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1750 Competitive Mech Guard for GT, critiques please?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





77th Ragnarok Company 1750
HQ
Company Command Squad
4 Melta Gun
Astropath
Chimera "Odin"
Multi Laser + Hull Heavy Flamer
Total 175

Elites
Inquisitor
Emperors Tarot
2 Mystics
Total 47

Psyker Battle Squad
2 more psykers
Chimera "Hel"
Multi Laser + Hull Heavy Flamer
135

Troops
10 Veterans
3 Meltagun
Demolitions
130

10 Veterans
3 Meltagun
Demolitions
130

10 Veterans
2 Plasma Gun
Las Cannon
Chimera "Hodur"
Multi Laser + Hull Heavy Flamer
190

10 Veterans
2 Plasma Gun
Las Cannon
Chimera "Loki"
Multi Laser + Hull Heavy Flamer
190

Fast Attack
Vendetta "Lenneth"
130

Vendetta "Hirst"
130

Valkyrie "Silmeria"
Missle Pods
130

Heavy Support
Leman Russ Executioner "Thor"
Plasma Cannon Sponsons
Hull Heavy Flamer
230

Manticore "Freya"
Hull Heavy Flamer
160

Total: 1747

Stats
antihorde: valkyrie with missle pods, 4 heavy flamers on chimeras, manticore, psyker battle squad,
hard infantry: 2xvets with 3 melta and demo charge, 1x vets with 2 plasma gun + 1 las cannon, executioner
landraider/battlewagon: 10 melta guns + manticore
long range transport kill: 2 vendetta, 2 las cannons on vets in chimeras, 4 multi lasers on chimeras
scoring units: 4 total, 2 in valkyrie, and 2 in chimeras.

Choice Explanations
CCS with 4 Meltas is great for anti tank and a great deterent for tanks to get close to my lines. bring it down for twin linking is great when you really want a tank dead. Astropath is good if I don't get first turn against some high firepower mech lists like the Maximum Overdrive space wolves or lance spam dark eldar so I come in from reserves faster to get the first shot.

DH Inquisitor is always included for anti deepstrike and the tarot for the +1 to go first 5/6 of the time. with all the daemons and pod lists lately its pretty good At 1750 couldn't afford the Sage and Psycannon nor a transport to shoot out of. I put them in one of the Valkyries for a larger anti deepstrike bubble or if its kill points hide them somewhere.

Psyker battle squad for the nob biker match up and killing fateweaver. 6 psykers is enough to give leadership 9 -6 = 3 which will fail most of the time. 8 psykers is better for the higher strength on the template but points are tight.

Vets with meltas and melta bombs are for killing high av vehicles. They can first turn assault vehicles that didn't move with melta bombs out of Valkyries after they scout move. heavy flamers + demo charge should be pretty good against hordes.

Vets in Chimera with plasma and las cannon also sit back near my objective and shoot at vehicles or use plasma for clean up of marines that fall out of transports

2 Vendettas for transport hunting and dropping off melta vets.

1 Valkyrie with missle pods for killing infantry and dropping off melta vets

Executioner kills Marines that fall out of busted transports.

Manticore D3 Str10 AP4 large blast nuff said good vs hordes and decent for land raider popping.

The big change from my last list was cutting 1 Plasma Gun each from each Veteran Squad to make the points for a Astropath for the +1 to reserves in case I get second turn against another really shooty army. This does hurt the plasma squads since if I get an overheat I only have 1 plasma gun left but Astropath is probably worth it in the cases where I don't get first turn. A friend suggested to make one of the Plasma Veteran Squads into a grenade launcher squad to make points for the Astropath instead but this sounds lackluster. What do you think?

   
Made in us
Veteran Wolf Guard Squad Leader





How does 1 inquisitor without weapons and 2 mystics provide and anti deepstrike bubble?

Also a 2nd Manticore over the Executioner saves you a lot of points as well as being much more dual purpose.

My 40k Theory Blog
 
   
Made in us
Longtime Dakkanaut





2 mystics allows you to designate a unit within 12 inches of the Inquisitor to do the firing at the deepstrikers.

I'll have to try 2 manticores but the executioner is really good to use with the mystics and is pretty good vs marines who are clumped from falling out of a destroyed transport. Esp since I cut down 2 plasma gunners to fit in the Astropath.
   
Made in us
Regular Dakkanaut







Looks real nice, the only things im not really sold on are the lascannons in the plasma squads and the manticore.

however this is most likely due to a prexisting condition involving how much i fail with lascannons and roll 1s for manticores...

 
   
Made in us
Regular Dakkanaut




Here's what I'd do to improve this list without disrupting how it functions too much:

Upgrade inquisitor to lord, give him a psychic hood. Congrats, you now have the most bs psychic defense in the game, mr ld10 unlimited range.

Swap out the lascannon/plasma veterans for an infantry platoon (gasp!). Consider what these guys are going to do - sit on your home objective and send some high strength shots downrange. They're 190 points a pop the way you have them equipped. We can cut that down a lot by changing them to this:

Platoon Command squad with 4 flamers, chimera with hull heavy flamer

2 x Infantry Squad with autocannon, chimera with hull heavy flamer

PCS can go in one of your birds, the inquisitor and his buddies can hop in their chimera. You lose some AP2 shots, but your "squatter" units are trimmed down significantly and you've got solid psychic defense. If this tournament is before mid-jan you won't necessarily NEED it, but it'll make fighting certain army builds a hell of a lot easier for you. What's that mr. Eldrad? You cast Fortune? No... no, I don't think so.
   
Made in us
Longtime Dakkanaut





Thanks for the comments

Ennkay
Las Cannons on Veteran squads came as a necessity to add more anti tank/ anti monsterous creature / anti obliterator that wasn't on a Vendetta which is a high profile target that gets shaken or destroyed more often then you want.

Manticore is on average very good versus hordes and not to shabby for killing large vehicles like Land Raiders. I'm considering a second to help out with the law of averages that if you have 2 of em you will roll better then a 1 more often for number of missles.

grankobot
Removing 2 Veteran Squads at 190 pts each
total 380 pts

Your suggesting adding
Inquisitor Lord + Hood + 3rd Mystic
Platoon Command squad with 4 flamers, chimera with hull heavy flamer
2 x Infantry Squad with autocannon, chimera with hull heavy flamer
total 386

That would put me over by 3 pts.

Instead
Remove 2 Veteran Squad
Remove Leman Russ Executioner
total 610

Add
Inquisitor Lord + Hood + 3rd Mystic
Marbo
Platoon Command squad with 4 flamers, chimera with hull heavy flamer
2 x Infantry Squad with autocannon, chimera with hull heavy flamer
Manticore
total 611

Not sure I like that very much as I lose more AP2 and oblit killing power. Marbo does have his Demo charge but it is once use.


I see the value in having a psychic hood. Eldar Fortune is annoying. Space Wolf Tempests Wrath restricting the movement of my Valkyries is annoying. Chaos Lash is annoying once a transport gets destroyed. Tyranid Zoanthropes with Warp lance in a spore pod along with whatever other powers they have is annoying

However is it really worth the 51 point premium in an already tight list at 1750? I might play an army that has no psykers. 1850 or 2k its much easier to fit in the hood.

I tried the Infantry Platoon in Chimeras in previous lists and I found it really lack luster. The Platoon command with 4 flamers in a chimera is pretty good if they get close enough to use those 4 flamers but their Chimera can get blown up or immoblized. The infantry platoons themselves in Chimeras although cheap objective holders are not as effective as the plasma las cannon vets since the bs3 str 7 auto cannon isn't as effective against transports as a bs4 las cannon and 2 bs4 plasma and the vets are also effective against marines and terminators.

Plasma although expensive and having the overheat danger I think might be a necessary evil especially with Tyranids coming out in Jan and all the monsterous creatures. Thunderwolf calvary and Terminators are really bad news for Imperial Guard as well. Plasma is pretty good at cleaning up marines as well which I tend to see alot of.

1750 actually is really annoying. 1850 it actually fits better

This message was edited 1 time. Last update was at 2009/12/28 21:26:41


 
   
Made in au
Lone Wolf Sentinel Pilot






Seems solid

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Longtime Dakkanaut



Somewhere in the confinds of central Jersey

For the cost of 2 plasma guns you get 3 meltaguns. 1 less shot but you dont kill your guys and they rape tanks just somethingto consider.

Looks good.
   
Made in us
Longtime Dakkanaut



Somewhere in the confinds of central Jersey

For the cost of 2 plasma guns you get 3 meltaguns. 1 less shot but you dont kill your guys and they rape tanks just somethingto consider.

Looks good.
   
Made in us
Longtime Dakkanaut



Somewhere in the confinds of central Jersey

For the cost of 2 plasma guns you get 3 meltaguns. 1 less shot but you dont kill your guys and they rape tanks just somethingto consider.

Looks good.
   
Made in us
Longtime Dakkanaut





You do have a good point Yermom however melta guns only have 12 range which does not have synergy with las cannon teams that sit on an objective. Already have a CCS and two vet squads with Meltas. The plasma can shoot 24 if needed and plasma can rapid fire. The killing your guys is a problem cause I tend to roll lots of 1s.

Well going with this list for the GT. So I'll do a bat report. Have to remember to take pictures after each turn though.
   
Made in us
Pyromaniac Hellhound Pilot






Hi kirika you wanted me to post my list but I can just tell you how to beat mech wolves with your list. Add heavy weapons to your vet squads(I like autocannons), and have them on the board instead of deploying inside of your vendettas or chimeras, this increases the number of targets you can shoot at and you do not have to worry about glances.

   
 
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