schadenfreude wrote:I'm thinking camo cloaks might help creed's squad out more than a medic. T3 FNP is easy to negate with high str, and the squad seems unlikely to take small arms fire at the back of an army. It seems a lot more likely a FNP squad with creed will eat autocannon/assault cannon rounds than bolter fire.
The thing is, if you're using autocannon/assault cannon rounds against creed, you're not shooting at stuff that's killing you. In any case, you may be right and I should proxy it to try.
AdeptSister wrote:I would replace the Heavy Bolters with Autocannons. With the pie plates and mortars, you have anti-infantry covered. The Auto will help you with transports.
I agree camo cloaks would be better than the medic and would drop the lascannons on the Russes to give the devil dog a multimelta.
It may be a good idea to go with
AC's, but I find that 3 guns over 6 turns gives me up to 18 extra shots, and the regulars are often called upon to eliminate straggling power armour or shoot at light infantry. I'll try the camo cloaks, and I've proxied the multimelta on the devil dog. Definitely worth it, but as its glued on it doesn't make wysiwig 'till I show it some tough love with a hammer. I'd probably find the points elsewhere than the
LC's on the tanks, I like them there.
JB wrote:Has the Lord Commissar ever executed Creed? Fluffwise, that would be so wrong...
Before dispensing any advice, I'd like to know what opponents you usually face.
Creed has not been executed yet.
I seem to face Blood Angels alot, followed by Orks, (they are my two most regular opponents, plus lots of other players have them), regular marines (third most regular opponent, plus lots out there), dark eldar and tyranids (the new codex's are popular). There are other guard armies, but I've only fought them in team
apoc games so far. Basically, when I go to my
FLGS, I have to be ready to fight any army, as I live in a city of a million so there's lots of armies around.
zark wrote:With what you own it seems pretty good to me. My one big piece of advice would be to move the mortars to a hvy wpn sqd and put in lascannons or autocannons in the platoon instead. I would 2nd or 3rd the advice on the camo cloaks instead of a medic. Other than that it looks good as a gunline kind of force. How do you take mulitiple backfield objectives?
The mortars and heavy bolters are in the platoon squads because they complement the lasguns best. Having the
LC's and
AC's in
HWS's makes it easier to bolster their fire with
BiD and
FomT without needing to blob. Ok ok I'll try camo cloaks. With 94 scoring squishies in 8-12 units, taking multiple backfield objectives is not a problem.
Nenya97 wrote:First off, I am not sure how the CCS joining the Lord in his chimera during deployment works because this was an issue at the flgs before and we came to the conclusion that you had to buy it for the squad then attach the IC.... dunno, gonna ask the other forums but anyways...
I think your biggest problem will be AV12, especially Eldar, seconded by Guard. IG comes second on your most hated list because of the prevalence of side 10 on their AV12.
Your list looks pretty solid until I hit the Fast Attack slot... It would just be nice to see some kind of redundancy in these last two slots like the rest of your list. It really does not matter what you put in them, just do the same thing, especially in the Fast Attack. Heavy has to change it up but it looks like an old 3/4th ed Heavy Support make me a little disappointed when the rest of your list (save the FA) look pretty solid Cadian goodness.
Like I was sayin in the other thread, I wonder what putting Kell in the CCS would do for you. How often do your heavy weapon teams really take enough damage that they are only losing a single model to cause a morale test? I ask just for losing one model because if you lose 2, the HWS loses effectiveness and if you lose 3, well... yeah. Just curious.
It seems like using Kell just would be more fluffy for ya, and let you spread out your HWS quite a bit more.
I'm not sure about the
CCS joining the
LC and deploying in his chimera. The
brb p.48 says 'an independent character may begin the game already with a unit, by being deployed in coherency with them. It's a little vague, but now that I think about it it probably means only the
LC can start in the chim. Oh well, I've only started that way once, usually creed is deployed in cover and the
LC is either with him or alone in his chimera. The main reason I gave the
LC the chim is so that in dawn of war he's not hoofing it up the board on foot.
An AV12 spam list would be a challenge, but with 9
LC's, 4
ML's, 3
AC's, 3xPC's, Melta Cannon, Battle, Earthshaker, and Demolisher Cannons, plus 10
GL's, I'm going to do some damage to AV12.
I thought my fast attack did have redundancy - they are both anti-
teq small blasts on mobile AV12 platforms.
I'm not sure what you mean about the heavy support. 3 pie plates disappoints you?
I may try Kell in the future, but I'm not sure I'd like rolling morale on 7. Having one
HW stick around is better than none stick around, if only to force the enemy to use another unit if they want to eliminate the squad. I'm not to worried about the fluff - I've actually shaved off all the imperial insignia, and use Creed as a counts-as for my renegade Captain. I would lose the incentive to keep the
HWS's within 6" of the
LC, though.
h0r0 wrote:Why not combine the infantry squads and add the Lord commissar to one platoon and add another commissar to the other platoon. This way they're wont be retreating much than they were as separate squads and they can be better at bubble wrapping.
Replace those heavy bolters and the mortars with autocannons if you can. But then again I guess your stuck with it.
Though an ouflanking Demolisher is scary, IMHO I suggest not reserving your Demolisher as it would be more of waste of points sitting in reserves not shooting for 2-3 turns and not fully utilizing the points for plasma sponsons and the lascannon. Besides its a tough tank (dont put it near the melta stuff though) and more threats is better.
I'm not combining the infantry squads because I've found a blob to be an inferior bubblewrap to
MSU's. The blob is pulled away by assault (leaving me without bubblewrap where I want it), and once in assault blocks
LoS. I'd much rather lose 10 men and have the enemy sitting in front of my army than survive to lose the assault in my next turn, leaving his unit free to hit me in his next turn. If I need to tarpit for a turn, I use For the Glory of Cadia to give a squad or two fearless as they charge. Then they return to normal and die or run on his turn, leaving their unit(s) in front of my army.
I do have enough spare
AC's to throw about 6 more out there, I'm not to big on
AC's in general. I feel the one squad I have gives me an extra layer against light vehicles, and with all the other anti-vehicle firepower I have I feel fairly comfortable in that department. One of the biggest problems I have is straggler power armour, as I don't have any plasma guns. I just feel like more shots will lead to more wounds which will lead to more failed saves, thus the
HB's/Morts in my platoon squads for anti-infantry work.
Ya, having anything in reserves can be a big drawback for me, and having it firing from the start is ideal. I still think that it and the devil dog are the best candidates for scout, and like I said above, keeping it in reserve helps it to get at least one round of fire in. Usually I only hold stuff in reserve if I'm going second.
Ailaros wrote:Building a list around what models you have is always a challenge, especially when the models you have aren't built around a list you designed.
I've got to start with two questions, though. Firstly, how on earth do you win KP games? No stubborn means you're just going to be swept away, and the speedbump philosophy only hurts you. Secondly, how do you win seize ground missions? There doesn't seem to be any kind of hard thrusting power to this list, as far as getting onto objectives and staying on them are concerned. Basically, this looks like a 4th ed list that you're forced to try to make work in 5th ed. I'm kind of surprised it works at all. I'd like to see some battle reports so that I could actually tell what was going on.
As far as the list is concerned, I'd say you'd probably get the most mileage out of buying just a pair of power weapon commissars. The commissars will do a lot, and will only require the addition of 2 new models.
Other than that, it's a matter of buying a bunch of better guns.
It has been a challenge, what with a new codex, new ruleset, and new codex's for my opponents. I'm starting to get the hang of it, and I'm making less mistakes every game.
KP games are a challenge. I can blob if I wanted to, and in that case I'd likely keep the
LC near any blobs so that they don't go running away too quickly. But even then I still have minimum 17
KP's, maximum 21. I'm not sure how the speedbump philosophy hurts me - they eat one unit, I shoot one unit. Their unit will inevitably be worth more than 65 pts. The thing is, to win, their units have to kill more than one unit each, and the only way to kill more than one unit in a turn with a single unit is with multicharges or blasts. Cover and spacing can help with both. As long as we're trading unit for unit, each turn the advantage will slip to me because my dwindling army's firepower and multiple units have the potential to kill more targets each turn than his dwindling army. If the guy gets in turn 2 with multicharges, than, ya,
KP games are tough. If not, I can win them. I just lost a
KP game to
BA's today, but it could have went either way. I made some mistakes in targeting priority, and his deployments and maneuvers were excellent. I hate fighting
FNP power armour! The game ended on turn 5, 8KP to 4KP, but it was closer than that score says, and a couple more turns may have seen a win for me.
Seize ground games are a challenge as well. One thing that helps me against an army like, say, Blood Angels, is that their troops are fairly expensive and so they often only have 2-3 squads of scoring models. Then they are faced with the dilemma of committing them to the assault on my position, or keeping them back to score. If they keep them back to score, that's alot of points that aren't helping kill my army. A couple of turns of shooting from the bassy and
LRBT have the potential to clear an objective of troops, and the other vehicles can have the mobility and range to get powerful weapons on target as well. You can't score if you're dead. I also have movement options: I have two chims to score with, 5 other vehicles to contest with, and 70 regulars to RunRunRun with. I can blob them to soak up casualties on the advance, and bolster their morale with creed and the
LC. If i get to place the first objective, and there's an odd number of them, it's conceivable that I'll be in a winning position from the beginning. You're right though, seize ground is tough. The objectives games I've lost were because I didn't start moving early enough, or my squishies just didn't make it.
I think you're right about the commissars. I could easily add two, or even just one. It would give me more options, and more flexibility. If I went with just one, I'd probably make his platoon 4 squads and the other 2, so that I could blob 20-40 depending on the situation. Then again, I also thought of adding another platoon commander, to make 3 platoons of 20. I've seen what the power weapons do for your blobs; do you think a single power weapon in a platoon is worth it? You've always got three. The only times I proxied
PW's, I was frustrated rolling 5 to hit and 6 to wound on mephiston, or at least I didn't get to use them much on regular power armour, which is where they shine. I just find stuff that wants to assault to be more manueverable than my units, and so it's hard to dictate who they fight. Unless, that is, all that you present to them are a bunch of little squads.
The reason I'm taking a break from platoon commissars is for two reasons: one, the poor bubblewrapping a blob does (see above). Two, I had a commissar shoot a sgt. and then promptly run, leaving a 2 vehicles and 2 squads open to a massive multicharge by Warboss+Nobz, wrecking most of them and sealing a loss for me. Thats when I decided to experiment with
MSU's. I feel like if you're gonna play a blob, you gotta make it an Ailaros Power Blob, or a Sit-in-Cover-on-an-Objective Blob - tarpit and bubblewrap blobs aren't worth it to me.
I'm pretty much refusing to buy better guns, but I've got a few lying around and plan to make more. With the next 1000 pts I want to add a true Ailaros Power Blob, and melta and plasma on vets and stormies. I've got 1 plasmagun, 1 plasma pistol and 2 meltaguns right now, do you think it's worth trying to squeeze them in somewhere? I'm just saving them for expansion. I do often proxy plasma in a
PCS, and I did play with chimeltavets for awhile, 'till I switched to pure platoons. Neither one was really overwhelming for me, but I probably just didn't have enough to make a difference in one game, and didn't play that many games with them.
Thanks for all the comments guys, it's real helpful.