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![[Post New]](/s/i/i.gif) 2008/09/14 15:24:37
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Regular Dakkanaut
Odessa, TX
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So I actually ended up going to the 'Ard Boys yesterday despite originally planning not to and as fortune might have it both me and one of my buddys that I drove to the tournament with managed to qualify. I think the list below (which is what I took yesterday) is decent but I had to put it together at the last minute so there are a few things in it that I'm not real sold on. I'd like to post it here to get some constructive criticism. Since the next round is a ways off I should be able to make fairly significant changes if need be so feel free to suggest them. Thanks in advance for your help.
Imperial Guard
Doctrines: Mechanized, Close Order Drill, Special Weapons Teams, Iron Discipline
HQ:
Command Platoon ... 483 points
Junior Officer with Honorifica (counts as heroic senior officer)
4x Guardsmen w' Standard and Plasma Gun
Chimera w' Multilaser/heavy bolter
Special Weapons Team w' 3x Flamer
Chimera w' Multilaser/heavy bolter
Sentinel x3 - lascannon x3
Daemon Hunter Inquisitor Lord ...259 points
Inquisitor Lord w' psychic hood, emperor's tarot, boltgun, close combat weapon
2x Mystic
2x Sage
3x Warrior - veteran guardsman w' plasma gun x3
Chimera w' Multilaser/heavy bolter
Troops:
Infantry Platoon ... 531 points
Junior Officer
4x Guardsmen - plasma gun x2, lascannon
Chimera w' Multilaser/heavy bolter
Guardsmen x 10 - plasma gun, lascannon
Chimera w' Multilaser/heavy bolter
Guardsmen x 10 - plasma gun, lascannon
Chimera w' Multilaser/heavy bolter
Infantry Platoon ...526
Junior Officer
4x Guardsmen - Melta Gunx 4
Chimera w' Multilaser/heavy bolter
Guardsmen x 10 - plasma gun, lascannon
Chimera w' Multilaser/heavy bolter
Guardsmen x 10 - plasma gun, lascannon
Chimera w' Multilaser/heavy bolter
Battle Sister's Squad ...206
Veteran Sister Superior Book of St. Lucius
Battle Sisters x 14 - Flamers x 2, Bolters x 12
Heavy Support:
Leman Russ Demolisher x3 w' Sponson and Hull Heavy bolters ...165pts each
Total Tanks: 12 (9 chimeras, 3 demolishers)
Plasma Guns: 10
Lascannons: 8
Melta Guns: 4
Flamers: 5
Multi Lasers: 9
Heavy bolters: 15
My Thoughts on the List:
First off, I think it would be good to state what I played against and a little bit about the tournament environment. We had 16 people attending with a good mix of army lists though I was surprised that I didn't see any mech eldar:
Round 1, Khorne Berzerker list - I set up close to a couple of objectives, shot him to pieces, and towards the end of the game had squads run towards two more objectives. The Emperor's Tarot was a big help here as it gave me the first turn and also let me pick the deployment zone that was close to the most objectives, major victory w' 2 bonus VP.
Round 2, Necrons with lots of warrior and deep striking monoliths to teleport them around. It also had what could have been a fairly nasty combo of a necron lord with the nightmare shroud who could pretty much show up in the middle of my army via deep striking monolith and make most of my castled up guys take break tests. Close order drill plus battle standard came in handy here and the troops held. Emperor's Tarot was again MVP as I got to set up first and put some chimera's along the edge of the deployment zone and force his walking squads of warriors into a six inch deployment zone so they essentially played no part in the game other than to be target practice for my IG (which they needed). Each monolith was blown off the board the turn it landed. The special weapons team with three flamers really shined as on consecutive turns they got 33 and 30 hits on deep striking bunched up warriors. The sisters were nice here too. This mission ended up as a massacre with me getting 2 bonus VPs.
Round 3, drop IG, This game was actually quite the slug fest. In the end I actually was up over 600 victory points on him but he had a good shooting phase towards the end of the game that let him kill the chimera that my inquisitor was hiding in and of course he rolled a 6 to remove it from the table so my inquisitor got killed because he had nowhere to hide. These were the only Kill Points I gave up but were enough to give him a minor victory. I still managed to get enough points though to come in third place so it was all good (my opponent came in first).
Some thoughts of mine. First off, this list is a kill point denying machine. My round 2 opponent got zero kill points and my round 3 opponent only got the three for the inquisitor which was essentially a lucky break for him because if he had rolled a 5 I could have just deployed him behind the wreckage and next turn moved him into the empty chimera that was adjacent to his (my deployment zone looked like a Chimera parking lot). I think that IG was the most popular army of the day at my tournament location and I think there were 3 in the top 5 (the other two were Chaos and I think the Necron Player I played against in round 2). It is nearly impossible to finish off platoons in this list since beat up squads can just go hide in empty Chimeras thanks to the changed transport rules. In one game I also had my command squad killed down to just the officer who went and hid in the Inquisitor's Squad. If the kill point structure stays the same for round 2 of the 'ard boys then I think everyone needs to get ready to face guard lists because they are attrition machines. If the KP structure is changed then I don't know what I'm going to do as my Black Templar aren't ready for 2500 points and even if I do get them ready I don't know if the counts as nature of the list will keep my from being able to play it (I am using berzerkers and chaos warriors [all appropriately converted] as initiates and neophytes and chaos termintors as templar terminators).
Second, I am pretty torn on the inquisitor. The emperor's tarot was really nice but the psychic hood was useless (it could have been good because there was at least one lash chaos lists going around including my buddy that qualified). The retinue was also kind of a disappointment. They were ok against the necrons as he had deep striking monoliths and his veteran IG with rerolling plasma were killing 3+ warriors a turn depending on whether they could rapid fire. But then in the last game he pretty well cost me the win.
Also I am worried about my anti tank capabilities. Lascannons just aren't what they used to be and the Chimeras don't really work on anti-light vehicle duty anymore (other than open topped ones). The one squad of four melta guns was nice but I can't help but feel like I needed more anti-tank and that if I had played something like my buddy's mechanized chaos list I would have been in trouble. What does everyone else think?
Thanks in advance for your help!
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![[Post New]](/s/i/i.gif) 2008/09/14 19:13:09
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Fresh-Faced New User
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Forgive my ignorance, but I can't find an Inquisitor anywhere in the IG codex--where are the rules for taking one?
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![[Post New]](/s/i/i.gif) 2008/09/14 19:17:39
Subject: Re:Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Regular Dakkanaut
Odessa, TX
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There are two army lists that can be used as allies for Imperial Guard. Codex Witch Hunters and Codex Daemon Hunters. The inquisitor is out of Codex Daemon Hunters and the Sisters of Battle come from Codex Witch Hunters.
Also, I replied to your PM, hope it helps!
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This message was edited 1 time. Last update was at 2008/09/14 19:18:48
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![[Post New]](/s/i/i.gif) 2008/09/14 20:34:17
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Fresh-Faced New User
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Gotcha, cool!
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![[Post New]](/s/i/i.gif) 2008/09/22 02:57:44
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Been Around the Block
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Congratulations, and well done getting such a great result. Its almost a shame the Ard Boys KP rules aren't the standard.
I've heard debate regarding the Emperor's Tarot and whether its rules are still valid in 5E scenarios. If it is acceptable to most opponents I'll considering adding my own back into the mix.
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![[Post New]](/s/i/i.gif) 2008/09/22 18:27:30
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Dakka Veteran
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IMO I'd give the special weapons team 4 melta-gun and officer a P-Fist.....that'd add the only thing I see you lacking.......anti-Tank and I'd also prolly ditch some of the lascannons from the platoons for a gun that gets you more shots like....autocannon, since you're not going to hit as often it would increase your odds by increasing the number of shots produced! str7 ap4 is still really stout and the extra shots could really save your arse!
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Good trades: 8!!
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![[Post New]](/s/i/i.gif) 2008/09/22 21:18:41
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Hardened Veteran Guardsman
CNY
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Here's a mean thought for a mech Guard list:
JO, 4 flamers, Chimera.
Your survivability if the opponent's unit has enough staying power is is not the greatest, but it certainly has a chance to be a one hit wonder, especially on a squad of hordelings.
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This message was edited 1 time. Last update was at 2008/09/22 21:53:52
STAND FAST AND DIE LIKE GUARDSMEN |
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![[Post New]](/s/i/i.gif) 2008/09/23 02:30:07
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Infiltrating Oniwaban
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Great list- that would be annoying as all hell to get KPs from, as you say. I do play mech Eldar, and if the same KP rules are used you will probably have to worry about your Demolishers being the targets of choice- keep them hull down (in cover, whatever) and kill brightlance units with prejudice.
Although you may be tempted to remove some plasmas before the next round, you will find them very useful against Nob with Painboyz, Plague Marines, Necrons and 'Zilla nids, at least one of which you are guaranteed to face.
Good list, and good luck.
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Infinity: Way, way better than 40K and more affordable to boot!
"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze |
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![[Post New]](/s/i/i.gif) 2008/09/23 13:27:43
Subject: Help me with my 'Ard Boys Semi Finals List (Mech IG)
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Regular Dakkanaut
Odessa, TX
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Matt-ShadowLord wrote:Congratulations, and well done getting such a great result. Its almost a shame the Ard Boys KP rules aren't the standard.
I've heard debate regarding the Emperor's Tarot and whether its rules are still valid in 5E scenarios. If it is acceptable to most opponents I'll considering adding my own back into the mix.
Thanks for the comments everyone.
In regards to the Emperor's Tarot it specifically references the roll to see who goes first and when you look at both the generic 5th edition missions and the 'ard boys round one missions they all have a roll to decide who goes first (I think in the 'ard boys missions there is a section called "who goes first" or something of that nature). I am not at the house right now so I can't quote rules but I did do my homework before showing up to the tournament with it and I was fully prepared to argue the point if it came down to it.
A couple of changes that I am thinking about making.
1. Land Raider for the inquisitor and his retinue. It seems like a fourth AV 14 target in the list would have to be good. I did have to drop the sentinels to fit it in though but I think the fact that the land raider is twin linked BS 4 more than makes up for the one lost lascannon shot.
2. Dropping the sisters. I did like the sisters however, it seemed like what I was missing in the list was anti-tank and not anti infantry which seems to be what the sisters were best at. In my revised list with the land raider I dropped the sisters for another las/ plas infantry squad. This also let me keep the Chimera count at 9 even with the landraider.
My main concern is still other heavily mechanized lists. This weekend I played against my friends mechanized chaos list. He is a pretty good player and he was the guy that went with me and came in second. I was using the revised list with a landraider and no sisters. It was a good game and I imobilized the hell out of Rhinos but only actually destroyed one or two. He had one Rhino actually survive multiple demolisher shots. It was ridiculous. The game ended on turn five which seemed to be about par for the course for my 'ard boys games (due to time though on those). Victory was entirely dependent on which kill point rules we played (we rolled dawn of war and annihilation). If we played the kill point rules in the book he would have beat me 5 to 3 (or maybe 4) but if we played by the 'ard boys round one rules I would have won 3 (or 4) to 0.
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