options, or any combination of the above that make the old rules obsolete, or damn near close to it. A list made with the old Codex is all but wrong now. At the very least, you may be cheating yourself out of some points that could be used elsewhere.

For Example:

Stormtroopers no longer automatically Deep Strike and Infiltrate. Instead, they now cost 10 points, and can be given the ability to do one or the other for a point each(in other words, still only 11 pts. base), Vet Sargeants are cheaper, and the point costs for their weapons are different.

All four Sentinels(Multi-Laser, Heavy Flamer, Lascannon, and Autocannon) are free to use by almost all forces(Jungle Fighters can't take Lascannons).

Special Weapons Squads -- Part of the Command platoon(0-2). Six guys. Three Flamers/Grenade Launchers/Meltaguns/Sniper Rifles. You can even toss in a Demolition Charge, if you like. Three Meltaguns on your Land Raider. It somehow survived that? That's okay, you can give 'em Meltabombs, too! Terminators coming your way? Two Flamers(Or Meltas) and a one-shot S8 AP2 Ordance template can ruin their day.

Conscript Platoons -- Like the Whiteshields of the EoT Cadian list. You want a real horde army? You got one!

Enginseers -- A man wanders the battlefield with a Power Axe, Servo-Arm, and some Servitors at his back. Great for keeping your tanks going, and he can be a bitch in shooting or close combat if you like.

Doctrines -- The Imperial Guard has just become one of the most customizable forces in the game. At the cost of a few rare troop options you can add five new and different abilities/equipment to make your army even more personal. You want Drop Troops? You got it. You want to try the Savlar Chem Dogs' Chem-inhalers, Cadians' Sharpshooting ability, or the Tanith-style Cameleoline? You can do that. Fight a lot of Ork, Eldar, or Tyranid players? How'd you like to always hit 'em on a 3+ in combat? You can even use Doctrine slots to buy back those restricted units you sacrificed to use Doctrines.
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Post by 2000AD »

SAMAS wrote:Two Flamers(Or Meltas) and a one-shot S8 AP2 Ordance template can ruin their day.
:lol: :lol: :lol: Flamers ruining a terminators day :lol: :lol: :lol:
That's a good one.
The demo charge on the other hand might.

On the note of melta-guns:

If the LR is further away than 18 inches then it's out of range
If it's 9-18 then the melta gun will need a 6 just to get a glancing hit
The only real chance of the melta gun penetrating is if the LR is within 9 inches (2D6+8 needing 14 or more) and by that time chances are the LR has killed at least a few of the squad
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SAMAS
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Post by SAMAS »

2000AD wrote:
SAMAS wrote:Two Flamers(Or Meltas) and a one-shot S8 AP2 Ordance template can ruin their day.
:lol: :lol: :lol: Flamers ruining a terminators day :lol: :lol: :lol:
That's a good one.
Well, you can hit with one Melta shot on average and vape a Terminator, or you can hit 4-5 or more(depending on distance, but it's gotta be within 6" for the Demo charge to work) and try to overwhelm his luck with more Armor Saves. If you're lucky(and/or good) enough, you can take out one or two before the charge finishes them off.
The demo charge on the other hand might.
Yes, high explosives tend to do that. :mrgreen:
On the note of melta-guns:

If the LR is further away than 18 inches then it's out of range
If it's 9-18 then the melta gun will need a 6 just to get a glancing hit
The only real chance of the melta gun penetrating is if the LR is within 9 inches (2D6+8 needing 14 or more) and by that time chances are the LR has killed at least a few of the squad
Well, the idea was to also have the Meltabombs as backup, so they would ideally be in assault range as it is(either through hiding until it got close enough, screening with more expendable troops(Helloooo, Conscript Nurse!), or taking the Mechanized Doctrine and rolling up in a Chimera).
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Post by SAMAS »

And for those who don't know, *coughHotfootcough* Here's a better discription of Doctrines:

First, you give up the following units:

Priests
Enginseers
Sanctioned Psykers
Storm Troopers
Ratling Snipers
Ogyrns
Special Weapon Squads
Conscripts
Rough Riders
Heavy Weapon Platoons

In return, you get five Doctrine Slots. You can use these to get special abilities or equipment for your army, or to buy back some of the above units. Some Examples of Doctrines are:

Mechanized -- Essentially the Steel Legion list. Everybody has a Chimera.

Drop Troops -- Infantry units and Sentinels can Deep Strike.

Grenadiers -- Can take up to three Storm Trooper Squads as Troop Choices. These may not Infiltrate or Deep Strike.

Close Order Drill -- Infantry units in base-to-base contact get +1 Leadership(Their own, not that of a nearby officer) and +1 Initiative in close combat.

Xeno-Fighters -- You can choose this for Orks, Eldar(Craftworld and Dark), or Tyranids(Apparently, Tau and Necrons are too new). Your units can now hit any unit of that race on a 3+ in close combat. Note: You can only apply this to one race chosen when you get the Doctrine. You cannot be XF: Orks one game, and XF: Eldar the next.

Carapace Armor -- Everyone gets a 4+ Save normally.

Cyber-Enhancement -- All Infantry have a 6+ Invulnerable save.


Doctrines are a cool way not only to customize or power-up your force, but also to establish or reflect any fluff you may care to make about it. For instance, you can show that your world is from a Mechanicus-run Forge World by giving them Mechanized, Cyber-Enhancements, Enginseers, and anything else you may come up with.

Most of the notable Guard Armies use Doctrines. Some of them even break the usual five-doctrine limit.

Cadian Shock Troopers:
Grenadiers
Sanctioned Psykers
Special Weapon Squads
Storm Trooper Squads
Iron Discipline
Sharpshooters
Conscript Platoons

Kanak Skull Takers:
Warrior Weapons
Ogryns
Hardened Fighters
Rough Riders
Die-Hards

Tanith First & Only(Gaunt's Ghosts)
Light Infantry
Priests
Sharpshooters
Veterans
Hardened Fighters
Independent Comissars
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