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![[Post New]](/s/i/i.gif) 2010/11/03 14:41:46
Subject: Imperial Gaurd foot slogging list 1750
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Blood Angel Neophyte Undergoing Surgeries
where ever the army sends me
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Alright guys here's the list my most likely opponent will be another gaurd player using mostly inf with a peppering of vehicles. Concept is to pound him with manticore while advancing my blob sqds and outflanking al rahem. The third inf platoon provides static gunline support and the HWS help to try and reduce his mobility.
Infantry platoon
CPT Al'Rahem w/3 melta 130
Inf sqd 1 Sgt & Commisar w/PW + MB & flamer 115
Inf sqd 2&3 MB & PW 65x2=130
Infantry platoon 2
PCS w/melta bombs 4 GL 55
Inf sqd 1 Sgt & Commisar w/PW + MB & flamer 115
Inf sqd 2&3 MB & PW 65x2=130
Infantry platoon 3
PCS w/4 flamers 50
Inf sqd 1&2 GL & mortar 60x2=120
HWS w/3 AC 75
HWS w/3 AC 75
HWS w/3 mortars 60
Manticore x2. 320
Medusa 135
CCS w/4 melta & astropath 120
priest w/evisorator x2
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![[Post New]](/s/i/i.gif) 2010/11/03 15:17:21
Subject: Re:Imperial Gaurd foot slogging list 1750
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Longtime Dakkanaut
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I think that will work fairly well, nowadays the best Guard lists are tanks, but when you get rid of the tanks, you replace them with a lot of infantry...
Would maybe be nice to have a few LC HWS?
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2010/11/03 15:39:30
Subject: Imperial Gaurd foot slogging list 1750
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Decrepit Dakkanaut
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heh, this looks nothing at all like my first 1500 pts. list or my first 1850 list.
I would seriously consider reading these battle reports to see how this list will play out. Over time, I found that certain elements of my list were weaker than others, and they were eventually dropped. For example, once you realise how little your low-strength HWSs are, you'll probably be tempted to drop them in favor for things that work better, like more power blobs.
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![[Post New]](/s/i/i.gif) 2010/11/03 15:44:19
Subject: Re:Imperial Gaurd foot slogging list 1750
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Rough Rider with Boomstick
Fond du Lac, Wi
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There are a couple of problems I can see with the list.
Al'Rahem doesn't do much for the list. So you can outflank a thirty man infantry squad with one flamer, it's not that scary if your opponent castles up in the middle. While yes that allows the Manticores to do a bit more damage, you still have to slog a decent distance to get to them.
Ranged anti-tank. You're really lacking in the ranged anti-tank department. By second turn you can have almost any mech army in the game on top of you, and they can really cut down the number of guard in the blob squads before combat comes, especially if they have a flamer or two. Grenade launchers can be nice against AV10, but just can't count on them to do enough damage because you're not putting enough of them out there. Manticores and Medusae can deal damage to tanks, but you're still only hitting 1 tank with each one of those shots, providing they don't scatter. Not to mention that if your opponent can see them, they won't live long.
Most mech armies at 1750 run between 10-15 transports, and unless you can reliably get them out of their tanks, I think you're going to run into a wall where they're hitting you from inside transports before your meltabombs get them out, and dealing more damage than you can take due to multiple wound inflicting weapons like flamers or heavy bolters.
I know the theory you're using, by putting out a lot of firepower you're trying to overwhelm your opponent, but I just don't see the list dealing enough damage to transports and opposing vehicles to be dangerous to everything out there.
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“Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
-Einstein |
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![[Post New]](/s/i/i.gif) 2010/11/03 16:06:20
Subject: Re:Imperial Gaurd foot slogging list 1750
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Decrepit Dakkanaut
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Lone Dragoon wrote:Al'Rahem doesn't do much for the list. So you can outflank a thirty man infantry squad with one flamer
Actually, he's outflanking a 30-man power blob. Al'Rahem has been a game changer for me.
Lone Dragoon wrote:Ranged anti-tank.
The problem isn't ranged anti-tank, the problem is anti-transport-spam. I LIKE it when transport-based armies get "right on top of me" because it means that his flimsey metal boxes are now in range of a hedge of meltaguns, meltabombs, and eviscerators. The only drawback to these weapons is that they're short ranged, and by getting close to me, my opponent has done me a FAVOR. This is especially true if all your other weapons are close-range, like power weapons and flamers. Needless to say, I've never had an opponent with a transport army just charge into my lines.
The problem, though is that this list is a little light in anti-tank. All the PCSs should have meltas and the list could really use either priests or melta SWSs, depending on how you roll.
The manticores and medusa will do some very unkind things to enemy vehicles, but it can only do them to a couple at a time. I'd invest just a little bit in making the infantry itself able to handle transport spam and you should be good to go.
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![[Post New]](/s/i/i.gif) 2010/11/03 16:23:20
Subject: Re:Imperial Gaurd foot slogging list 1750
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Rough Rider with Boomstick
Fond du Lac, Wi
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Ailaros wrote:Actually, he's outflanking a 30-man power blob. Al'Rahem has been a game changer for me.
He's been a game changer for me too when I play my guard, but the problem I run into is that there's only a single special weapon in the squad. If there were additional special weapons, it would definately make them more useful if they could handle transports at range on the edge rather than having to get into close combat to do anything to them.
Ailaros wrote:Lone Dragoon wrote:Ranged anti-tank.
The problem isn't ranged anti-tank, the problem is anti-transport-spam. I LIKE it when transport-based armies get "right on top of me" because it means that his flimsey metal boxes are now in range of a hedge of meltaguns, meltabombs, and eviscerators. The only drawback to these weapons is that they're short ranged, and by getting close to me, my opponent has done me a FAVOR. This is especially true if all your other weapons are close-range, like power weapons and flamers. Needless to say, I've never had an opponent with a transport army just charge into my lines.
The problem, though is that this list is a little light in anti-tank. All the PCSs should have meltas and the list could really use either priests or melta SWSs, depending on how you roll.
The manticores and medusa will do some very unkind things to enemy vehicles, but it can only do them to a couple at a time. I'd invest just a little bit in making the infantry itself able to handle transport spam and you should be good to go.
I probably should get my scatter-brained thoughts together here lol. I tend to lump transports in with tanks, and it's a habit I should definately break because while transports typically are tanks, they fill an entirely different role in the armies. I make that mistake all the time.
I suppose the moving closer depends on the army across the table, for example Vulkan lists with flamers will hurt, wouldn't be afraid to send a chimera with HHF and a PCS with flamers into them. Just a couple of examples of my thinking, but stuff that gets tossed on the table fairly often.
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This message was edited 1 time. Last update was at 2010/11/03 16:24:08
“Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
-Einstein |
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![[Post New]](/s/i/i.gif) 2010/11/03 16:32:40
Subject: Imperial Gaurd foot slogging list 1750
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Decrepit Dakkanaut
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Oh yeah, it's not to say that getting run into by flamer-transport-craziness wouldn't hurt, but you can do things to make it not lethal. Then, when your opponent is now crazy close to insane killing power, they get thrown off the board. I'm just waiting for the day when three rhinos charge forward, get out and bolter/flamer 2 priestly power blobs and a PCS with 3x melta and watch the marine player's assault INSTANTLY vaporize in a cloud of shrapnel.
As for Al'Rahem, yes, shooty blobs can be good. They are not, however, required. Power blobs are a plenty viable alternative. Also, remember that one of Al'Rahem's orders gives a unit fleet. This means that, with an astropath, you can basically pick which side you come in from and get into enemies with close combat up to 18" away. This gives an al'rahem ouftlanking power blob a threat range of 1/2 of the board on the turn they arrive. Not bad for "needing to get into close combat" as a drawback.
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This message was edited 2 times. Last update was at 2010/11/03 16:33:07
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![[Post New]](/s/i/i.gif) 2010/11/03 20:35:46
Subject: Imperial Gaurd foot slogging list 1750
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Blood Angel Neophyte Undergoing Surgeries
where ever the army sends me
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Alright when I get home from work today I will try to make my blob sqds more killly question though is I better to run 2 30 man blobs or 3 20 man squads the more sqds the more points it takes to equip them right(priest commisar) an they are less surviable but also less flexible? What do you guys think?
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![[Post New]](/s/i/i.gif) 2010/11/03 21:43:03
Subject: Imperial Gaurd foot slogging list 1750
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Decrepit Dakkanaut
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That's one of those questions that I think ultimately boils down to personal taste. There are a few pros and cons to both ways.
I think if I were to run shooty blobs, though, I'd always do 30. 20 dudes with 2 plasma guns and 2 plasma pistols would hurt. 30 dudes with 3 plasma guns and 3 plasma pistols is a recipe for carnage.
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