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Offline Gankom

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Joined The Guard
« on: November 17, 2015, 03:20:08 AM »
So my brother has convinced me to start a 40k force so I can join him in some double's tournaments. He's long had a force of space marines and tau but never really played. Now that we live a bit closer we looked at the local clubs and found that two of them regularly run doubles tournaments. With him focusing on space marines, and me being primarily interested in the fluff and background, I decided I'm going to run Imperial Guard.

Now I only played warhammer 40k once before, and all I used was two basic squads of space marines in a 4V4 player battle so it wasn't exactly the best learning experience. Ton's of fun! But not really great for learning the rules. Because of the fluff I've started building, (and my budget) so far it's primarily an infantry army.

There's a campaign starting in about a month that we're joining. It's geared towards beginners and teaching the game. At the start your forces start off with just an HQ and 1 troop choice. I've bought some models on ebay and off friends, so I''ll post up the quick list I made. All the models were prebuilt and I have no bitz so far to convert or change many models. I'm positive it's a horrible list, especially because squads were picked based on what models are armed with. I was hoping the wonderful people here on the forum could rip it apart, tell me what I need to add/change/scrap, and suggest some tips for fighting with the Imperial Guard.

So far I have the following, roughly organised into these groups.

    1st command squad.
- 1 Leader.
- 1 Standard.
- 1 Vox
- 1 Plasma
- 1 Veteran

2nd Command Squad.
-   Leader
-   Vox
-   Flag
-   1 close combat
-   Flame

1st company
-   Sarge.
-   Rocket heavy weapon.
-   Medic (Counts as normal trooper but fun for fluff)
-   1 Flame.
-   1 Vox
-   4 Troops

2nd Company.
-   Sarge.
-   Rocket heavy weapon
-   Flame
-   6 Troops

3rd Company
-   Sarge
-   Vox
-   Flamer
-   7 Guns

12 Last Chancers

5 Storm Troopers

1 Heavy Bolter

3 spare troops.

I know the heavy weapon squad especially isn't big enough, I'm hoping to kitbash some more guns once I get spare bitz. Points wise it's not legal yet either I don't think, but because of the campaign that's not a huge priority. It depends a bit on the condition stuff arrives from Ebay. I don't have the codex yet, I'm planning to pick it up this coming weekend. I'm a total 40k newb here, but I have to admit it looks nice using one command squad as the HQ, the second as the platoon HQ, then having three company/squads (Don't know the proper terminology.). I'll post up my fluff as I gradually develop it here as well.

So where's a good place for me to start turning this into an effective army? How do the squads look? I'm aiming for a legal, semi effective 2000 point army. The fluff is pretty early in development so it's not really pushing the army one way or another.



Offline Xathrodox86

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Re: Joined The Guard
« Reply #1 on: November 17, 2015, 06:55:45 PM »
Your list looks good. You'll need more heavy armour, at least 3 Leman Russes in different configs. A Vendetta or a Valkyrie, depends on your choice of prefference towards anti infantry or anti armour. Chimeras, lots of Chimeras. Have a Chimera for each squad in your army. Artillery as well, Medua is the best gun the IG have (altough it's using Forge World rules). For a standard option go either for Manticore MRL and/or Wyvern Suppression Tank for glorious infantry slaughter. You can invest in some HWT, mainly Autocannons and Mortars. With orders from your officers they can be really nasty against almost everything. Your command squads should have advisors, mainly Officers of the Fleet, who can help your reserves or disrupt enemy's reserves.

In general - get more dudes. Have at least two full platoons of men, and then some more for additional Veteran and Specialist squads. Good luck from a fellow IG player mate. ;)
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Offline Gankom

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Re: Joined The Guard
« Reply #2 on: November 18, 2015, 02:53:15 AM »
Thanks! I'm planning to build up the platoons first then get a few leman Russ to support. Because the upcoming campaign is doubles my brother is starting with space marines and his army is a bit more tank heavy. I get to be the expendable meat shields for the almighty space marines.

What's a good load out for the platoon commands? I keep reading that flags arnt really worth it and to instead just take 4 special weapons, usually the same thing.

So far most of the squads have heavy weapon rockets embedded in them, although I'm not sure I like that. It's mostly because the models have been put on separate bases and without them I don't have nice round numbers for the squads.

Offline GamesPoet

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Re: Joined The Guard
« Reply #3 on: November 18, 2015, 02:59:37 AM »
Go get 'em Gankom! :::cheers:::
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Offline Gankom

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Re: Joined The Guard
« Reply #4 on: November 18, 2015, 03:46:19 AM »
Lol Thanks GP. With the whole Age of Sigmar thing everyones been talking about so many different games I've found I've started lots of new things. My brothers been bugging me for awhile to join the future with him, so here we go eh?

Plus who doesn't want to join the space Empire? I'm sure it'll be simple enough to model a Captain Karl Franz and give all the troops cod pieces. It'll be just like home. But with lazers and stuff.

Offline Xathrodox86

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Re: Joined The Guard
« Reply #5 on: November 18, 2015, 08:38:57 AM »
Thanks! I'm planning to build up the platoons first then get a few leman Russ to support. Because the upcoming campaign is doubles my brother is starting with space marines and his army is a bit more tank heavy. I get to be the expendable meat shields for the almighty space marines.

What's a good load out for the platoon commands? I keep reading that flags arnt really worth it and to instead just take 4 special weapons, usually the same thing.

So far most of the squads have heavy weapon rockets embedded in them, although I'm not sure I like that. It's mostly because the models have been put on separate bases and without them I don't have nice round numbers for the squads.

Drop the flags, get an Autocannon HWT and some flamers or GL's. Most of your guys are BS 3 so remember to stick with template weaons for them. Leave single shot weapons like Meltas and Lascannons for your Veterans who have BS4. Plasmaguns are cool, but only when you face against SM/CSM, Necrons and Tau. Remember to have a Vox caster in every, single infantry unit, as they will greatly help in issuing orders and you will issue a lot of orders, since Platoon Commands can do that as well.

Also you will need flyers, as 7th edition is THE flyer edition. At least two Valkyries/Vendettas (magnetize them). Maybe grab a trio of Sentinels for a nice flank Autocannon/ML strike.
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Offline Gankom

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Re: Joined The Guard
« Reply #6 on: November 18, 2015, 09:06:23 PM »
Excellent info, thanks!

I really like the Order system so it's definatly going to get a lot of use. I especially like the idea of heavy weapons moving and shooting. My fantasy armies tend to be either defensive or mobile. Always with lots of infantry. I think I'm going to go for a bit more of a jack of all trades here. Plenty of infantry platoons, some tanks for support, a sentinel squad for scout/flank (And I like the fluff reasons for it) and a few heavy weapon squads. I was told that the main local club around here flyers generally aren't used, at least in campaigns. Although I'll see how true that turns out to be.

The campaign that's coming up is looking like some interesting teams. So far its;

Space Marine/Guard team (Myself and my brother)
Eldar/Dark Eldar team
Tau/Eldar Team
Necron/Necron Team
Chaos Marine/Traitor Guard Team
Space Marine/Space Marine Team
Tyranid/Tau Team

Offline Xathrodox86

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Re: Joined The Guard
« Reply #7 on: November 19, 2015, 07:41:36 AM »
The new Tau are intense. However you don't need to worry about Nids, they have the weakest codex right now.

Also remember that you can issue orders to tanks as well, but only if you have a tank commander (worth it). Oh and barrage weapons, like Mortars and artilery can't fire after movement.

Check out the Red WAAAGH! supplement, as it includes an incredibly useful formation called Steel Host. Theoretically it allows you to take 12 Leman Russ Battle Tanks. I use it often, but usually take only 5 - 6.
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Offline Gankom

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Re: Joined The Guard
« Reply #8 on: November 19, 2015, 11:17:57 PM »
I spent some time this afternoon working on some of the front line grunts. I'm thinking the uniform is going to be a basic green kind of camo. The picture doesn't show any of the shading done on the uniform, alas crappy phone camera seems to do that.

But at least the army is starting!


Offline Xathrodox86

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Re: Joined The Guard
« Reply #9 on: November 20, 2015, 02:13:22 PM »
It's a start and a good one. You make the Emperor proud brother. :)
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Offline Gankom

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Re: Joined The Guard
« Reply #10 on: November 23, 2015, 04:57:50 AM »
So I have a fluff related question now. I'm working through planning out my forces and I get the general company lay out. 5 squads in a platoon, 5 platoons in a company etc etc. My question is where do veterans fit into a regiment? Are they a separate attached unit? Would they be organised into their own platoons? How would they be organised?

Picked up an ebay order from the post office. Got roughly 30 more Cadians to get working on. The models need some repair work, and their armed rather weirdly but I'm sure I'll make do. 5 of them are all put together as Vox caster AND the special weapons, which looks kinda weird. Probably going to change that.

Offline Xathrodox86

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Re: Joined The Guard
« Reply #11 on: November 23, 2015, 01:51:19 PM »
Veterans come in squads of 10, who generally work independently from normal platoons. They are often considered loose cannons, men who work best on their own. That's why you can't normally buy them Commissars, altough they can be added manually. Paint them differently, give them cusom weapons, maybe some trinkets, like an Ork skull or a fragment of Tyranids Carapace. Alternatively you can use Kasrkins as Vets and Tempestus Scions as Stormtroopers. ;)
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Offline Gankom

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Re: Joined The Guard
« Reply #12 on: November 27, 2015, 12:56:14 AM »
So here's the first little bit of fluff for the system my guards are from:

The Void Storm Anomaly. Ringed by dead systems blasted by war and natural disasters. Only two systems are still occupied, their wardens fighting to contain the evil xeno that spill from the storm. The Warden’s supplies are stretched and their forces ragged and worn down. Still they hold.

One of the occupied zone’s is the Mahigan system. An ordinary system with four planets orbiting a yellow star, this little sun has seen war and blood shed for centuries.

The first planet is known as Ahsin, and it is a scorched world. It’s orbit brings it dangerously close to the suns fiery visage. As is remarkably common in the imperium of man worlds such as this boast significant mineral wealth. Ahsin is no exception. Mining camps dot the planets surface, it’s workers slaving under a burning sun to extract the mineral blood of the planet.

The second planet is Volundr. A Mechanicum Forgeworld, it’s almost to small to be considered a proper forgeworld. It’s factories none the less consume the vast majority of Ahsins exported minerals and spew out all the resources of life and war that the Mahigan system contains.

The third, and by far most important, world is Canadiana. Classified as a civilised world, and the only one for many light years. This is where the Governor-General rules over the system, and oversees the blockade of the Void Storm. The majority of it’s tithe is generally put right back into defending the system. This is where the Imperial Guard regiment known as the 1st Canadiana is raised and based from. Canadiana is also orbited by a small, heavily forested moon known as Taiga and contains the fortress of the DoomSeeker Space Marines. The current Governor-General and Warden of Mahigan is John Simcoe.

The fourth and final planet in the system is Autolycus. Little more then a blasted and war torn ruin, once it was a civilised jewel in the Imperium's crown. When the Void Storm underwent rapid expansion, hordes of foul Xeno brought war to the Mahigan system. It was on Autolycus that armies clashed and the wars were fought. The Imperium has pushed the majority of the xeno out, but their hold on this ruined world is still tenuous.

Despite it’s location on the frontier of Imperial space, and it’s relative small size, the Mahigan system is considered vital. This probably has far more to do with the general stubbornness of humans refusing to give anything up willingly, then actual strategic value. So while supplies are frequently stretched thin, reinforcements are regular. Frequently this takes the form of other Imperial guard forces being seconded or attached to the local defences.

Offline Gankom

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Re: Joined The Guard
« Reply #13 on: December 09, 2015, 08:42:35 PM »
I had my first game with the guard yesterday and it went pretty well! It wasn't really the full rules, but it was designed to give us newbies an idea of the rules. It was 2V2, Space Marine and my guard Vs Chaos Marine & Tau. The two marine players had 2500 points, and the Tau player and myself just used an HQ and some troops. It wasn't incredibly balanced but the two marine players spent most of the game letting the rest of us do most of the fun, rather then just focus on a game between themselves.

I had a company HQ, a platoon of 20 men with various upgrades and a 10 man veteran squad. I deployed on one side of the table, the tau on the opposite, and my forces still got shelled first turn by the Xeno scum. Despite some problems with my plasma weapons getting hot I managed to claim the objective on my side of the field, and remarkably held it against chaos close combat madness.

My side won the game, despite suffering 80%+ casualties, but I think I got a good handle on the rules from it. There will be a lot less pausing to look up rules next time. The campaign starts on Saturday and my starting forces are a Company command squad and the ten man veterans who did all the work in this practice game.

So experienced guard generals, what's the best load out for a company command squad in a campaign with many different armies? I can't switch load outs between games, only at certain points in the campaign, and I can't take advisors. All other upgrades are possible however. I'm thinking give the officer shotgun and Powerfist, 2 veteran with melta, veteran with plasma and a veteran with heavy flamer. All upgraded with Carapace.

Offline Xathrodox86

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Re: Joined The Guard
« Reply #14 on: December 12, 2015, 07:29:20 AM »
Only 80%? Then it was a decisive victory for the Guard. :D I'm impressed that you've managed to brave BOTH the Fire Caste's fire and CSM assault prowess. Your Guard makes the Emperor proud. Also your fluff rocks, I forgot to write that earlier, for which I am sorry.

Is your group allowing FW rules and models? If so then your life will become a lot easier with Imperial Armour supplements.
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Offline Gankom

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Re: Joined The Guard
« Reply #15 on: December 27, 2015, 02:59:51 AM »
Sadly no forgeworld stuff in the campaign. Most people in the store seem pretty okay with it but the campaign is just core basic stuff.

My campaign force has changed a bit. Models have to be WYSIWYG, so I'm using stuff as it is. Seeing as stuff from ebay is rather random it's going to be interesting. Luckily thanks to Christmas and further ebay my forces are expanding greatly! Huzzah for the guard. Forces for the campaign start out very basic, and it's become a bit more of a fluffy campaign. My original plan was company HQ, and a platoon squad. However after talking with the other people in the campaign and my partner for it I'm changing it a bit.

My campaign force is the following:

1st Canadiana, 1st Company Command Squad
- Captain Hawkwood. Powerfist, carapace armor.
- Veteran with flag. Carapace armor.
- Veteran with plasma gun. Carapace armor.
- Veteran Vox Caster. Carapace armor.
- Veteran with close combat weapon and pistol. Carapace Armor.

1st Company Veterans
- Sergeant with powersword and plasma pistol.
- Vox caster.
- Heavy flamer.
- Sniper.
- Melta Gun.
- Rocket launcher heavy weapon.
- 3 troopers.

Once I get a few points in the campaign I'm thinking of taking grenades and giving the veteran's the Forward Sentries doctrine. The veteran load out doesn't seem the best but I like the way it looks and how I built them so I'm rolling with it. My partner in the campaign is playing Salamander space marines and plans to use a good number of tanks. The plan is for my troops to either baby sit objectives or be the meatshield, while his troops smash the enemies up.

Ah the life of a guardsman.

Offline Xathrodox86

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Re: Joined The Guard
« Reply #16 on: December 27, 2015, 02:02:58 PM »
Without carapace on those vets, they're deader than dead. Also I understand that WSYIWG is in play, but be sure to invest in some Meltaguns and Sergeants with Bolt Pistols/CCW. Plasma Pistol and PW on Serges are a huge waste of points, since with I3 and rather poor BS/WS they'll won't do much and with one measly wound a Plasma overheat can be nasty. Remember that if you'll walk with thesee guys your ML's will be able to only fire Krak Missiles and on BS1 no less. Heavy Weapons are good for camping HWT's.

Other than that, it's good and Emperor be with you.
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Offline Gankom

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Re: Joined The Guard
« Reply #17 on: December 27, 2015, 06:39:00 PM »
Yeah there's going to be a lot of melta guns, I'm a big fan of them. I can't get the veterans carapace armor till later in the campaign so sadly deader then dead is probably a good description of what's going to happen.

I'll see if I can't switch the plasma pistol to a bolt pistol. If their camping the objective or dying for the space marines it might not be to important.

Offline Xathrodox86

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Re: Joined The Guard
« Reply #18 on: December 27, 2015, 06:41:28 PM »
Yeah there's going to be a lot of melta guns, I'm a big fan of them. I can't get the veterans carapace armor till later in the campaign so sadly deader then dead is probably a good description of what's going to happen.

I'll see if I can't switch the plasma pistol to a bolt pistol. If their camping the objective or dying for the space marines it might not be to important.

If you can't take carapace, take camo cloaks and camp in ruins or behind some cover. If you're camping, maybe try to cram a few sniper rifles. They'r enot pinning anymore, but other than that are pretty decent. Good luck!
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Offline Gankom

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Re: Joined The Guard
« Reply #19 on: December 28, 2015, 02:31:35 AM »
Camo cloaks are the current plan before I can upgrade to carapace. It's probably going to be two or three games first. First game is next weekend. After each game all players get to upgrade their force by a specific thing, like adding a troop choice or something. Winners get bonus points to spend, and there's also bonus points for completing goals and objectives.

So hopefully if the Emperors smiling on us I'll get a ton of bonus points and upgrade everyone right up AND add some additional forces.

Offline TexasYankee

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Re: Joined The Guard
« Reply #20 on: December 29, 2015, 05:19:38 PM »
The third, and by far most important, world is Canadiana.

I have several friends and family from the Great White North, so I smiled when I read this. How soon before you have the Albertanian 1st, led by their company commander Bret Von Hart?

I currently play Daemons (leftover from Fantasy, so all still on square bases) and Orks, but already have a Cadian Defence Force box put together, and look forward to putting them on the table. Best of luck to you, brother, and roll them dice!
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Offline GamesPoet

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Re: Joined The Guard
« Reply #21 on: December 29, 2015, 07:04:36 PM »
Gankhom ... hope your effort goes well with your Guard! :::cheers:::
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Offline Gankom

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Re: Joined The Guard
« Reply #22 on: December 29, 2015, 07:22:51 PM »
Thanks guys! I'm currently working on the idea that each company in the regiment is from what is essentially a different province. I've lived in just about every province or territory up here and like the idea of an all Canadian regiment.

The 1st platoon lieutenant is named after the first Canadian Prime Minister and the idea is every time he dies in battle (Which will be a lot. This is guard afterall), he's replaced by the next one.

Offline Gankom

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Re: Joined The Guard
« Reply #23 on: January 09, 2016, 08:36:35 PM »
Well the 1st game of the campaign was a victory for the 1st Canadiana! and in true style the guard did all the work only for the space marines to swoop in and steal all the glory. We rolled poorly on our reserve rolls so my partner and his space marines didn't show up till turn 3, leaving my Guard to fight off Tau and Tyranid on their own. It was really weird fighting Tyranid and Tau together. the Tau force (Which my autocorrect keeps changing to tao farce for some reason) was 10 fire warriors and an ethereal. The Tyranid force was a Hive tyrant, which was freaking terrifying for 15 guard grunts to be facing, and a group of gaunts. I don't know the difference between the tyranid units, but these ones were more combat oriented.

No pictures unfortunately. One of the other players didn't seem to like the idea so we did without.

My 10 veterans and 5 HQ squad bunkered down in a building on the objective and fully expected to die. Luckily the emperor was with us occasionally. Without the space marines support I expected to get overrun, but the enemy was worried about getting flanked by arrive marines so actually held back longer then they should have. The veterans and fire warriors exchanged fire back and forth for 3 turns, resulting in the death of most of the veterans and the total death of the fire warriors. Finally they worked up the nerve to overrun my remaining troops and charged in with the hive tyrant, the gaunts and the ethereal for the lols.

The marines were coming, but all I had to hold them back was the veteran sergeant, the heavy flamer, the sniper, my HQ officer and HQ Vox caster. True to all the warnings I was given beforehand the veteran sergeant promptly fried himself shooting off the plasma pistol. The battle was bloody but the emperor protects (And the enemy couldn't roll above a 2) leaving just the sniper and the HQ officer alive at the start of turn 5. Thinking I'd at least go out with a bang I focused all my attacks on the hive tyrant but it survived with 1 wound.

Then the space marines swarmed in with the captain slaying the hive tyrant almost laughably easy and the tactical marines kicking the gaunts out like ten day old garbage.

Captain Hawkwood and the Veteran sniper were the only survivors of the first battle, but victory was ours and we'd secured our landing zone. This will give us a pretty good bonus in our next couple of games.

It was a real good learning experience. It was a crazy game, mostly because of some rather pitiful rolls on all sides. Our reserve rolls meant the space marines were no where to be seen. My sergeant killed himself with the plasma pistol, and the plasma gunner in the HQ did the same. The enemy played really cautiously and I'm sure that's the only reason things went well for us. If they'd piled in on me right away they would have slaughtered everyone and held the objective against the space marines. Tyranid close combat backed up by Tau fire support wasn't to bad this game, but again I think it's because of how cautious they played. I'm expecting that team to get a lot harder to beat. The load out of my veteran squad didn't really effect this game to much. The heavy flamer would have been good against the gaunts but it got killed shortly before the charge. The melta and the rocket were both pretty much useless with nothing big in range or bad rolls. The sniper actually ended up with the most kills which I wasn't really expecting but was rather nice.

So all in all it was a fun game and we're off to a good start.

Offline Gankom

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Re: Joined The Guard
« Reply #24 on: January 11, 2016, 12:47:42 AM »
Woot so I went on a bit of a painting binge today and actually got some work done on the latest recruits to the 1st Canadiana regiment. Thanks to Christmas I got the old Cadian battleforce and a set of paints and brushes. Stuff far better then I was using before. I started off today mostly just base coating things and testing the paints, but actually ended up getting some work done!

This is far from the finished project. A fair bit of it is still experimental. I was particularly curious how the armor on the guards would turn out. I’m not actually that fond of everyone having the same uniform, so I thought I’d try something different. The plan is for each platoon to have a different armor color. The 1st Platoon is red, the second platoon will be white. I’m thinking I’ll use roman numerals to mark the platoon number on the right shoulder. Sadly I’m not very neat even with the smallest brush so that could be a bit hit or miss.

C&C is always welcome, let it rip and let me know what you think.

Here’s a portion of what I was able to do today. I base coated several dozen but figured they didn’t need a picture yet.


Commisar Alfred Pyke is front and center. I’m planning on a lot more detail, but I think a commissar would look better with black clothing and black great coat.



Lieutenant Uhtred of the 1st Platoon and a rocket loader. Picture turned out pretty blurry compared to the rest. Stormcast photobombing in the background.


 Lieutenant Alexander Mackenzie of the 2nd platoon. I like the storm trooper look he has going, but I can’t decide if I want to add camo splotches on the cloth.


A trooper in the second platoon fleeing from some chaos marauders!