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![[Post New]](/s/i/i.gif) 2009/11/15 18:07:41
Subject: 2nd Attempt At 1500-1750 Competitive Mech Guard
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Stealthy Grot Snipa
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Here's my 2nd attempt at mech guard, hopefully it's a lot more effective than my 1st attempt as it's got a lot more units in it.
HQ
110 – Command Squad: 4 Plasmaguns
55 – Chimera: Multi-Laser, Heavy Flamer.
(I originally had 4 Meltas, however Plasmaguns can benefit better from the orders that make them twin-linked and demand re-roll successful cover saves.)
TROOPS
100 - Veteran Squad: 3 Meltaguns.
55 – Chimera: Multi-Laser, Heavy Flamer.
100 - Veteran Squad: 3 Meltaguns.
55 – Chimera: Multi-Laser, Heavy Flamer.
100 - Veteran Squad: 3 Meltaguns.
55 – Chimera: Multi-Laser, Heavy Flamer.
100 - Veteran Squad: 3 Meltaguns.
55 – Chimera: Multi-Laser, Heavy Flamer.
(Your standard mech squad tactics)
FAST ATTACK
130 - Banewolf: Heavy Flamer.
130 - Banewolf: Heavy Flamer.
(These guys ride up behind the chimeras and move up to deal with the more threatening squads ie anti-tank equipped)
HEAVY SUPPORT
190 - Leman Russ Battle Tank: Heavy Bolter, Plasma Cannon Sponsons
(I’ve made this my most threatening unit to force enemy fire away from the rest of my army, of which it can take a beating)
160 - Manticore: Heavy Flamer
(the perfect anti-horde killing unit)
75 - Griffon Mortar
(Best thing to get for the pts I had left, since I’ve already got all the anti- armour/meq I need)
Total Pts: 1470
Total No: 45 (10)
Kill Pts: 15
An aggressive list, but the big thing that has me worried is the lack of ranged anti-tank that why I’m considering replacing one of the banewolves with a Devildog, what do you guys think? Please I’ll say this now no Valkyries and Vendettas they just would fit in with the army’s low tech appearance!
I’ve also got 30pts left to spend, here are a few options to buy…
3 Hunter Seeker Missiles for the chimeras some ranged anti-tank.
Camo Netting for the Manticore as it is a threatening unit.
Multi-Meltas for the Banewolves to give the army some effective ranged AT weapons.
Extra Armour For Command Squad’s Chimera & 1 Multi-melta for a Banewolf that squad’s transport needs to keep moving.
FOR 1750PT GAMES…
For the additional 250pts for games of 1750pts I have two options…
100 - Veteran Squad: 3 Plasmaguns.
55 – Chimera: Multi-Laser, Heavy Flamer.
80 – 2 Scout Sentinels: Autocannons.
(1 Chimera for sitting on objectives with some outflanking Scout sentinels for tank hunting.)
- or -
Infantry Platoon
40 -Infantry Command: Autocannon
70 -Infantry Squad: Missile Launcher and Grenade Launcher.
70 -Infantry Squad: Missile Launcher and Grenade Launcher.
70 -Infantry Squad: Missile Launcher and Grenade Launcher.
(A Good big unit to hold down objectives on my side of the board while providing some long range support, I prefer ML due to their flexibility)
What do you think? I really need to get to start work on this army asap!
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This message was edited 1 time. Last update was at 2009/11/15 18:08:49
CHECK OUT MY NEW ARMY PROJECT BELOW....
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![[Post New]](/s/i/i.gif) 2009/11/15 20:31:07
Subject: Re:2nd Attempt At 1500-1750 Competitive Mech Guard
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Rough Rider with Boomstick
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I think that you would do well to spend those 30 pts to get a edic for the Hq. Those plasmas will get hot many times.
The Devildog has the unique ability to justify it's inclusion in the army with a single shot.
I support the Platoon option but go with ACs. Same range high rate of fire helps hit and kill transports and if they blob and squat on on objective they can be very hard to shift (adding Commisars helps a lot). Good Hunting
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You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
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![[Post New]](/s/i/i.gif) 2009/11/15 22:23:42
Subject: Re:2nd Attempt At 1500-1750 Competitive Mech Guard
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Regular Dakkanaut
Chicago, IL
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I like the list. Just remember that your CCS cannot benefit from any orders while within the Chimera.
I have a similar list. With 3 melta vets squads. I gave each of them an autocannon. I wasn't really sure what to do with them, but in case their chimeras get shot up early, they can still be a threat with an autocannon.
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![[Post New]](/s/i/i.gif) 2009/11/15 22:47:23
Subject: Re:2nd Attempt At 1500-1750 Competitive Mech Guard
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Stealthy Grot Snipa
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konst80hummel wrote:I think that you would do well to spend those 30 pts to get a edic for the Hq. Those plasmas will get hot many times.
That is damn tempting and I would take it, it's just the multi-meltas on the Devildogs are very tempting.
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CHECK OUT MY NEW ARMY PROJECT BELOW....
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![[Post New]](/s/i/i.gif) 2009/11/16 03:24:06
Subject: 2nd Attempt At 1500-1750 Competitive Mech Guard
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Wicked Warp Spider
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I disagree about the medic. You give up one of the plasmaguns to get that bonus to their saves. Just risk it - and in fact the best way (by far) to protect your plasmagunners is to disembark them and use the BiD order.
I'd take the multimeltas on the banewolves to fill your 30 points, and I would switch the griffon for a hydra. I think this list needs some long-range transport-killing ability more than it needs anti-infantry power (anything with a 4+ save is already looking at a lot of heavy flamer templates)
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Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts
Corregidor 700 pts
Acontecimento 400 pts |
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![[Post New]](/s/i/i.gif) 2009/11/16 19:04:55
Subject: 2nd Attempt At 1500-1750 Competitive Mech Guard
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Longtime Dakkanaut
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Excellent mech army, looking real good.
It's hard to say about the 30 pts. You do lack ranged anti-tank, and the HKM's would help there. Then again if the whole point is to move up to plasma/melta range then I'd go with the multi-melta option. If you feel like you can handle armour as-is, go for the camo, or take the extra armour/one melta option if you just can't decide.
As for escalation to 1750, I think the first option fits better with the theme of your army and the sentinals would give you even more mobile fire-power. I run a footslogging army personally, and platoons are very tactically flexible. I think the ML/GL combo screams versatility, however in my experience the mileage varies heavily on the ML. Lascannons would give you the long-range antitank your army lacks with more reliability than the ML's, while you already have alot of infantry-crushing firepower. Then again, maybe your army already has enough anti-tank and anti-inf and you really do want that versatility.
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This message was edited 1 time. Last update was at 2009/11/16 19:07:31
Fun and Fluff for the Win! |
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![[Post New]](/s/i/i.gif) 2009/11/17 04:59:57
Subject: 2nd Attempt At 1500-1750 Competitive Mech Guard
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Grisly Ghost Ark Driver
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Its a strong build. 10 vehicles at 1500 if a problem for everyone to deal with.
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Falcon Punch!
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![[Post New]](/s/i/i.gif) 2009/11/17 17:19:14
Subject: 2nd Attempt At 1500-1750 Competitive Mech Guard
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Longtime Dakkanaut
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Ya now that I've thought about it, I would go with option one - if you're runnin mounted vets, run mounted vets! You can always add infantry platoons later.
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Fun and Fluff for the Win! |
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![[Post New]](/s/i/i.gif) 2010/03/05 12:16:35
Subject: Re:2nd Attempt At 1500-1750 Competitive Mech Guard
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Stealthy Grot Snipa
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Made some changes, here what I hope will be the final list…
HQ
80 – Command Squad: 3 Meltaguns.
55 – Chimera: Heavy Flamer.
TROOPS
100 – Veteran Squad: 3 Meltaguns
55 – Chimera: Heavy Flamer.
90 – Veteran Squad: 2 Meltaguns
55 – Chimera: Heavy Flamer.
90 – Veteran Squad: 2 Meltaguns
55 – Chimera: Heavy Flamer.
(good anti-tank and objective grabbing units)
115 – Veteran Squad: 3 Plasmaguns
55 – Chimera: Heavy Flamer.
(Changed some meltas to plasmas to deal with monstrous creatures)
FAST ATTACK
115 – Valkyrie: Hellfury Missiles and Lascannon
(After firing it’s missiles the Valkyrie will rescue squads who have had their transport destroyed to deny kill pts or deliver them to an objective.)
145 – Banewolf: Multi-Melta.
(A good threating unit, tank hunting before getting in range of it chem cannon.)
HEAVY SUPPORT
165 – Leman Russ Battle Tank: Lascannon
165 – Leman Russ Battle Tank: Lascannon
160 – Manticore: Heavy Flamer
(All three are good for either taking down infantry or vehicles)
TOTAL PTS: 1500
TOTAL NO: 50 (11)
KILL PTS: 17
Now it’s a solid list, my only doubt is what to do with the Valkyrie do I…
1. Keep its weapons to a minimum making it a less threatening target so that it can rescue squads.
2. Ditch one of the tanks anti-tank weapons and give rocket pods so it can deal massive damage to infantry.
3. Upgrade it to a Vendetta to give me some long range solid anti-tank, however I feel this may make it a priority target and it will be shot down early in the game.
What do you think?
FOR GAMES OF 1750PTS
130 – Hellhound: Heavy bolter
(My Hellhound conversion a nice model and I rarely play 1750pts)
For the remaining 120pts I’ve got three options…
OPTION 1
+15 – Replace Veteran's plasmaguns with meltaguns
80 – Psyker Battle Squad: 2 Additional Pyskers
55 – Chimera: Heavy Bolter.
(An interesting squad to play with especially with dealing with uber units with their leadership power even if it’s only -6)
OPTION 2
65 - Marbo
30 - Officer Of The Fleet
20 - Add an third meltagun to 2 of the Veteran squads?
Four models not too hard to create, but are they more effective than the other options?
OPTION 3
30 - Officer Of The Fleet
85 - Upgrade 1 Leman Russ to Pask’s Punisher with 3 Heavy Bolters
With a lot of nid players running round I thought this maybe a useful option, however I can only really take this option if I go with the Vendetta, and if I do that’s half my ordnance gone
Well what do you think to my final list and what should I do with the Valkyrie?
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This message was edited 1 time. Last update was at 2010/03/05 15:34:07
CHECK OUT MY NEW ARMY PROJECT BELOW....
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![[Post New]](/s/i/i.gif) 2010/03/07 20:19:17
Subject: Re:2nd Attempt At 1500-1750 Competitive Mech Guard
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Stealthy Grot Snipa
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Well thanks to advice from other forums I'm arming the hellhound and banewolf with heavy flamers and using the points to upgrade the Valkyrie to a Vendetta, but what about the extra 250pts any advice guys?
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CHECK OUT MY NEW ARMY PROJECT BELOW....
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