Ok, and here's the second game online - 1750
CSM vs Arbites (Imperial Guard with Witch Hunter Allies)
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http://www.dakkadakka.com/dakkaforum/posts/list/215882.page
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My list was as follows
HQ
* 5 x Arbitor Command
HQ (
IG CHQ with Heavy Bolter, 2 Grenade Launchers)
* 6 x Arbitor Fire Support Squad (
IG FSS with 3 Heavy Bolters, Sharpshooters)
* 6 x Arbitor Anti-Tank Squad (
IG FSS with 3 Missile Launchers, Sharpshooters)
* 6 x Arbitor Snipers (
IG SWS with 3 Sniper Rifles, Sharpshooters)
* 1 x Arbitor Chaplain (
WH Priest)
ELITES
* 10 x Arbitor Recon Team (
IG Stormtroopers with Hellguns, 2 Meltaguns, Infiltrate)
* 6 x Cybermastiffs (
WH Arco-Flagellants)
TROOPS
* 10 x Arbitor Patrol Team in Repressor (
IG Grenadiers with Hellguns, 2 Plasmaguns in Chimera)
* 10 x Arbitor Patrol Team in Repressor (
IG Grenadiers with Hellguns, 2 Plasmaguns in Chimera)
* 10 x Arbitor Patrol Team (
IG Grenadiers with Hellguns, 2 Grenade Launchers)
* 10 x Arbitor Combat Team (
WH Battle Sisters with Boltguns, 2 Flamers)
* 10 x Arbitor Combat Team (
WH Battle Sisters with Boltguns)
HEAVY SUPPORT
* 1 x Arbites Siege Vehicle (
IG Leman Russ Demolisher with Hull-mounted Lascannon)
DOCTRINES
Grenadiers
Sharpshooters
Carapace Armour
Special Weapon Squads
This was a crushing defeat!! I played worse, though. I should have stayed further back, and spent more time shooting, rather than spread the troops out like that.
The basic troops of the army are exactly the same - still rather resilient, until they got into
CC! I really missed the counter-attacking
CC shock units I had with the last list, though. Once he got into my lines, there was absolutely nothing I could do.
The compensation for this loss of
CC ability was the ability to take Heavy Weapon squads and the Demolisher. However, the Heavy Weapon squads have a worse
BS than the rest of the Army, so they didn't really achieve much. The Demolisher, as the only threat, just became a fire magnet.
On the plus side, there was a LOT less confusion. Apart from the Command/Heavy Platoon, every other model had the same stats. I'd modelled riot shields on all the 'counts as Battle Sisters' models to make it clear that they had a 3+ save.
Also, the cost of playing an army with Carapace Armour doctrines is really prohibitive - I think I had about the same number of models in both games, but the
IG variant cost 250pts more!!!
CONCLUSION
I think I'm going to take this army as Witch Hunters, much more similar to the army in the first battle report. The second army suffered from it's lack of 'elite' or counter-attacking units.
However, I'm gonna use my bolter troops as Battle Sisters, like in the second game. Taking them as
SM scouts just confuses things.
This also opens up interesting other avenues. If I'm going to say that 'Arbites with Bolters & Riot Shields are Battle Sisters', then I should be able to include Retributor Squads or Dominion Squad equivalents. No missile launchers, but the possibility of some multimeltas, maybe.
I've ordered two more Repressor upgrade kits for my Rhinos and an Exorcist from Forge World. I've found my old Repressor rules, so I may actually use all three as real Repressors, and the Exorcist should add to my anti-tank firepower.