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![[Post New]](/s/i/i.gif) 2011/08/04 01:13:45
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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HQ:
Company Command Squad
4x Plasma Guns, Officer of the Fleet
Chimera
Heavy Flamer, Multi-Laser
[195]
Company Command Squad
4x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[145]
Troops:
Veteran Squad
3x Plasma Guns
Chimera
Heavy Flamer, Multi-Laser
[170]
Veteran Squad
3x Plasma Guns
Chimera
Heavy Flamer, Multi-Laser
[170]
Veteran Squad
3x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[155]
Veteran Squad
3x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[155]
Veteran Squad
3x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[155]
Platoon Command Squad
4x Flamers
[50]
Infantry Squad
Meltagun, Autocannon
Chimera
Heavy Flamer, Multi-Laser
[125]
Infantry Squad
Meltagun, Autocannon
Chimera
Heavy Flamer, Multi-Laser
[125]
Special Weapons Squad
3x Flamers
[50]
Special Weapons Squad
3x Flamers
[50]
Fast Attack:
Vendetta
[130]
Vendetta
[130]
Vendetta
[130]
Heavy:
(2) Hydra
Hull Heavy Bolters
[150]
Manticore
Hull Heavy Flamer
[160]
(2) Basilisks
Hull Heavy Flamers
[250]
[2495]
The big drawback I see is 27KP - meaning the first mission will be an uphill battle. With 9 Chimeras, I should have a sufficient amount of scoring and/or contesting potential to make the second mission less difficult, while the third mission won't be too bad. Dead transports are only a measly 55VP, so less damaging than KP, I feel.
That being said, the sheer volume of firepower is kind of sick. Of course, I dropped the blob squad. It wound up being a bit of a liability, often being eaten up by nasty deathstars or being an overcosted camping unit. Neither of those suits me and as it stands, they can bunker down and put AC rounds down table or stay in Reserve to zip up onto objectives as needed later.
Basilisks give me reach - these have proved through lots of testing to be invaluable. If Medusa had 48" base range without BB Shells, I would be all over them, but as is, the Bassies just give me the reach I find I need.
Debating on finding the points to put some Meltaguns in with the SWS or PCS, to add to my Vendetta alpha-strike option, but Flamers aren't too shabby.
Thoughts?
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![[Post New]](/s/i/i.gif) 2011/08/04 01:47:24
Subject: ['Ard Boyz] Mech Guard
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Daemonic Dreadnought
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Looks like a good solid nech ig list.
The only thing I am not sold on is 2 bassies in a squad. I like bassies, but I don't like open toped vehicles in a squad. Pens kill them on a 3+, glances on a 5+, so they should be the #1 target priority of your opponent. Maybe drop 1 bassie to upgrade a chimera to a vendetta and have some points to play with.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/08/04 01:58:04
Subject: ['Ard Boyz] Mech Guard
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Stalwart Tribune
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I would say yes if you are planning on dropping those SWS out of the birds I would make them melta, you should be good on flamers by your chimeras alone. As for the crazy number of kill points on the table, don’t worry your IG. A good alpha strike will even the odds real fast. And as you said you have a lot of fire power. I’ve seen more in an IG list but this isn’t any thing to snuff my nose at ether. I really do like my medusas more then basilisks but it sounds like you have weighed the pros and cons for your list so I wont push the issue. You do seem a bit short on counters for a TWC heavy list with that said its super bland and bland wins ard‘ boyz. Good luck to you EDIT im running 28KP in my list. keep in mind the guy across the table still needs to come get them.
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This message was edited 1 time. Last update was at 2011/08/04 02:00:38
www.TOMAHAWC.com
join komos world, its fun, in that oh so very odd way
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![[Post New]](/s/i/i.gif) 2011/08/04 15:45:44
Subject: Re:['Ard Boyz] Mech Guard
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Sinewy Scourge
Grand ol US of A
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I'm not so sure I would run the infantry squads with autocannons and melta guns. You will either need to be moving to get close enough to use the melta gun, or stationary to shoot the autocannon but very very rarely will you be able to use both, and it just seems like a bad points sink. I'm also not a fan of basilisks when you could take another manticore as thats more S10 raining on your opponnent. The Manticores also are not oppened topped and that gives them some survivability.
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d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/08/04 16:17:08
Subject: ['Ard Boyz] Mech Guard
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Daemonic Dreadnought
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AC/Melta infantry squads have the luxury of sitting back and plinking with the AC until an enemy vehicle decides to move within melta range. If the squad is left along for 6 turns of AC shooting without ever getting into melta range then the melta did it's job as a deterrent. It's a good combination of weapons because each gun covers the other gun's weakness.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/08/04 17:23:04
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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Also, Meltaguns are tank-shock insurance, in addition to what schadenfreude said.
Basillisks fill a different role than a Manticore. That being MEQ killing at range. And open-topped rarely matters when I park them behind cover and indirect fire.
@komosunder - all that Melta and Plasma isn't enough? I even have some S10 plates if I need them.
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![[Post New]](/s/i/i.gif) 2011/08/04 18:40:19
Subject: Re:['Ard Boyz] Mech Guard
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Hardened Veteran Guardsman
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Sweet list.
This I like.
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![[Post New]](/s/i/i.gif) 2011/08/04 18:40:58
Subject: ['Ard Boyz] Mech Guard
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Sinewy Scourge
Grand ol US of A
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schadenfreude wrote:AC/Melta infantry squads have the luxury of sitting back and plinking with the AC until an enemy vehicle decides to move within melta range. If the squad is left along for 6 turns of AC shooting without ever getting into melta range then the melta did it's job as a deterrent. It's a good combination of weapons because each gun covers the other gun's weakness.
I would rather use the free ML that comes on the chimera, and make my opponent decide if he wants to get close or not. Either eat my Str 10 blasts all game or come get some from my MG when he rolls up trying to get them. Also the Manticores double really nicely as a hoard killer as one manticore with a 3 on the d3 can make 2 squads of boyz turn tail and run. In 'ard boyz that flexibilty from game to game can help alot, just beware of wolf scouts.
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d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/08/05 03:14:00
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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Hordes? Not in my metagame. Just MEQ/TEQ all day. So AP3 counts here.
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![[Post New]](/s/i/i.gif) 2011/08/05 10:05:15
Subject: ['Ard Boyz] Mech Guard
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Member of a Lodge? I Can't Say
WI
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I think you have a pretty solid list and you seem to know your units. Don't sweat the kill points, as worse comes to worse you dismount.
I personally dig the flamers in the Vendettas. I do not like suiciding my Vendetta up to drop off melta guns that tend to miss... now I lost the unit and the Vendetta, because why wouldn't your opponent use his melta guns and the like on it now that it is in range?
Have you considered getting a second MotF just to make your opponent have two units to kill to get rid of it? Obviously you would have to juggle stuff around to pay for it, but it is a thought.
Those last 5 points are begging to be made into a melta gun on your PCS or a melta bomb on your PCS. That is my suggestion at least.
Good luck, win one for the IG!
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/08/05 15:16:07
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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Yea, Meltabomb seems like a good idea!
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![[Post New]](/s/i/i.gif) 2011/08/10 19:12:35
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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HQ:
Company Command Squad
4x Plasma Guns, Plasma Pistol, Officer of the Fleet
Chimera
Heavy Flamer, Multi-Laser
[205]
Company Command Squad
4x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[145]
Elites:
Psyker Battle Squad
Chimera
Heavy Flamer, Multi-Laser
[165]
Troops:
Veteran Squad
3x Plasma Guns
Chimera
Heavy Flamer, Multi-Laser
[170]
Veteran Squad
3x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[155]
Veteran Squad
3x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[155]
Veteran Squad
3x Meltaguns
Chimera
Heavy Flamer, Multi-Laser
[155]
Platoon Command Squad
4x Flamers
[50]
Infantry Squad
Meltagun, Autocannon
Chimera
Heavy Flamer, Multi-Laser
[125]
Infantry Squad
Meltagun, Autocannon
Chimera
Heavy Flamer, Multi-Laser
[125]
Special Weapons Squad
3x Flamers
[50]
Special Weapons Squad
3x Flamers
[50]
Fast Attack:
Vendetta
[130]
Vendetta
[130]
Vendetta
[130]
Heavy:
(2) Hydra
Hull Heavy Bolters
[150]
Manticore
Hull Heavy Flamer
[160]
(2) Basilisks
Hull Heavy Flamers
[250]
[2500]
Revised for PBS.
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![[Post New]](/s/i/i.gif) 2011/08/12 06:22:18
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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Anything....?
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![[Post New]](/s/i/i.gif) 2011/08/12 14:34:49
Subject: Re:['Ard Boyz] Mech Guard
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Longtime Dakkanaut
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I'm running something very similar tomorrow, so I'll let you know how it goes. That's all I've got for you, good luck man.
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![[Post New]](/s/i/i.gif) 2011/08/12 14:58:03
Subject: Re:['Ard Boyz] Mech Guard
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Dark Angels Librarian with Book of Secrets
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its a pretty standard 'mech guard list and looks solid.
I don't think you will have any problems with that list, and there is not much to change.
Whats your overall strategy for each of the missions?
* Edit : Actually I think the officer of the fleet is going to hurt you more than help you. In the 1st mission, most people will be reserving their traitor. The officer of the fleet means that you will have less turns to try and kill them. (unless the ability to lower their reserve rolls is optional)
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This message was edited 1 time. Last update was at 2011/08/12 15:01:52
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![[Post New]](/s/i/i.gif) 2011/08/12 15:34:36
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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True enough. Maybe I should toss the Officer and opt for the Astropath. Would be useful to reliably Reserve stuff, such as my Vendettas.
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![[Post New]](/s/i/i.gif) 2011/08/12 15:37:46
Subject: Re:['Ard Boyz] Mech Guard
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Sinewy Scourge
Grand ol US of A
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I really like the astropath as he gets you on the board quicker and you can reroll sides for outflank so he's a plus. In the Plasma CCS I might be tempted to drop one for a medic as thats alot of chances for 1s. Keep in mind too if the game ends due to time and the traitor hasn't come in yet he's dead and you get the points for him.
Otherwise looks really solid...I like it.
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d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/08/14 01:16:01
Subject: ['Ard Boyz] Mech Guard
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Moustache-twirling Princeps
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Well, took first with a wide margin between first and second. Should be nice to move on to Semis, provided there is one nearby.
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