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Made in gb
Frightening Flamer of Tzeentch





UK

Hi there,

I've arranged a game at very short notice against GK.

This is the usual list i've been running against eldar, SM and Chaos Daemons opponents and so far it's done very well (W3, T1, L0). But as I have never faced a GK player and have no idea what to expect (no time to read their codex really) I would like some advice and tips on making it more suitable, if possible.

This is a 1000pt list.

HQ
Colonel Straken, x1 Lascannon, x1Vox: 140pts

Troops
50 man combined squad.
x1 autocannons, x 1 power weapon
x1 autocannons, x 1 power weapon
x1 autocannons, x 1 power weapon
x1 autocannons, x 1 power weapon
x1 autocannons, x 1 power weapon
w/ Attached Lord Commissar w/ power weapon
= 430pts

PCS:
x4 flamers: 55pts

Veterans
x3 meltaguns w/Chimera : 155pts

Veterans
x3 meltaguns w/ Chimera : 155pts


Heavy Support
Griffon: 75pts

Total: 1010pts

*Opponents usually let me off the 10pts. If not I drop some wargear e.g Lord Commissar's PW.


Many thanks.

This message was edited 2 times. Last update was at 2012/02/18 18:05:01


Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Drop the power weapons. Period. Guard squads SUCK in close combat, a power weapon is a waste of points 100% of the time. Use the points for more guns.

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in gb
Frightening Flamer of Tzeentch





UK

Um, believe me, they certainly don't "suck" against space marines.

Sorry but to say they "suck 100% of the time" shows you've never come up against a competitive guard player, so i'll respectfully choose ignore your 'advice'.

Ask practically any guard player.

Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in us
Regular Dakkanaut




If the GK player is any good a blob squad is a waste,

with the special grenades they have and the amount of GK shooting and attacks you wont get your points back from CC.

GK need to be kept at range and given sacrificial units if you play gunline guard to win, slow them down while winning the game.

This message was edited 1 time. Last update was at 2012/02/18 19:55:34


 
   
Made in us
Shepherd





shank911 wrote:If the GK player is any good a blob squad is a waste,

with the special grenades they have and the amount of GK shooting and attacks you wont get your points back from CC.

GK need to be kept at range and given sacrificial units if you play gunline guard to win, slow them down while winning the game.


Incredibly innaccurate.. At 1k pts he won't have that much shooting unless he's running henchman.

Big thing is outside of paladins the sm will die like normal marines. The key differences is any of the armored gk are armed with a force weapon. The halberd gives him +2 I and is the main one to watch . The typical gun they have in a squad outside of storm bolters is the psycanon str7 at 24in. So if he's running a gk army and not henchman attack his vehicles first then kill the squads. The dreadnaught won't hurt your blobs since he's only shooting 4 shots.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in us
Regular Dakkanaut




unless the dread gets in closecombat, the blob becomes useless and he can focus attacks on the LC kill him and blob is gone.


Rad grenades make it 3+ hti 2+ wound,

GK are a good codex, blobbing isnt the best thing against them until you see a list to see what he has.
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

Not if you have Melta bombs on all the sgts, as is adviced. They can pose a huge threat to dreads and make most think twice about getting into cc with a blob

 
   
Made in us
Regular Dakkanaut




yes that would do it but he doesnt have them on it.



This si a likely list

Crowe

3x Purifiers-Psybolt Ammo
Srgt
3xNormal
2xPsycannons

3x Razorback

Rifledread-2xAC Psybolt Ammo


1007 so 7 over but shouldnt matter.


this is a shooting list and purifiers are loved around my region.

I just find it easier to blow away GKs before they hit you.
   
Made in us
Shepherd





If hes wasted that many pts on his purifiers hes crazy. Psybolt is insanely over prived on a 5 man squad that also has 2 psycanons.

Again shoot the transports and then those small overpriced squads. Thats not that hard with chimeras and meltas. Plus his blob will slaughter those small squads of purifiers in cc.

If you really want a competitive low pt gk army you should be using strikes or henchman. That mess you presented is not optimized at all and will get demolished.

This message was edited 1 time. Last update was at 2012/02/19 04:37:16


The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

Draigo wrote:If hes wasted that many pts on his purifiers hes crazy. Psybolt is insanely over prived on a 5 man squad that also has 2 psycanons.

Again shoot the transports and then those small overpriced squads. Thats not that hard with chimeras and meltas. Plus his blob will slaughter those small squads of purifiers in cc.

If you really want a competitive low pt gk army you should be using strikes or henchman. That mess you presented is not optimized at all and will get demolished.


^ that.
Shoot the transports.

I don't think I'd get psybolts if facing IG. I'll keep points for more bodies.


Automatically Appended Next Post:
Oh, and I'd get in CC ASAP since I would pretty much eat whatever I have in front of me.

This message was edited 1 time. Last update was at 2012/02/19 20:38:37


   
Made in us
Storm Trooper with Maglight





Demo charge special weapons squads. they will make sure any paladins die. Also demo charges are just overall good fun. Adding marbo to the list wouldnt hurt either he has never let me down and always earned his points back with his demo charge. Straken next to the guard blob will make it a lot more powerfull in melee too so long as they can pass the leadership test to counterattack.

3200 points > 5400 points
2500 points 
   
Made in gb
Frightening Flamer of Tzeentch





UK

Ninja - yeah this is why I use Straken and the Lord Commissar right behind the blob. Gives them ld10, counter-attack, furious charge.

Basically it ended up being a 1500 point game.

I ran this list:

HQ
- CCS w/Straken, x1 lascannon, vox

Troops
- 1 PCS w/4 flamers:
- 50 man blob w/ x5 autocannons x5 power weapons w/ vox
w/ commissar
- 1 Vets x3melta w/ Chimera
- 1 Vets x3melta w/Chimera
- Heavy Weapons Squad x 3 Lascannons

Heavy Support
2 LRBT's
1 Griffon
1 Hydra


I' not entirely sure what his list entailed and can't remember the whole list.
He had two squads of psycannons - not sure if they were Purifers as i'm still clueless about Grey Knights codex.
5 grey knight terminators that he deep striked.
HQ was Cotaez.
Land Raider with an Assassin (not sure which type) inside (no idea why he did this).
Then the rest I assume were just power armoured (basic grey knights I assume) with storm bolters and an odd psycannon I think in each.

Something like that anyway.

It was a pretty awful list for facing a hybrid guard list to be honest - no long range anti-tank weapons. About all that could penetrate my LRBT were psycannons (if he rolled a 6, but then he'd have to roll a D3 and roll a 2 or 3 to penetrate I think) and the Land Raider's lascannons, so he was doomed from the start really.
Not really worth a battle report...but briefly.
I got first turn. Twin linked lascannon heavy weapons squad with orders. Aimed at Land Raider. Got quite lucky, all penetrated. It exploded first turn. Dead. Assassin inside took a wound.
The next turn or two I just shot everything into him as all he could do was advance towards my huge blob. Griffon was brilliant as usual. I love them. My second time using Hydra, which is also great, but still just about prefer the Griffon. LRBT's moving around and shooting.
By the the time turn 3 came around the terminators deep striked infront of my blob, most his army I had whittled down to virtually nothing. My Melta Vets had no tanks to hunt, so I just threw them at the termies. By the time he assaulted my blob he had 2 termies left.
They died in CC after taking about 10 guardsmen with them, my power weapons in the blob forcing them into invulnerable saves. Vets and artillery mopped up everything else.
All in all the only unit (and killpoint) I actually lost was my Platoon Command Squad.

Bit of a hollow victory really because I felt the opposing list was very poor. Still, even if he took more long range anti-tank and deep striked more of his units, I still think Grey Knights general lack of range is a major weakness against guard and one that I will fully exploit in the future.


Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in us
Shepherd





The long range the average nonhenchman list has is maybe a vindicare, psyfleman dreads(rifle dreads with psybolt upgrade), and maybe the las on landraider.

To counter this some gk use the gm grand strategy to outflank or use the stormraven which ads speed but lowers body count since it can only transport 6 in termie armor.

One thing your blob should watch are units using incinerators or the heavy variety since it will deny cover AND armor I belive since theyre ap 4. Most guard have a 5 up I think. Those can be added to many of the units in the book.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in gb
Frightening Flamer of Tzeentch





UK

shank911 wrote:unless the dread gets in closecombat, the blob becomes useless and he can focus attacks on the LC kill him and blob is gone.


Rad grenades make it 3+ hti 2+ wound,

GK are a good codex, blobbing isnt the best thing against them until you see a list to see what he has.


Yeah but Lord Commissar as an independent character doesn't have to be attached to the blob. Just placing him within 6" gives surrounding units aura of discipline. Then a normal commissar in the blob serves as back-up (albeit not as effective) if he gets killed, and gives it stubborn of course. I learnt in my last game that deep striking or scouting CC specialists can simply assault the blob and kill the LC, really messing it up and effectively taking it out the game. Don't do that anymore. I also keep the PCS with flamers on one flank to counter-that, and Straken's CSS on the other or just behind next to the LC.

One thing that probably would've messed the blob up big time would've been the psychic template weapons (no idea what they are called or anything) grey knights can bring (apparently). But then even if they sustained heavy casualties the LC is there and they will still virtually never break. And as long as it's drawing that kind of firepower that is fine with me, as it means all my other ordnance, LR's and Chimera Vets will be left to do the deliver the hammer blow instead...




Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

AnomanderRake wrote:Drop the power weapons. Period. Guard squads SUCK in close combat, a power weapon is a waste of points 100% of the time. Use the points for more guns.



Yes, IG sucks in close combat, but, with a blob squad of 50, with a commissar thrown in, that is now 18 power weapon attacks. I know they won't all hit or wound, but, each 5+save you make a GK player make is better than the normal 2+, any terminator for that matter. Stick with the power weapons. I would try and find a way to add more normal commissars instead of having a Lord Commissar stick himself with them. The Lord Commissar can be targeted by your opponent in close combat, standard commissars can not have attacks directed against them.

When I play GK, I try and fire as much large templates as I can against them. Last time I played them, took 3 LRBT, 2 demolishers, two exterminators and a punisher against them. The demolishers are their worst enemy, so, expect them to get offed quickly. Still took heavy losses, but, won in the end.

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2,000 points

265 point detachment

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Iron Hands: 1,850

where ever you go, there you are 
   
Made in au
Fresh-Faced New User




Guard vs GK my one suggestion is never, EVER, let Purifiers anywhere near your blob.

*shudder*

my two and three suggestions are Marbo and a 6+ psyker Weaken Resolve-Sniper/Barrage team up.
Suprise demo charge on a Paladin squad and LD2 pinning tests on anything are both hilarious and effective.

Seven years out of the hobby, I'm back baby.
Khorne Daemons and Pre-Heresy World Eaters (BA)

Formerly (3rd/early 4th ed.) Tyranids, World Eaters CSM, Daemonhunters. 
   
Made in us
Guard Heavy Weapon Crewman




Texas

I would watch for a small purifier squad hitting your blob with cleansing flame and a couple of incinerators. I could see them easily taking out their points in crispy guardsmen. Kudos on the win though. I agree that the assassin in a LR sounds a bit gimmickie. I think he should have used a callidus assassin to get in your midst. How did the PCS with 4 flamers work for you?

This message was edited 1 time. Last update was at 2012/02/20 08:24:39


"If guns kill people, then do pencils misspell words?"

Gun control laws only impact the law abidding...  
   
Made in us
Shepherd





Cf isn't all that. It has potentialy but I'd take an incinerator or load on halberds anyay over it. Stat wise you'd do more damage with your halberds and 2 psycanons then with cf.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in au
Fresh-Faced New User




Draigo wrote:Cf isn't all that. It has potentialy but I'd take an incinerator or load on halberds anyay over it. Stat wise you'd do more damage with your halberds and 2 psycanons then with cf.


True, but it's not one or the other, the blob would be copping both (or, I suppose, all three) storm bolters & psyC's, cleansing flame, cc attacks.
From a kitted out Purifier squad v a 50 guardsman blob that's what... like... thirty something...ish dead? From one squad in one turn?
That's off the top of my head and let's face it, the top of my head's an idiot. But still, that's a fight I'd rather avoid.

Seven years out of the hobby, I'm back baby.
Khorne Daemons and Pre-Heresy World Eaters (BA)

Formerly (3rd/early 4th ed.) Tyranids, World Eaters CSM, Daemonhunters. 
   
Made in us
Guard Heavy Weapon Crewman




Texas

If I understand the Purifier ability, everyone in the unit assaulted takes a strength 4 hit. That's over 50% wounds to a guard unit. And if it has ap5 then you're talking a lot of dead guard for just 5 purifiers. Add that to the incinerators and then the cc attacks, I think they would be able to wipe out at least half a blob before said blob even got a chance to reposte. That seems pretty effective to me. Against a deathstar like terms or their equivalent then less so, but again it's a matter of getting the right unit in the right position. Tyranid, eldar (pick your variety), Guard, Tau all have standard troop choices with T3, which I think cf would be rather effective. If I am wrong, please enlighten me. Not to distract from the original post, maybe in another forum.

This message was edited 1 time. Last update was at 2012/02/20 12:49:21


"If guns kill people, then do pencils misspell words?"

Gun control laws only impact the law abidding...  
   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

Barathoern wrote:If I understand the Purifier ability, everyone in the unit assaulted takes a strength 4 hit. That's over 50% wounds to a guard unit. And if it has ap5 then you're talking a lot of dead guard for just 5 purifiers. Add that to the incinerators and then the cc attacks, I think they would be able to wipe out at least half a blob before said blob even got a chance to reposte. That seems pretty effective to me. Against a deathstar like terms or their equivalent then less so, but again it's a matter of getting the right unit in the right position. Tyranid, eldar (pick your variety), Guard, Tau all have standard troop choices with T3, which I think cf would be rather effective. If I am wrong, please enlighten me. Not to distract from the original post, maybe in another forum.


No codex in front of me, but I think you got that right. It only affects models that will participate in the CC. That means maybe 12 to 20 guards if the purifier unit is small.

Just don't get in CC.

   
Made in gb
Frightening Flamer of Tzeentch





UK

martin74 wrote:
AnomanderRake wrote:Drop the power weapons. Period. Guard squads SUCK in close combat, a power weapon is a waste of points 100% of the time. Use the points for more guns.



Yes, IG sucks in close combat, but, with a blob squad of 50, with a commissar thrown in, that is now 18 power weapon attacks. I know they won't all hit or wound, but, each 5+save you make a GK player make is better than the normal 2+, any terminator for that matter. Stick with the power weapons. I would try and find a way to add more normal commissars instead of having a Lord Commissar stick himself with them. The Lord Commissar can be targeted by your opponent in close combat, standard commissars can not have attacks directed against them.

When I play GK, I try and fire as much large templates as I can against them. Last time I played them, took 3 LRBT, 2 demolishers, two exterminators and a punisher against them. The demolishers are their worst enemy, so, expect them to get offed quickly. Still took heavy losses, but, won in the end.


Yep. I know the LC can be targeted in CC and by assassins, but as I explained: I tried just having an ordinary commissar in my power blob instead of a LC because I thought he could potentially be picked off and thought maybe it was a waste of 75pts, however when I tried that the blob rolled a 10 on ld. So I performed summary execution, got my re-roll.....and rolled an 11. lol... Luckily my opponent was a good sport and let me off because in that game the blob was sat on an objective and it might've meant game over if I couldn't use 'get back in the fight' order next turn. Sure, it was a bit of a bad luck with the dice, but never again have I taken just an ordinary commissar.
So I switched back to using LC, but came up against the other problem: Striking Scorpions outflanked and assaulted my blob, and since I attached my LC to the blob he picked him off and I didnt have a 'back up' ordinary commissar in the blob. So they inevitably fell back and got wiped out.
Granted, both times I was running a smaller 30 man blob in smaller games - so it might just be more a case smaller blobs not working as well as the 50 man blob I will always be running now due to it's success.
The other problem of dropping the Lord Commissar is that the single HWS of lascannons I usually run next to the blob would lose aura of discipline: That would mean a.) it would lose ld10 and run away very easily and b.) would lose the ld10 for orders, as I always twin-link it first turn to take out tanks at long range. It's been very effective the past three games. 1 storm raven, 1 predator and 1 land raider dead in the first turns, so they've both - working in unison - more than earned there points back.
I can understand how putting more commissars in the blob would give it new advantages - that is, more power weapons and attacks and no chance of assassination, but right now all units in my army have a specific role - the LC performs the two roles I mentioned above very effectively, so I simply couldn't consider replacing him and I just want that extra+1 ld to make the blob all the more unbreakable. I feel its easily worth the 75pts even if he does eventually get picked off.

Congrats on your victory with 8 Leman Russ variants btw lol Don't think I have the guts (or money) to run that many in a list. I get the impression GK can be quite weak against mech?




Automatically Appended Next Post:
Seb wrote:
Barathoern wrote:If I understand the Purifier ability, everyone in the unit assaulted takes a strength 4 hit. That's over 50% wounds to a guard unit. And if it has ap5 then you're talking a lot of dead guard for just 5 purifiers. Add that to the incinerators and then the cc attacks, I think they would be able to wipe out at least half a blob before said blob even got a chance to reposte. That seems pretty effective to me. Against a deathstar like terms or their equivalent then less so, but again it's a matter of getting the right unit in the right position. Tyranid, eldar (pick your variety), Guard, Tau all have standard troop choices with T3, which I think cf would be rather effective. If I am wrong, please enlighten me. Not to distract from the original post, maybe in another forum.


No codex in front of me, but I think you got that right. It only affects models that will participate in the CC. That means maybe 12 to 20 guards if the purifier unit is small.

Just don't get in CC.


Yeah I can see templates being a huge problem against a blob like mine.

That said the unit needs to get into range first, which means deep striking or moving forward across the table. Either way it's going to have to survive ordnance pie plates, volleys of autocannon fire, lascannons, and possibly rapid firing lasguns with 'first rank fire!' (possibly 90 shots) before assaulting.
Also, if the enemy wants to obsess over my blob - which is about 400 points or so in a 1500 point game, so just over 25% of my forces, which isn't an awful lot in reality - then it's most probably performed it's key function as the anvil: Even if the blob is locked in cc (which it sometimes is by turn 4), my other units will usually have enough flexibility and punch to take out everything that wasn't preoccupied with the blob.

This message was edited 1 time. Last update was at 2012/02/20 15:29:47


Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

FifteenHours wrote:
Automatically Appended Next Post:
Seb wrote:
Barathoern wrote:If I understand the Purifier ability, everyone in the unit assaulted takes a strength 4 hit. That's over 50% wounds to a guard unit. And if it has ap5 then you're talking a lot of dead guard for just 5 purifiers. Add that to the incinerators and then the cc attacks, I think they would be able to wipe out at least half a blob before said blob even got a chance to reposte. That seems pretty effective to me. Against a deathstar like terms or their equivalent then less so, but again it's a matter of getting the right unit in the right position. Tyranid, eldar (pick your variety), Guard, Tau all have standard troop choices with T3, which I think cf would be rather effective. If I am wrong, please enlighten me. Not to distract from the original post, maybe in another forum.


No codex in front of me, but I think you got that right. It only affects models that will participate in the CC. That means maybe 12 to 20 guards if the purifier unit is small.

Just don't get in CC.


Yeah I can see templates being a huge problem against a blob like mine.

That said the unit needs to get into range first, which means deep striking or moving forward across the table. Either way it's going to have to survive ordnance pie plates, volleys of autocannon fire, lascannons, and possibly rapid firing lasguns with 'first rank fire!' (possibly 90 shots) before assaulting.
Also, if the enemy wants to obsess over my blob - which is about 400 points or so in a 1500 point game, so just over 25% of my forces, which isn't an awful lot in reality - then it's most probably performed it's key function as the anvil: Even if the blob is locked in cc (which it sometimes is by turn 4), my other units will usually have enough flexibility and punch to take out everything that wasn't preoccupied with the blob.


In 1000 pts game, I regularly drop a 10 purifiers/DCA unit from a stormchicken with a rad-nade inq. I thought it was a 1000 pts game, and you refer to 1500 ? In 1500 points, beware of the out-of-a-LRC/SR-pie-plate-destroying-holocaust-poofyou'regone paladins. Altough facing IG or other swarm armies, I'd definitly go purifiers.



Automatically Appended Next Post:
Also, a 10 men purifier squad + inq is more or less 300 points. They would make short work of your blob, while the SR is shooting up your tanks. The answer? Shoot the transports.

This message was edited 1 time. Last update was at 2012/02/20 17:22:29


   
Made in us
Shepherd





Barathoern wrote:If I understand the Purifier ability, everyone in the unit assaulted takes a strength 4 hit. That's over 50% wounds to a guard unit. And if it has ap5 then you're talking a lot of dead guard for just 5 purifiers. Add that to the incinerators and then the cc attacks, I think they would be able to wipe out at least half a blob before said blob even got a chance to reposte. That seems pretty effective to me. Against a deathstar like terms or their equivalent then less so, but again it's a matter of getting the right unit in the right position. Tyranid, eldar (pick your variety), Guard, Tau all have standard troop choices with T3, which I think cf would be rather effective. If I am wrong, please enlighten me. Not to distract from the original post, maybe in another forum.


No cf is done before blows are struck and any enemy model in the combat is affected. I roll a die for each of your guys that is affected. On a 4+ they are wounded but get armor saves.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in us
Boosting Black Templar Biker





Orlando

Cleansing Flames happens before blows are struck regardless of initative.

It hits on a 4+

It hits the UNIT or UNITS in combat, not the models that are in CC.

If you take a group of 5 purifiers and you multi charge lets say 2 groups of 30 ork boys, the Purifiers are rolling 30 dice for EACH of those units and on a 4+ an Ork is dead.

It would be the same thing with the IG blob squad.

If I was playing the IG list you have listed and I was playing a Crowe list at 1k it would be

Crowe 150

207 - x6 Purifiers(1 MC Daemon Hammer, 3 Halberds, 1 Psycannon, 1 Incinerator) - Rhino
181 - x5 Purifiers(1 MC Daemon Hammer, 2 Halberds, 1 Psycannon, 1 Incinerator) - Rhino
181 -x5 Purifiers(1 MC Daemon Hammer, 2 Halberds, 1 Psycannon, 1 Incinerator) - Rhino

135 Psyrifle Dread
135 Psyrifle Dread

989 Total

And what I would do is focus the dreads on taking out the Chimera's as quickly as possible.
The 3 rhinos need to kep in good cover but honestly I only need 1 of those units to get in CC with you, if I really wanted to just blow that unit off the table I would try to charge them with 1 or 2 units of Purifiers or Crowe and 1 units because I would be able to use Cleansing flame 2 times, and because it happens before initiative rolls but at the same time I would get 100 dice of +4 and you are instantly dead.

Do I think its an auto win NO not at all, I have to be able to pull something like that off, but the fact is, ya this is still a list I would use against a foot IG army. Not really a henchman fan, they are just bad IG with different looking armor.

Black Templars 3000
Grey Knights 3000
Menoth 190 points
Circle 60 points  
   
Made in gb
Frightening Flamer of Tzeentch





UK

Roguejm11 wrote:And what I would do is focus the dreads on taking out the Chimera's as quickly as possible...
The 3 rhinos need to kep in good cover but honestly I only need 1 of those units to get in CC with you...Do I think its an auto win NO not at all, I have to be able to pull something like that off, but the fact is, ya this is still a list I would use against a foot IG army.


As I keep saying, if an enemy decides to put that much effort into attacking my blob - something that makes up 25% of my army in the 1500 point list I ran - then that's fine and it's served it's purpose.
Also, you might not even be able to get my chimeras since I sometimes keep them in reserve. If I don't, you can bet the vets would be shooting the melta at your dreads from the firing ports (or chance it and move 12" and get out and shoot). There is a fair chance they'd destroy your dreads. If they didn't of course the dreads would destroy chimera and vets next turn. It's always a risk with melta vets.
Most likely I could pop most those 3 rhinos with hydras, lascannons and if needs be autocannons in the blob. I can issue an order to ignore cover saves to make that even more likely. Of cours eyou are absolutely right in that one got through my blob would be in trouble - but as I keep Straken's CSS (furious charge, invulnerable save, ignores armour) and my flamer PCS close to the blob I might choose to throw them at you to hold you off if I wanted my blob to live a bit longer (like if they were holding an objective).

Do I think it's an auto win? No not at all ;-) Would probably be a sweet game.

Shame we can't put it all to the test with you living in the US and me in the UK though...Unless you use vassal.

Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
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Orlando

The chimeras would need 3 turns to get within range to use melta guns to really an affect on the dreads as they would be at the back of mmhhm table edge, not walking toward you. And def in cover of a building, which me as you are relying on auto cannons, 4s to hit me and 5-6 to cause a result and a 4 up cover. But things can happen. And this same Chimeras need to get past 3 psycannons that also out range them.

All in all it would be an enteresting battle.

Black Templars 3000
Grey Knights 3000
Menoth 190 points
Circle 60 points  
   
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Frightening Flamer of Tzeentch





UK

Roguejm11 wrote:The chimeras would need 3 turns to get within range to use melta guns to really an affect on the dreads as they would be at the back of mmhhm table edge, not walking toward you. And def in cover of a building, which me as you are relying on auto cannons, 4s to hit me and 5-6 to cause a result and a 4 up cover. But things can happen. And this same Chimeras need to get past 3 psycannons that also out range them.

All in all it would be an enteresting battle.


haha well we could discuss this back and forth probably forever, but of course it's all rather pointless because it is all theoretical and at the end of the day much is down to dice rolls.
Nevertheless though, I can't resist replying...

If the Chimeras would take 3 turns to get within range of your dreads, your dreads would take 3 turns to get to my chimeras, and so even longer to get to my blob. I can afford to sit back and shoot - you couldn't. I wouldn't move forward gung-ho with chimeras if they had little chance of surviving.
It's also irrelevant if you were in cover in a building as I could just issue orders to ignore your cover saves with my autocannons and/or lascannons if I was running a HWS (which I probably would since it was successful last night and brings more balance to my list). Or 'Bring it Down!' to twin link everything. Either way it's fairly likely they wouldn't last long after 3 turns from that kind of saturation. 10 autocannon shots x3 = 30 shots from the blob in 3 turns. 3x3 lascannon shots if I was running a HWS = 9. Both ignoring cover. 4 would probably hit from lascannons - ignoring cover saves. 15 from autocannons. Or twin linked orders would probably improve it to 40 shots and 6 shots respectively but with cover saves still allowed. So doubt they would last 3 turns. More likely 2 turns.
My melta vets might not even need to go after the dreads if the lascannons and autocannons did there job in 2 or 3 turns against them...Probably 2 turns tbh.
Rhinos wouldn't get to the blob in 2 turns so then i'd just turn all those auto and lascannons on the rhinos and probably pop a couple, if not immobilise for a turn at worst. MeltaVets could probably go after them too if they didn't need to finish off the dreads. Straken, LC, PSC and remaining blob could probably collectively take out a squad of purifiers if they survived.

Anyway as I said, no point in speculating really over an imaginary game. lol Would probably go differently to what both of us envisage. It would be fun.

FH

This message was edited 1 time. Last update was at 2012/02/21 01:43:14


Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in us
Boosting Black Templar Biker





Orlando

I guess someone is confused...

The Psyrifle Dreadnoughts are equiped with 48'' range twin-linked autocannons that are str 8. 4 shots a round, re-rolling hitting on 3's. 4's glance 5's and 6's penetrate a Chimera.

They don't ever need to move toward your chimeras...

Black Templars 3000
Grey Knights 3000
Menoth 190 points
Circle 60 points  
   
Made in us
Longtime Dakkanaut





Orlando, Florida

Yeah, the dreads never have to move once they are in good firing positions. With no extra armor on the Chimera's the dreads only have to do minimal damage to stop your advance and literally have the whole game to shoot them dead (though it would take less then that).

All in all, a Purifier list really has no reason to bum rush your army. You have no high str long range fire, and your real threatening anti-tank guns can be supressed in your deployment zone. The blob has Autocannons, but can only target a unit at a time. Autocannons have to get lucky against a dread, and considering needing 5s to even glace and 4+ cover, it is rather unlikely.

The Griffon would do little more then lucky penetrate a rhino.

Not saying you wouldn't get your damage in on that match up, but you are most definately not winning that match up. Not against a smart player.

Swap the Griffon for a Manticore, find some Lascannon heavy weapon team fo your own long range suppression, and get Straken his own Chimera. If you have your own good suppression firepower, you can delay the Knights advance by popping their Rhinos, get some shots in as they walk up, and even though cleansing flame will hurt, the 2 or 3 purifiers that make it won't survive the combat.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
 
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