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Made in us
Bonkers Buggy Driver with Rockets





Alexandria

This is different than i usually run my ig, normally run 1-2 plascutioners, 3 vendettas inquisitor /w mystics and rhino etc, which for 2k pts pretty much just would add the inq + rhino to the list mabye have to shave a bit of pts. But ive gotten a really good discount on new chimeras so i ordered too many =/


CCS /w officer of the fleet and astropath, carapace armor, medipac, 3x plasma guns, in chimera /w Hunter killer missile. 270

8x Psyker battle squad (7+ overseer) in chimera /w hunter killer missile 155

Infantry Platoon 635

Platoon Cmd Sqd /w 4x meltaguns in chimera /w Hunter killer missile.
.....Infantry Platoon, 1x melta, chimera /w Hunter killer
.....Infantry Platoon, 1x melta, chimera /w Hunter killer
.....Infantry Platoon, 1x melta, chimera /w Hunter killer
.....Infantry Platoon, 1x melta, chimera /w Hunter killer


Veteran squad /w 3x meltaguns, chimera /w Hunter killer 165

Vendetta 130

Medusa /w Bastion Breacher shells, enclosed crew, Hunter killer 165
2x Hydra Flak tank, 2x hunter killer 170
Manticore Rocket Launcher 160


So, 12 chimera chassis, 11 hunter killer missiles, and some sick stuff in the heavies slot.

Vets ditch their chimera and deploy within 2" of vendetta base if going first, embark and go do shenanigans with their meltaguns. If going second depending on opponent might do same or not =/.

Everything else is pretty much just does its own thing, with like i said 11 hunter killer missiles along for some fun.

c&c pls

This message was edited 1 time. Last update was at 2010/03/29 17:55:42


- 3000 pts
- 3000 pts
- 3000 pts
- 7500 pts
- 2000 pts
- 2500 pts
3850 pts 
   
Made in rw
Wicked Warp Spider






Astropath really necessary? I don't see anything besides the vendetta that usually outflanks.

CCS looks pretty bloated, I don't think carapace and medipack are efficient on a chimera-mounted squad. If you cut the astropath, carapace and medic that's 80 points. I'd use them somewhere else. (65 if you pack in an extra plasmagun as well) Enough to get another cheap unit.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in ca
Longtime Dakkanaut





I'd agree ibby, the CCS is unnecessarily bloated. Otherwise it looks pretty solid.

Fun and Fluff for the Win! 
   
Made in us
Sadistic Inquisitorial Excruciator





The hunter-killer missiles are really overpriced and unreliable considering you only get one shot with each one. You would be much better served by replacing them with autocannon heavy weapon teams in your infantry squads. Hell, you have so many of the damn things, you could buy a second vendetta!

Also, a single BS3 meltagun from a mounted infantry squad is not particularly reliable, and the short range precludes you using the vehicle as a fire bunker. For 120-points, an infantry squad with grenade launcher & autocannon, riding in a chimera, makes for a great basic unit. 4 S6 shots on the move, adding 2 S7s and possibly 3 S5s if you chose the hull-HB when stationary = fantastic. You also get the option of combining your squads in pairs or triplets over objectives, so you can order them Bring it Down and use the chimeras as empty speed-bumps.

As far as meltas go, if you take two veteran squad with meltas (and demolitions on one or two), in addition to the manticore and the breacher medusa, you have your heavy anti-tank more than covered. The addition of autocannons above would improve your ability at knocking out transports from range, which is the preferred way to deal with them over meltas (after all, if the marines get to within 12" of your lines, their transports have done their job). To your platoon command squads, I'd give 4x flamers, which is one of the most brutal 50 points of models in the game.

If you make these changes, you will only lose a tiny bit of effectiveness vs AV14 (you can easily deal with 2-3 of them over a turn or two), but significantly improve your ability to deal with transports/MCs from long-range and with hordes up close.

A few general notes on the HQ choices: If you're going to give the CCS carapace armor, the medic is really not necessary, so you'd be better served with another plasma gun and 15 points in the bank. Experience with guard has taught me to always have a vox network even in a mechanized list, but that's a personal choice. Officer in the Fleet is great, but in my experience all too often simply ensures all of my opponent's stuff just rushes in on turn 5 and smacks me around without a chance to strike back before the game ends. Perhaps better deep-strike protection can be derived from an allied Inquisitor, who can also defend you against psykers (ware the Space Wolf and the Blood Angel!) Astropath is a decent choice if you face a lot of drop pod armies, otherwise I wouldn't bother.

And as for your Vendetta plan, remember that you can start with the Veterans embarked at the beginning of the game (since the Vendetta is not a dedicated transport). Then you can make a 24" scout move, and have the option of disembarking, moving and assaulting. This is great fun with a demolitions veteran squad against a pair of aggressively-positioned Land Raiders.

This message was edited 1 time. Last update was at 2010/03/29 18:01:08


 
   
Made in rw
Wicked Warp Spider






Terminus is probably right about the platoon squads/veterans thing.

HKM are more of a matter of taste, I can see how going all-out on them is useful, gives you a real advantage against armies full of AV10-12, since you can let off a big-1st turn salvo and keep as many things as possible shaken or worse. I would at least drop it on the medusa (when are you ever going to fire that medusa at something lower than AV13?) and on the hydras (they're just overkill here, the hydras should put penetrating hits on any transport)

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
 
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