1000pt army NEED HELP =(( - Page 2 - Wargaming Forum and Wargamer Forums
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post #11 of 15 (permalink) Old 02-22-13, 04:19 AM Thread Starter
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alright, thanks for the info man! you the best!
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post #12 of 15 (permalink) Old 02-22-13, 12:31 PM
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well about the conscripts and " Send in the next wave", they're a "must have" in my army, and every game they pay themselves, but is also true that i have 100 more troops...so i suppose is just a matter of tactics, but when you think about it, 30 o 50 lasguns in rapid fire... well, those 6's will come one way or another...

About the list, i think i would not use the special weapons, instead, buy an energy weapon, an axe, for your srgts. Why an axe? Ap2... If your opponen uses a lot of monstrous creatures or hard units, well, it will probably hit you on close combat, and then you will be glad of having these on the second or third line in the combat.

Or, if you need the flamers, drop a few Grenade launchers and get another HQ command platoon instead the spec. weapons platoon, you get a heavy flamer, more orders like "bring it down" (twin linked heavy weapons?), etc...

About the troops, i advise to have them on blobs of at least 20 troops. never in groups of 10, it gives you some resistance when the big ones assault your lines, you can support more casualties before checking morale. I use as many blobs as command platoons I have, so, with your list, i would use 2 blobs (20 and 50) and that leaves a command platoon for the heavy weapons. Using just 2 "units" has good tings and bad things, you are limited on the objectives you can secure, the targets you can select, but in my infantry army, well, they do the job of holding the line while the other "smaller" units secure the other objectives. (remember almost everything in an IG infantry army is a troop's choice and can secure an objective)

Last edited by Inquisitor196; 02-22-13 at 12:34 PM.
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post #13 of 15 (permalink) Old 02-22-13, 06:00 PM
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First up rule clarification - Heavy weapon teams can only shoot one weapon per turn, with the heavy weapon or the lasgun

Next put Marbo in, every ranged weapon he has is ap2, he turns up where you want and is a fire power magnet. I would also recommend swapping the russ turret for an exterminator turret, heavy 4 twin-linked autocannon is good against most things and means you fire everything else on full BS
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post #14 of 15 (permalink) Old 02-23-13, 05:36 AM Thread Starter
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yea ive been considering making my guys blobs, the guys i play against never even bother bringing shooters, just charge me asap.

and where would marbo go? is he attached to a particular squad or is he an independent character?
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post #15 of 15 (permalink) Old 02-23-13, 11:09 AM
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Marbo works independently to everything else, he cannot join any other unit and cannot be joined by independent characters
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