Poll: Warhammer 40k advice

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Sharkeyes

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Ok, so for those who saw my old thread, I decided to pass on the Tau in favor of the Imperial Guard. Just saying.

Anyways, I wanted to know what heavy weapons team would be the best to use to gun down hordes of space marines, specifically Blood Angels. I have my first game tomorrow against a guy who plays nothing but Blood Angels assault marines (he literally has almost 100 of the things!!!). I know I need to keep him at arm's length so he can't get me with close combat. I just need to know what guns to use to gun as many down as possible so my infantry will have a chance. I have 3 boxes of heavy weapons squads that I haven't built yet. What would you all suggest for them, because most other players here play Space Marine hordes, too. I have yet to see a single tank.
 

theonecookie

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Space marines eh, heavy weapon teams wont help you you'd need a tank for that

any way Let me do a little mathhammer and I'll get back to you

Odds are its lascannons Though

Edit: right mathhammer says both the missile launcher and the lasscannon have a 50% kill rate but the launchers are better on points

So launchers I guess, both the heavy bolter and the autocannon are useless because they still get there saves and the save rate is 66% so the extra shots don't make up for it
 

Batou667

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Rocket launcher is always a solid choice - frags for orks/tyranids/other horde armies, kraks for marines/vehicles. Nice and flexible.
 

killakan11

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you need as many artilary support batterys as you can fit in that army, Griffons are my fave, but madusas are fantastic as well
 

theonecookie

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Sharkeyes said:
Thanks mate.
Your welcome I always enjoy a bit of mathhammer , I do hope you've got something a bit heaver on your list something like an executioner some artillery or some plasma sentinals other wise your games going to be a short one
 

Chappy

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I am about to get a Gaurd Army as my Secondary after a pretty hefty go at Eldar.

If your primary foe is going to be Space Marines just use Heavy Weapon's for anti-vehicle use Leman Russ to fight Marine sqauds because they are the bane of the Marine at Str 8 AP-3 blasts and you know the best bit? You can take 3 Leman Russ tanks as one Heavy Support choice.

Though if you want my advice go Manticores you cannot go wrong with D3* Large Str 10 blasts a turn.

When I was in a GW near me I watched a game where Gaurd tabled a Marine army in 3 turns with no Leman Russ, Heavy Weapon teams he just took two Manticores, 3 Valkyrie and duked out his Veterans and Troops with Plasma guns and Flamers (Never underestimate the ability to auto-hit without D6!)
 

theonecookie

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The thing with the manticore hear is the marines still get there saves against it which is going to eat in to the kill count

saying that if your a lucky git it could work personally I'd go with the basalisk against marines the manticores still a good choice for face rolling nids and orks eldar too
 

SckizoBoy

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theonecookie said:
Space marines eh, heavy weapon teams wont help you you'd need a tank for that

any way Let me do a little mathhammer and I'll get back to you

Odds are its lascannons Though

Edit: right mathhammer says both the missile launcher and the lasscannon have a 50% kill rate but the launchers are better on points

So launchers I guess, both the heavy bolter and the autocannon are useless because they still get there saves and the save rate is 66% so the extra shots don't make up for it
Not necessarily, depending on which load out, more cheaper weapons with the extra shots makes the save advantage somewhat superfluous. 'Real mathhammer' =P

Purely against Space Marine targets:

LC H4+ W2+ 1 shot, each round of shooting yields 5/12 unsaved wounds at 35pts = 84pts/wd
HB H4+ W3+ 3 shots = 1/3 wounds at 25pts = 75pts/wd
ML H4+ W2+ 1 shot = 5/12 wounds at 30pts = 72pts/wd
AC H4+ W2+ 2 shots = 5/18 wounds at 25pts = 90pts/wd

Should all dice following precise probabilities, based on the above, the heavy bolter is second only to the missile launcher in points/killing efficiency. Personally, I'd take a combination of both for versatility.

Granted, if you want to take into account vehicle takedown, only really the LC will cut it.

Besides, against Blood Angels, who are assault heavy, I wouldn't bother with Heavy Weapons teams and just go tank happy since the BAs have comparatively few high strength weapons (wrt the other Marines) and definitely less propensity to use them.
 

theonecookie

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SckizoBoy said:
theonecookie said:
Space marines eh, heavy weapon teams wont help you you'd need a tank for that

any way Let me do a little mathhammer and I'll get back to you

Odds are its lascannons Though

Edit: right mathhammer says both the missile launcher and the lasscannon have a 50% kill rate but the launchers are better on points

So launchers I guess, both the heavy bolter and the autocannon are useless because they still get there saves and the save rate is 66% so the extra shots don't make up for it
Not necessarily, depending on which load out, more cheaper weapons with the extra shots makes the save advantage somewhat superfluous. 'Real mathhammer' =P

Purely against Space Marine targets:

LC H4+ W2+ 1 shot, each round of shooting yields 5/12 unsaved wounds at 35pts = 84pts/wd
HB H4+ W3+ 3 shots = 1/3 wounds at 25pts = 75pts/wd
ML H4+ W2+ 1 shot = 5/12 wounds at 30pts = 72pts/wd
AC H4+ W2+ 2 shots = 5/18 wounds at 25pts = 90pts/wd

Should all dice following precise probabilities, based on the above, the heavy bolter is second only to the missile launcher in points/killing efficiency. Personally, I'd take a combination of both for versatility.

Granted, if you want to take into account vehicle takedown, only really the LC will cut it.

Besides, against Blood Angels, who are assault heavy, I wouldn't bother with Heavy Weapons teams and just go tank happy since the BAs have comparatively few high strength weapons (wrt the other Marines) and definitely less propensity to use them.
Well I only did the base level calculations

But yeah I would agree that HW teams seem like dead weight for the point in the match and that tanks would be a better idea as you can back them up each turn but that probably not on option
 

SckizoBoy

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theonecookie said:
Well I only did the base level calculations

But yeah I would agree that HW teams seem like dead weight for the point in the match and that tanks would be a better idea as you can back them up each turn but that probably not on option
*meh* You just gave me an excuse to crack out my IG codex (and further clutter up my room), so I ain't bovvered! =P

Still, I think it is a case of points limit for the guy's battle. The BAs are an even more elite army than most so if it's fewer than a thousand, the tanks won't be necessary since they'll probably be fewer than thirty-five Marines on the board.

I'm just wondering if there's anything he can use for Pinning...
 

theonecookie

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SckizoBoy said:
theonecookie said:
Well I only did the base level calculations

But yeah I would agree that HW teams seem like dead weight for the point in the match and that tanks would be a better idea as you can back them up each turn but that probably not on option
*meh* You just gave me an excuse to crack out my IG codex (and further clutter up my room), so I ain't bovvered! =P

Still, I think it is a case of points limit for the guy's battle. The BAs are an even more elite army than most so if it's fewer than a thousand, the tanks won't be necessary since they'll probably be fewer than thirty-five Marines on the board.

I'm just wondering if there's anything he can use for Pinning...
Nah the guard don't do pinning in fact I think the only thing that can is a stormtrooper squad with the behind enemy lines rule But that's just not effective points wise

Unless rattlings can pin But i don't think that can and even then I wouldn't recommend them
 

Craorach

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It's been awhile since I played, but didn't they change the rules to make it extremely hard to have "just assault" with some kind of requirement to take a certain number of core squads for every more tactically specific one?

I don't really know the rules that well anymore, but I'd say bog them down in combat with random guardsmen then blow them up with tanks.
 

Nightmonger

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I would say my typical strategy of take more guardsmen !! For the simple fact that(at my club at least ) all space marines have epilepsy

Also a single guardsmen with the potential to put out 3 shots a turn with orders Is not to be underestimated especially for the cheap points cost as more guards means more shots and statistically more failed saves on their part chuck some leman Russ tanks in there and you'll be mowing down marines Like there is no tomorrow .
 

Sharkeyes

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Nov 19, 2011
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theonecookie said:
Sharkeyes said:
Thanks mate.
Your welcome I always enjoy a bit of mathhammer , I do hope you've got something a bit heaver on your list something like an executioner some artillery or some plasma sentinals other wise your games going to be a short one


Yeah, it was pretty short. Thanks for the missile launcher idea. Gunned down tons of them. It ended with a draw though. I did the "Move! Move! Move!" order and then shot at him with my guardsman horde in the next shooting turn but he kept massacring the stragglers. Two cycles of that and we decided to throw in the towel.

Just wanted to know one more thing. He had guys armed with regular bolters. Aren't Assault Marines only allowed a pistol and a sword? Just wondering.
 

theonecookie

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Sharkeyes said:
theonecookie said:
Sharkeyes said:
Thanks mate.
Your welcome I always enjoy a bit of mathhammer , I do hope you've got something a bit heaver on your list something like an executioner some artillery or some plasma sentinals other wise your games going to be a short one


Yeah, it was pretty short. Thanks for the missile launcher idea. Gunned down tons of them. It ended with a draw though. I did the "Move! Move! Move!" order and then shot at him with my guardsman horde in the next shooting turn but he kept massacring the stragglers. Two cycles of that and we decided to throw in the towel.

Just wanted to know one more thing. He had guys armed with regular bolters. Aren't Assault Marines only allowed a pistol and a sword? Just wondering.
From the looks of it death company marines can take bolters with jump packs so also long as they weren't standard assault marines its legit
 

deakin_j

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i have a soft spot for using autocannons, although Leman Russ Executioner can also be rather nasty.. something about 5 plasma cannon templates per turn means you ought to vape something..
 

KillKill

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Missile Launchers are you're best bet, also if you plan on facing Space Marines a lot you may want to look into getting a Banewolf or two
 

Dectomax

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As guard, I'd recommend taking Krak missile launchers and a vehicles with ST7 and above weaponry. To deal with marines.

Depends on the point level you're playing at though - we can't really give you solid advice without knowing the point limit to work at.

As an old space marine player - I can say anything that nulled my armour saves was a nightmare.


EDIT:
I dug through the Imperial Guard Codex and this is what I come up with - First time looking at IG, so take it with a hint of salt. This is for a 1000PT Army.

CCS - 80pts
3x Melta guns

PCS - 50pts
3x flamer

PIS - 120pts (blob 1)
Commissar, 2x Power weapons, Melta gun, Melta bomb

PIS - 75pts (blob 1)
Power weapon, Melta gun, Melta bomb

AC HWS - 75pts
3x ACs

LC HWS - 105pts
3x LCs

Vets - 155pts
3x Melta guns, Chimera with hull heavy flamer

Scout Sentinel - 45pts
AC, Smoke

LRBT - 150pts

LRBT - 150pts