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Made in us
Stalwart Veteran Guard Sergeant




Kansas

HQ: 190
CCS w/ Creed, LC, Astropath (190)

Troops: 570
[3x] Veterans w/ LC (90) [270]
[3x] Veterans w/ 3x Meltas (100) [300]

Fast Attack: 300
[3x] Valkyries (100) [300] *not in a squadron, outflanking individually

Heavy Support: 945
[3x] Demolishers w/ HF hull (165) [495]
[3x] Battletanks (150) [450]

Total: 2,005

Creed will order LC vets and enable the Demolisher squadron to outflank. Astropath will make it easier for reserves to come in, and in case I roll poorly for choice of board edge. The Melta Vets will be inside the Valkyries, which will outflank individually, move inwards, disembark (if close enough to a vehicle) and melta it to death, otherwise fly in to cover till next turn. Demolishers are fairly straight forward, they will outflank and kill stuff. Battletanks will sit in the back and also kill stuff. LC Vets will shoot tanks or ID primary-concern characters if able to.

9 Vehicles, 9 Meltas, 4 Outflanking, 4 Lascannons, 3 Demolisher blasts, 3 Battlecannon blasts (plus 6 more equivilants)


Love Me, Hate Me, Say What You Want About Me. But Everyone Knows All The Girls Want To "If You Seek Amy." 
   
Made in us
Hurr! Ogryn Bone 'Ead!






Valks can scout move 24" just before turn 1, and another 24" on turn 1, or 6" with shooting, or 12" with a little less shooting. Outflank forces you to come in on turn 2 or later, and means you don't get the free 24". I would recommend possibly taking scouts, so you can get your Vets across the map turn 1 and on the board shooting as soon as possible. Also its easier to fly off and sit on a unguarded point, than it is to assault with humies.

Lt. Lathrop
DT:80+S++G++M-B++IPw40k08#+D++A+/rWD-R++T(T)DM+ 
   
Made in us
Stalwart Veteran Guard Sergeant




Kansas

Thank you for that bit of information I wasn't exactly sure how they moved. I've never used them before.


Love Me, Hate Me, Say What You Want About Me. But Everyone Knows All The Girls Want To "If You Seek Amy." 
   
Made in us
Hurr! Ogryn Bone 'Ead!






The scouts ability gives you a full move prior to turn 1, after set up. It also, if comming in from reserves, gives outflank. Outflank is nice if your scouts only usually get something like 6", like infantry. But when you are a fast skimmer... 24" is so much better than comming in from a board edge. Not to mention you get a whole other move on turn 1. And if your opponent goes before you... I believe you still get the cover from moving all out.

Also note that outflanking seperately means that those valks are gonna have to roll individually... which means you could have one on turn 2, one on 3 and one on 5... greatly reducing how powerful they are... comming in not all together. Also you have to roll seperately for what board edge, so they might get split up there too.

This message was edited 1 time. Last update was at 2009/11/20 02:02:31


Lt. Lathrop
DT:80+S++G++M-B++IPw40k08#+D++A+/rWD-R++T(T)DM+ 
   
Made in us
Stalwart Veteran Guard Sergeant




California

Seems like a good list to me.

Lt. Lathrop is right about Scouts - don't outflank them. I'm pretty sure that pre-game movement will still give you the cover save too.

The one thing I'm not sold on is the 3 Leman Russes - 450 points is a bit expensive for 3 blasts.

You could try a Hydra battery of two Hydras to take out light vehicles so your demolishers can shoot other things, and an Alrahem Platoon to join the Demolishers and give them cover saves/make a "no walk" zone around them to prevent enemies from getting into melta range. You could try anything, really - I just think you can get so much more out of 450 points than 3 battlecannon shots.
   
Made in cn
Wicked Warp Spider






Suggestion: drop creed. In this list, with no units set up for close combat (which is what you use FtHoC on), 2 CCS are cheaper and do exactly the same job. Creed = 90 pts, CCS w/lascannon = 70.

Also, I think the squadron rules are very limiting, I don't see why you'd ever field 2x3 tanks when you could field 3x2, gaining a lot of flexibility, and making yourself less vulnerable to heavy tank-hunting threats (like fire dragons, sternguard full of combi-meltas, units charging w/meltabombs, etc).

I'd recommend 2 LRBT and 2x2 demolishers, or, as makr says, put in a hydra battery (I'd cut 2 tanks to do so, and spend extra points on upgrading the valks and their passengers. I think squadrons of 2 vehicles can be acceptable, 3 vehicles is just a very ponderous unit, there's not much that really needs to be hit with 3 demolisher shells to stop it moving - if it does, you're probably better off shooting it with another unit instead.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Stalwart Veteran Guard Sergeant




Kansas

@I-bounty-hunt-the-elderly, Creed is also simulatenously used to allow the Demolisher squadron to outflank. And I'd rather keep him, especially when going against orks, because I'm sure everyone here could agree that stealing Furious Charge from Ork Boyz/Nobz makes a HUGE difference, regardless of whether or not it's just guardsmen

As per the tank squadron statement. Keep in mind how many KP's there are. And that also ties into why I'd prefer 1 CCS as opposed to 2. I like to keep them low, and I like it even more when my units have consistency.

And 450 pts IS how much it costs for 3 battlecannons, even without sponsons, so I don't have much to work with beyond that. I've played games with this squadron, and everyone I've played could agree that they wanted these tanks dead first. And having three of them insures that my target dies, because it is easy for one shot to scatter completely off and then you're already at half-efficiency.


Love Me, Hate Me, Say What You Want About Me. But Everyone Knows All The Girls Want To "If You Seek Amy." 
   
Made in ca
Longtime Dakkanaut





Wow. Best argument for a full tank squadron that I've heard yet. Sleek Russes. From experience I'd have to agree that two pieplates hitting something is pretty devastating. Everyone will be sweating with that much armour on the field, how many tanks/turn can an army reliably stop? And one squad is Demolishers!

The infantry are tight. Tough, hardworking, BS4 LC platoon + mobile MG platoon. Individual Valkeries. All with specific missions that will be working from turn one, while the enemy is scrambling to take out the LRBT's (protected from assault by Creed's platoon) before the LRD's come on.

I really like the list. Good coverage of range and target types. I was going to recommend a third heavy slot as well but you seem to know what your doing.

If you're not outflanking with the Valks, does that change your thougts on the Astro? I guess with the short range of the LRD's you still will want maximum control over placement, but they come on together, can handle most threats close to their entry point and can move up to utilise their cannons. I guess if you find the AP the most useful, but at 2000pts the MoF will be splitting the enemy formations and timetables up regularly, which will help the fact you have to shoot your tank squadrons at one target. The MoO's pinning pieplate that doesn't require LoS will also be more valuable than usual, especially if you fight hordes of Orks.

Fun and Fluff for the Win! 
   
 
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