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Made in gb
Steadfast Grey Hunter





Ok, been tweaking and playing and thinking and wondering. I think I might be more or less there, but then I thought that before. This seems to have a good mix of all types of requirements. I am maybe wondering about dropping the plasma guns in the blob and putting in a Chimera for the Platoon Command, or maybe another Psyker.

Let me know what you think...

Tank Commander
Pask
Leman Russ Punisher
Multi Meltas
Leman Russ Executioner
Plasma Cannons

Vet Squad
Chimera
Lascannon
2 plasma
melta
Bolt Gun

Vet Squad
Chimera
Lascannon
2 plasma
melta
Bolt Gun

Vet Squad
Chimera
Lascannon
2 plasma
melta
Bolt Gun

Platoon Command Squad
Autocannon
Vox
Boltgun

Infantry Squad
Autocannon
Bolt Gun
Vox
Plasma Gun

Infantry Squad
Autocannon
Bolt Gun
Plasma Gun

Infantry Squad
Autocannon
Bolt Gun
Plasma Gun

Primaris Psyker
Primaris Psyker

Priest

Wyvern
Wyvern

Vendetta
Vendetta
   
Made in us
Frightening Flamer of Tzeentch






Those are some strange vet squads. I honestly can;t critique your list because there is no way for me to tell what you plan to do with it. Doesn;t seem to be a lot of synergy, just every squad has everything. Except it really doesnt.

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in ca
Regular Dakkanaut





Toronto

Looks solid and very Guard like. I wouldn't make any changes. Pask is deadly.
   
Made in us
Spawn of Chaos




Those Autocannons, need to blob up, shave the plasma and run a Primaris or two, praying for invisibility or use prescience.


Automatically Appended Next Post:
Saw your other two Primaris, make em ML 2 each.

This message was edited 1 time. Last update was at 2014/10/23 01:13:06


 
   
Made in us
Rough Rider with Boomstick





United States

1. I don't think the Paskisher and executioner are a good matchup. I would throw in another punisher instead.
2. I dont think having a lascannon is a good idea for the vet squads, as if the vehicle moves the passengers count as moving also. If it doesnt move then you are wasting the plasma and melta.
3. Nobody in the Vendettas?

Resin Printer (minaitures) is a 4K printer with one of the largest build volumes available for a resin printer (192mm x 120mm x 245mm) with an amazing .01mm resolution! This professional printer is one of the best resin printers on the market!

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Made in us
Frenzied Berserker Terminator






I love the executioner with pask. You can order split fire and preferred enemy lets you reroll gets hot



" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 
   
Made in hu
Dakka Veteran




 Dalymiddleboro wrote:
I love the executioner with pask. You can order split fire and preferred enemy lets you reroll gets hot


There is a debate if Preferred enemy let's you re-roll scatter as well.
   
Made in gb
Hurr! Ogryn Bone 'Ead!




United Kingdom

Zsolt wrote:
 Dalymiddleboro wrote:
I love the executioner with pask. You can order split fire and preferred enemy lets you reroll gets hot


There is a debate if Preferred enemy let's you re-roll scatter as well.


Tru dat.

Why isn't there any allies?

Guard excel with SM/Inq allies
Just sayin'
   
Made in us
Bounding Assault Marine



Providence, RI

OK I had a lot of thoughts and they're rather scattered. Take 'em one at a time.

I agree about the weird vet squads. It's like you want them advancing, firing plasma out the top hatch till they get close, and then firing melta once they do. OR sitting in the backfield firing lascannons, and whatever at anything that gets too close. You never want them to be useless. You can let half your units be useless half the time, if you have MOAR UNITS! If you took two of the squads and removed everything but the lascannon and the boltgun, gave them the sentry doctrine and stuck them in cover, you'd save 95 points each, for a total of 190. You could buy a fourth chimera'ed vet squad for that!

Lascannons "safely" in chimeras is a very bad idea. If the chimera gets exploded, about half your squad dies instantly, forcing a leadership check and a pinning check. Also, a pen forces them to roll leadership or snap fire the next turn. A lascannoning squad is much safer in cover with camo. Watch your opponent decide not to bother targeting them with his precious long range high strength shots. You may say "but wyverns!" True dat, but you're exchanging one type of vulnerability for another with a chimera, and paying an extra 55 points for it over the camo doctrine.

Hey, maybe you love chimeras and their firepower...

I see what you're doing with the plasma guns... a 30 man squad is big enough to leave 3 autocannons back while 24 guardsmen rush forward, stringing themselves out to get the plasma in range while keeping a wall of expendable fearless meat between the plasma and the incoming fire. I also see the primaris psykers...

I just had an idea, let's see where it goes. You like chimeras. You like simultaneously holding back and charging forward with plasma. You only "sort-of" care about low BS. Your unspoken weakness is your inability to split fire, or hell, split squads. You spent 937 points on troops who provide not nearly enough firepower. You like a mix of vets and a platoon. How about:

Platoon: 643 points
Platoon command squad, autocannon, vox
3 infantry squads, 3 autocannons, 1 vox, 3 chimeras
3 special weapon squads, (sigh) 2 plasma 1 melta each.
Stick the special weapons squads behind the chimeras. Then, on turn one, load them up and rush them forward. I highly recommend changing the weapon load out on those guys. Also, now you know what the chimeras are doing (rushing in), consider giving them heavy flamers on the front.

A final word on plasma: People think of it as good all-purpose weaponry, but I disagree. Against infantry, whether heavy or light, I'll take flamers. Sheer volume of hits makes up for lack of AP. Against vehicles, S7 has no fear factor and limited bite in small numbers. On a guardsman, it kills the guardsman (for a loss of ~20 points counting the weapon) once every 9 shots. On your squads, whether special weapon or veteran, I'd take 2 melta, 1 flamer for each special weapon squad. Costs 15 points less, and will make your opponent back up to avoid the melta. Making your opponent back up is tactically very significant in a game based, usually, on seizing objectives.

10,000+ points
3000+ points 
   
Made in gb
Steadfast Grey Hunter





Thanks for this...

I'd more or less decided against the plasma guns in the infantry blob. Plasma is much better with marines, 3+ saves make much more sense, although with twin linked from the psyker they will die less often.

The idea with the vet squads was to make them flexible but I take your points on both chimeras and the forward sentries.

I do like the fire power of the chimera without flamers , it is true. But I do see your argument for the special weapon squads.

I'm playing in an escalation league at the minute so I'm trying things as I go, but am trying not to paint too many models (especially tanks) that I won't end up using...
   
Made in us
Bounding Assault Marine



Providence, RI

To tell the truth, I'm fairly new to guard. I want to second the comments on the pros of allying marines with guard. I do so myself. There's nothing quite like a priest letting a fully upgraded chapter master on a bike reroll his 2+/3++ armor saves, while techmarines give guardsmen ATSKNF and insane cover saves.

10,000+ points
3000+ points 
   
Made in gb
Steadfast Grey Hunter





Right, what about this then?

I don't want to go down the Allies route to be honest. I want a Guard army. I appreciate I may limit my competitiveness but that's fine by me.

Pask is Warlord. The infantry squads blob up with psyker and the priest, receiving orders from the PCS. The CCS hangs out in the backfield with the 2 sets of heavy weapons teams. The veterans are there for objective claiming and moving forwards in cover. The Scions are a deepstrike, tank melting option. And the Vendettas flying around causing mischief.

It feels like: a lot of bodies, a lot of guns, a lot of armour. Potentially not enough manoeuvrability. Hmm...

Tank Commander
Pask
Leman Russ Punisher
Multi Meltas
Leman Russ Executioner
Plasma Cannons

Vet Squad
2 melta
Heavy Flamer
Bolt Gun
Forward Sentries

Vet Squad
2 melta
Heavy Flamer
Bolt Gun
Forward Sentries

Vet Squad
2 melta
Heavy Flamer
Bolt Gun
Forward Sentries

Platoon Command Squad
Vox
Boltgun

Infantry Squad
Autocannon
Bolt Gun
Vox

Infantry Squad
Autocannon
Bolt Gun

Infantry Squad
Autocannon
Bolt Gun

Primaris Psyker

Priest

Wyvern
Wyvern

Company Command Squad
Lascannon
Officer of the Fleet

Heavy Weaons Squad
Lascannons

Heavy Weapons Squad
Autocannons

Vendetta
Vendetta

Scions
2 Melta
   
Made in hu
Dakka Veteran




Jamumools wrote:
Thanks for this...

I'd more or less decided against the plasma guns in the infantry blob. Plasma is much better with marines, 3+ saves make much more sense, although with twin linked from the psyker they will die less often.

The idea with the vet squads was to make them flexible but I take your points on both chimeras and the forward sentries.

I do like the fire power of the chimera without flamers , it is true. But I do see your argument for the special weapon squads.

I'm playing in an escalation league at the minute so I'm trying things as I go, but am trying not to paint too many models (especially tanks) that I won't end up using...


Plasma on guardsman can be effective too, e.g. for SM hunting. Add them to veterans you can give them grenadier doctrine, for a 4+ save, but they still drop like flies. But at least from heavy bolter shots, not just regular bolters (or pretty much everything).
   
Made in us
Bounding Assault Marine



Providence, RI

Do the vets ride the vendettas? Do they have unlisted Chimeras?

In terms of maneuverability, can't vendettas "land" on turn 5 or 6 to claim objectives?

10,000+ points
3000+ points 
   
 
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