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Made in us
Longtime Dakkanaut






A possibility for the upcoming GT Season:

Commander in a Russ with Las/HB, AT rounds

2Xruss with heavy bolters all around

2Xdemolishers with las/plas and searchlights

Bassie with indirect

Allies:

Cannoness with chainsaw, jumppack, book

2X10 sisters with melta/heavy flamer, Vet sister with powerweapon in rhinos

5 seraphim with flamers, vet sister with powerweapon.

If I did it I'd continue with my 'everything Ultra' theme, and reuse my Ultramar PDF tanks and paint the sisters as "sisters of Ultramar".


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in ca
Infiltrating Broodlord





Canada

Smurfettes?

(ducks and runs)

-S

2000 2000 1200
600 190 in progress

 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

You might want to take advantage of the Commander's BS 4 for your AC and upgrade to a Vanquisher. The extended range will help too. HM Las with HB Sponsons, some armor and smokes, and you're good on the Commander.

Your 2 Russ Troops look good. Lots of HB backup in the event the battlecannon pops.

I'd think HB Sponsons would be enough for your Demolisher. Just my opinion though, since MMV.

Otherwise, looks nice. No experience with SoBs, but I like it.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Dakka Veteran




NJ

I agree that the CO/ Vanq is a great option.

Slick Loader (?) Doctrine to allow 2 Canon shots by each tank once per game can truely ruin your opponents day. Unless ofcourse, this is only available in IA:1...
   
Made in se
Rough Rider with Boomstick





Swerike

AT rounds have the same effect as a Vanqusiher cannon (8+2D6 AP).

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in us
Longtime Dakkanaut






Not exactly. A vanquisher can move and shoot the AT round, but is slightly more expensive.

"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in us
Longtime Dakkanaut





Whorelando, FL

This looks like a fun list. Have playtested it yet?

Capt K

   
Made in us
Longtime Dakkanaut






No, not yet.

I'm thinking I should drop the seraphim, and add ace gunner to all the tanks.


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

mauleed lives!

Ace gunner is expensive but impressive. The direction dice re-roll boosts the tank's defacto ordnance BS considerably, and it is helpful with the other weaponry as well. My opponents really hated it.

The 20 points for At rounds is getting closer to the vanquisher points cost, but it really depends on whether you intend to sit and shoot or scoot and shoot.

Allies look excellent for anti-personnel duties or clearing objectives. You might playtest whether it would be better to drop one of the regular sisters squads instead of the seraphim but thats personal preference.

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

I agree with jfrazell. Seraphim have access to HIt-and-run, which can be quite usful for stopping units from shooting at you for a turn, and then bounce away to keep the seraphim alive. Testing is definitely in order. Ace gunner is a great ability, though I don't think you need it for all tanks.

Capt K

   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

a Russ with AT rounds is 15 points less than a Vanquisher before upgrades, which does the same thing, vet has a 24" range boost, can move and shoot the AT round, and comes with a PM Storm Bolter. Throw on a HM Lascannon, and make it a command tank, and you have a very expensive (although powerful) unit that can kill and kill (tanks, mostly), and can keep on killing even after losing its turret with it's Lascannon.

I'd recommend making your command tank an Exterminator w/ triple HBs and a H Stubber, and perhaps swap a Demolisher for a Vanquisher Tank Ace.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
 
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