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Made in us
Been Around the Block




U.S.

Hey fellow dakkites. Was wondering if you'd help a broski out. After about 10 years of sitting in boxes, I've unwrapped the first of my catachans (the original plastic boxes that came in 20 or 30 models and added some additional stuff to make an 1850 Army. It's been a while since I've played regularly but have had a couple of games of 5th under my belt, and am about ready to get back to it.

The objective is a balanced list, which while not going to win an Ardboyz tournament will be good enough to keep me in games at the local battle bunker in Bowie.

HQ
CCS (4 Plasmas CCW and LasPistol)

Troops
1. Platoon
A. PCS (las guns, CCW and Laspistol)

B. 40 Man Infantry Block (1 Vox, 4 Grenade Launchers, 4 Power Weapons)
i. Commisar (Power Weapon)

C. 4 Heavy Squads (1 LC, 2AC 1ML)

2. Vet Squad (3 Meltas, Vox)
i. Chimera (2 Heavy Flamers)

3. Vet Squad (3 Plasmas, Vox)
i. Chimera (MultiLas, Bolter)

4. Vet Squad (3 Meltas, Vox)
i. Vendetta (3 TL LC)

Fast:
1. 2 X Scout Sentinel - AC's
2. Devil Dog (MeltaCan, HeavyBolter)

Heavy
1. 2 x Leman Russ (Battle Cannon/Las Cannon)


General Idea: [u]

1. Platoon deploys to closest objective with enough staying power and fire power to avoid incoming fire.
2. Scout's use flanking and autocannon to deal with mid infantry or pop transports from behind and slowing them down.
3. Heavy Squads spread out to provide cover as needed
4. Plasma Vets to respond to heavy troops
5. Melta Vets to Pop Heavy Mech.
6. Russes Point and Shoot. (Having Las Cannon for difficult vehicles)

One idea I've been tinkering with is dropping 1GL and Power Weapon from the infantry block and giving the platoon command flamers. This would give better anti mob capabilities to the army but it would only be defensive as I can't afford a transport for them. Any thoughts. Am I just way off with this list?

This message was edited 1 time. Last update was at 2011/12/19 19:11:47


 
   
Made in us
Been Around the Block




U.S.

Anyone?

 
   
Made in us
Hardened Veteran Guardsman





Virginia Beach, VA

I think you might get more mileage out of flamers in your blob, but that's certainly debatable (sp?).

Since IG isn't the flavor of the month, you probably won't get much feedback here on Dakka though.
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Are the LRBT in a single squad? Might be good to split them up so that if one tank shoots at something that goes down the next tank can redirect fire. Why'd you put the Veterans in the Vendetta? Even with a squad of melta weapons I think it's better to leave the Vendetta empty or put a cheap squad in it to sceen (I like the idea of Penal Legion) but otherwise stay inside to make it a scoring unit. If you're going to use it as a troop delivery I would take a Valkyrie with double Missile pods (defensive weapons) so that it can fire 2 large blasts and it's MultiLaser while still moving 12" to deliver troops. A Vendetta could fire "just" one TL LC to do the same. That and I'd give the CCS a Chimera so that it can move and shoot while still being protected and gives the Commander a larger unit for yelling at people!

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Made in us
Sinewy Scourge




Grand ol US of A

Ok I'll bite. Primarily because I've been trying to do the same thing with my IG.

BeeLow01 wrote:
HQ
CCS (4 Plasmas CCW and LasPistol)

With no standard for the blob or vox caster, these guys really need a chimera. They can order out of it so the blob and heavy weapons can recieve orders. If you expect a lot of mech and who doesn't in 5th then go for meltas, or the other option would be to give them cloaks, 1 plasma gun, a LC, and a standard.

BeeLow01 wrote:
Troops
1. Platoon
A. PCS (las guns, CCW and Laspistol)

Try to get some special weapons or maybe some heavy weapons in here otherwise these guys will just be a kill point looking for a place to die, a vox is almost mandatory though.

BeeLow01 wrote:
B. 40 Man Infantry Block (1 Vox, 4 Grenade Launchers, 4 Power Weapons)
i. Commisar (Power Weapon)

Ok seems good.

BeeLow01 wrote:
C. 4 Heavy Squads (1 LC, 2AC 1ML)

I would swap the ML for another AC personally. It gives you more shots and almost identical statline.

BeeLow01 wrote:
2. Vet Squad (3 Meltas, Vox)
i. Chimera (2 Heavy Flamers)

First off keep the multi-laser. Odds are you will be moving and thus unable to fire both weapons, as neither is defensive. Also drop the voxcaster. In a chimera they can't recieve orders so give it to the CCS.

BeeLow01 wrote:
3. Vet Squad (3 Plasmas, Vox)
i. Chimera (MultiLas, Bolter)

Swap the bolter for a HF, the plasmas for meltas and give the vox to the PCS. Your vets will almost suicide themselves and the infantry can be mopped up by the blob, and chimeras.

BeeLow01 wrote:
4. Vet Squad (3 Meltas, Vox)
i. Vendetta (3 TL LC)

Again being unable to recieve orders while embarked hampers the vox. Drop it or consider giving to the blob. I got chewed for having 3 plasmas in a vendetta, but I like it. I either outflank the vendetta or scout up to get the vets close and create a killing field of plasma, while the vendetta either retreats to a safe point or hits rear armor. Honestly though either is fine, but I prefer plasma.

BeeLow01 wrote:
Fast:
1. 2 X Scout Sentinel - AC's

I do see the value of scouting to hit side armor early, but being a big DE player as well I can honestly say beware bolters. I'd rather have another vendetta or a better LRBT.

BeeLow01 wrote:
2. Devil Dog (MeltaCan, HeavyBolter)

Blasts have never been good for killing armor as only 1/3 chances will you roll a hit. (Not counting for a reduce in scatter which isn't much more. You would also need to be really close to get the melta effect. A manticore could do more to armor and infantry, so I'd go there or with a third bird, but a manticore first.

BeeLow01 wrote:
Heavy
1. 2 x Leman Russ (Battle Cannon/Las Cannon)

First off don't squadron armor unless you have to. Second I prefer executioners, and demolishers to the standard LRBT. Third being ordnance means you get better against armor but again its a blast, and the LC is a single shot per turn with a coin flip of hitting. So 2-3 turns you don't do anything. Having decent AT using the saved points to get a second manticore or an executioner would probably be better. After all termis must be delt with.

BeeLow01 wrote:

General Idea: [u]

1. Platoon deploys to closest objective with enough staying power and fire power to avoid incoming fire.
2. Scout's use flanking and autocannon to deal with mid infantry or pop transports from behind and slowing them down.
3. Heavy Squads spread out to provide cover as needed
4. Plasma Vets to respond to heavy troops
5. Melta Vets to Pop Heavy Mech.
6. Russes Point and Shoot. (Having Las Cannon for difficult vehicles)

One idea I've been tinkering with is dropping 1GL and Power Weapon from the infantry block and giving the platoon command flamers. This would give better anti mob capabilities to the army but it would only be defensive as I can't afford a transport for them. Any thoughts. Am I just way off with this list?

Blobs do better in CC so get them stuck forward not camping a home objective. Let your HWTs do that. Chimeras can give you enough flamers and grenade launchers do better against light armor. Russes are fun and tough to kill, but like I said it can be frustrating trying to kill armor with it.

Hope this helps.

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Made in us
Been Around the Block




U.S.

Thanks for the feedback. My brain must have fried as I'm aware of the vox rule for Chimeras but went ahead and gave the vets voxes for no good reason anyway.

This is really helpful as I'm trying to tune it up and haven't play tested all that much...thanks.

 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

In any case it's pretty pointless to put vox casters on the veteran and infantry squads if you don't also put vox casters in the command squads. In the list as posted they don't do anything other than cost points and count as differently equipped models.

Agitator noster fulminis percussus est 
   
Made in us
Member of a Lodge? I Can't Say




WI

For a blob I feel Meltas are the best weapon, and I feel Melta bombs at least give you a chance against walkers.

If you want that many HWSs and if you want to issue more than 2 Orders a turn, you should probably look at Creed and a Lord Commissar. Have the Lord hang out (or join) your HWSs. Read his 'Aura of Discipline' and you will see why. Give him a Camo Cloak and he can make a HWS Stubborn and give a 3+ cover save, but you do risk Execution on a failed Leadership roll, and Orders are a Leadership roll!

Otherwise Akroma gave you pretty good advice. The only changes I would make to his advice is I would not put Vets in a Vendetta. I have gone over this enough where I have come to the conclusion that Vets are just to valuable to kinda be hidden away or just made to make the Vendetta scoring. A SWS for nearly half the points can make the Vendetta scoring and give you a unit to disembark with to attack another unit. Two -Three flamers and maybe a Demo Charge can give you what you really want... the ability to burn out cover saved based troops from an objective. The Vendetta itself is just to valuable to rush up to drop troops out in a melta assault on a vehicle and in turn put the Vendetta in melta range for your opponent.

Using your list as a base and to kinda show you what folk are talking about...

CCS - 210pts
LC, 2x Plasma gun, Camo Cloaks, Creed

Lord Commissar - 70pts

PCS - 50pts
AC, 2x Sniper Rifles

PIS - 120pts (blob1)
Commissar, 2x PW, Melta gun, Melta bomb

PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb

PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb

PIS - 70pts (in Vendetta)
Flamer, PW, Melta bomb

PIS - 65pts (in Vendetta)
Flamer, PW

HWS - 105pts
3x LCs

HWS - 75pts
3x ACs

HWS - 75pts
3x ACs

Vets - 135pts
3x Plasma guns, LC

Vets - 135pts
3x Plasma guns, LC

Vendetta - 130pts

Vendetta - 130pts

Demolisher - 165pts

Demolisher - 165pts

1849pts

Use the PCS as a MC hunter first, Transport popper second, anti-Infantry third and look at keeping them near the Lord to make them Ld 10 for Orders. The Vets (in cover) hang back to defend the HWSs, the CCS and the PCS. Have the Blob and the Demolishers to march forward with everything else providing fire support. When they are close enough to the enemy, give them 'For Cadia!' to charge (just make sure you have a few guys trailing back to stayin in 24" range of Creed). Make sure you read the rules for Rapid Fire weapons and charging, so you should only be shooting the meltas and pistols. You can be tricksy-foxsey and use 'Tactical Genius' to Outflank a unit, but without a Astropath, it might not be worth it... and I would only get a Astropath if your consistantly Outflanking 3+ units a game. But giving a unit like the blob the Scout ability and Scout moving them an extra 6" up towards the enemy can be huge. I put two PISs in your Vendettas (giving you a total of 5) and in kill point games they can be added to your blob to make it 50 strong. I am 5pts short to give the last one a Melta bomb and you can swap one out from the blob to give them one, but I feel the blob is more important and needs it.
Having 14 AC shots at 3 targets and 12 LC shots at up to 6 targets should give you plenty of fire power. 8 Plasma guns (with a possible 16 shots) can give your rear area plenty of anti-terminator fire power (along with the accompaning LC shots). Just remember cover is your friend for your rear units

Enjoy!

This message was edited 1 time. Last update was at 2011/12/22 10:39:25


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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