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Made in de
Cackling Chaos Conscript






since the army is nearing completion, do you guys think that this would work? i hope to capitalize on the fact that almost every army will try to get into CC with the guard and won't expect them to be I4 and WS4. also, almost everything in the list is able to deep strike, outflank and infiltrate, which should give me some flexibility.
i chose the chancers as compulsory HQ instead of a normal HQ squad, since in 5th ed fearless, scoring veterans beat the standard choice hands down.

"+" denotes squad upgrades
"*" denotes equipment bought from the armoury

The allied Inquisition contingent:
HQ :
Daemonhunter Inquisitor Lord Griffith
*Terminator Armour
*Psychic Hood
* Lance of Eremosh (Psycannon)
2 Heavy Bolter Servitor
1 Plasma Cannon Servitor
2 Sages
1 Acolyte
*1 Boltgun
*Carapace Armour
- 225

The Hegesh 328th Penal "The Zealots"
HQ:
Vorash Etogaur, Sakar Bloodhound, 20 Unburied
(counts as: Schaeffer and the Chancers)

Sub Unit 1 - Retinue:
6 Unburied
+6 Specialist
*2 Boltguns
4 Plasmaguns

Sub Unit 2 - Support Squad 1
6 Unburied
+3 Specialists
3 Missile Launchers

Sub Unit 3 - Support Squad 2
6Unburied
+3 Specialists
3 Missile Launchers

Sub Unit 4 - Bomb Runner 2
1 Unburied
+1 Specialist
Demo Charge

Sub Unit 5 - Bomb Runner 1
1 Unburied
+1 Specialist
Demo Charge
- 612

Comissar
*Carapace Armour
*Power Fist
*Boltgun
- 65

Comissar
*Carapace Armour
*Power Weapon
*Bolt Pistol
*Boltgun
- 52

Troops:
Zealot Platoon
+Hardened Fighters
+Jungle Fighters
+Drop Troops
+Close Order Drill

2x Command
Sirdar + 4 Zealots
*Bolt Pistol
*Power Weapon
4 Plasmaguns
- 106

4 x Zealot Squad
Flamer
Heavy Flamer
Frag Grenades
- 116

Fast Attack

Hellhound
*Smoke Launchers
-118

Heavy Support
2 x Basilisk
+2 Indirect Fire
*1 Improved Comms
- 270

(depending on the board and the enemy, one of the bassies gets swapped for a thunderer)
2000

4 Troops Choices
11 Scoring Units

Wie ein Sturm so wüten wir in die Schlacht hinein,
Das Heer es singt, der Kampf beginnt, der Sieg wird unser sein! 
   
Made in us
Stalwart Veteran Guard Sergeant






wow...gonna need a few minutes to digest this. A novel concept. My first thoughts are that i like it and may try using it here locally....but i'll need to get my teeth into it and give it some thinkin time.

~Bart

Praise the Emperor and pass the ammunition!!!  
   
Made in us
Storm Trooper with Maglight





CT, USA

pray to .... whatever god these guys go for.... that the other guy doesnt bring many flamers. Other than that, you're completly correct, you'll suprise the hell out of most opponents if you say you're running a guard army and show up with.... this....

...one amongst untold billions.
DR:90S+G+M+B++I+Pw40k05+D++A++/hWD318R++T(G)DM+
 
   
Made in us
Hardened Veteran Guardsman





I don't know what terrain is like where you are, but I can no longer take bassies. Losing area terrain cover for the 5+ save for hull down doesn't make up for the weak armor and open-topped +1 to damage rolls.

   
Made in us
Hardened Veteran Guardsman



The vast open plains of North America

As a longtime Guardsman, I fear you're tilting at windmills with this list, but if you're intent on making it work, consider swapping Hardened Fighters with Warrior Weapons. It's 5 points more per infantry squad if I remember correctly, and you'll have to buy it for everyone, but I think it will increase combat power quite a bit more than Hardened Fighters will. 2 attacks will net you a lot more kills than WS 4, it will also give you some las shots before you charge (for what that's worth).

I also think if you're serious about winning in close combat, you'll want to bring more than just 4 10 man infantry squads. They have the highest assault power in the list per point, and will give you a lot more bodies on the table than the Last Chancers. That is probably essential if you're throwing guys into close combat.

Tactically, what I think you have to do (and you might have this in mind already) is only use your assault ability against unspectacular assault opponents. This will be necessary to win combat. With the 5th ed rules, winning is pretty important because leadership gets pretty small pretty fast when you lose. The downside of this is that then your guys are packed pretty close in, allowing for a dedicated assault squad like Assault Marines or Striking Scorpions to charge multiple units. Then you're just dead.

I'm thinking that avoiding multiple unit charges by dedicated assault troops is the key to not losing horribly with this army.

I'd be happy if I was wrong, and you could be successful with this list, but it's going to be a steep uphill struggle, I think.
   
 
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