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![[Post New]](/s/i/i.gif) 2012/01/26 21:17:54
Subject: 2K Mech-Guard (and options) Tourny list
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Lone Wolf Sentinel Pilot
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CCS: Meltagun x4, CC (Laspistol/PF), Chimera (hull Hvy Flamer)
Platoon:
PCS; Flamer x4, PC (Laspistol/CCW/Meltabombs), Chimera (hull Hvy flamer)
PIS; Lasgun x7, HWT (Autocannon), SGT (Laspistol/PW), Commisar (BP/PW)
PIS; Lasgun x7, HWT (Autocannon), SGT (Laspistol/PW)
HWS; Autocannon x3
Vet1: Shotgun x6, Meltagun x3, SGT (laspistol/PF), Chimera (hull Hvy Flamer), Grenadiers
Vet2: Shotgun x6, Meltagun x3, SGT (laspistol/PF), Chimera (hull Hvy Flamer), Grenadiers
Vet3: Shotgun x6, Plasmagun x3, Demo charge, meltabombs, SGT (laspistol/PF), Chimera (hull Hvy Flamer), Demolitions
Psyker BS: Psykers x9, overseer
Hellhound: Inferno cannon, hull Multi-melta
Banewolf: Chem-Cannon, hull Multi-melta
Manticore: hull Hvy Flamer
Colossus: hull Hvy Flamer
LR Executioner: Plasma sponsons, hull Hvy flamer
I have an option to dump the Vets doctrines and add Harker to Vet1 and Bastonne to Vet3. Along with a sniper rifle in PIS1.
Another available option is to trade out the Colossus with a squadron of 2 Hydras and give the HWT 3 LasCannons (no doctrines or characters in the Vet squads).
Army meta is expected to be plenty of GKs (10+), SWs and BAs, 2-4 Codex SMs, 5 or so IG, and a scattering of zenos, lite on the Tau.
C&C is appreciated.
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Life isn't fair. But wouldn't it be worse if Life were fair, and all of the really terrible things that happen to us were because we deserved them?
M. Cole.
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![[Post New]](/s/i/i.gif) 2012/01/27 08:50:09
Subject: 2K Mech-Guard (and options) Tourny list
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Member of a Lodge? I Can't Say
WI
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You have no reliable long range AT at all in this list, so your opponent has effectivily 2 Turns of shooting on you... that is a fatal flaw.
Drop the power fists (all 3) in the Vets and the Grenadiers (2 Doctrines, you can keep the Demolitions), giving you 105pts... that is a LC HWS... even though you have nothing to give it Orders or keep it around from return fire, it is better than nothing right now as on it's own that is 1.5 LC shots hitting a turn.
You really want Vendettas instead of a 50% hit multi-melta as your main AT weapon in those fast slots. At 2k points, having 3 sources of LC fire, even a kinda weak one in the LC HWS, will give you the long range fire power you need. You still have a AC HWS and two more ACs in the blob to help with transport popping.
I will also point this out... you have 5 Chimeras that are really effective at 6" to 12" away from the enemy. You have /two/ scatterable artillery, one that /has/ to fire indirect and the other that has the possibility of multiple hits by adding templates/markers to the outside edge of your first template/marker. So it can still easily scatter, oh, 12+ inches, even if fired directly.
As a side note, a lone, non-moving Executioner is a easy Vanguard Vet kill. Drop the sponsons, keep it moving with your Chimeras, and you seriously want a second tank to split your opponent's fire or to give you a chance to fire a Executioner Turn 2.
Personally, I would put that CCS Chimera on the PBS, keep the CCS with the blob and HWSs and give the HWSs Orders (specially that LC HWS and 'Bring it Down!'). I would get some direct fire, non-scatterable heavy slots that will not accidently frag 60% of your list and make sure if you do get something that uses the Scatter dice, that it is leading the charge /infront/ of those Chimeras.
I would also get some Melta bombs and melta guns in that blob for Walker/vehicle defence. Remember BAs can deep strike a Land Raider.
I would seriously consider a Lord Commissar to 'hang out' with your HWSs. If you don't want HWSs because you don't want to deal with Orders (and to bad if that is the case), Vendettas and Hydras are your best bet for non-scatterable fire support.
Good luck.
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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) 2012/01/27 16:29:18
Subject: 2K Mech-Guard (and options) Tourny list
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Tower of Power
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The Veteran units have too much wargear. You don't want a power fist on the units, you never want them out the tank or else they are dead meat. Plus a fist on Guard only has 50% chance to glance, not good odds.
Then the plasma unit, no point in melta bombs as you cannot charge after rapid fire. You want these slagging elite units, not chasing tanks or walkers.
Banewolf is too short range, it probably won't make it. Hellhound is the best overall flamer tank variant.
Blktom, how can ordnance scatter 12+ is fired directly? You only roll 2D6 and the maximum is 12 and then minus the ballistic skill. The most you're going to scatter is 9". If you're worried about Manticore shots hitting your Chimeras then don't fire by them!
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2012/01/27 17:42:11
Subject: 2K Mech-Guard (and options) Tourny list
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Lone Wolf Sentinel Pilot
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Thanks for the response. I hope to get a Vendetta soon (maybe this payday) and plan to swap out the banewolf, but i don't think it will be ready in time for the tourny (perhaps load it with one of the Vet squads so the PBS gets that chimera...still other events are coming up).
My biggest problem so far has been not getting the first turn shooting. My cover saves have always been notoriously bad (even playing Marines I would consitently roll 4-5 ones on Terminator saves and watch the whole squad die to Hormogants shooting) and i lose alot of firepower before i even start. Adding a Vendetta wont change that (it will just get killed turn 1 instead of the banewolf).
I'm 5-3 with this army at 1750-2000 points. All 3 losses were to GK Purifier armies with tons of S7-8 psibolt shooting on his alpha strike.
Perhaps it's time to get new dice???
Thanks again...good comment on the PFs BTW. I could easy-peasy drop those and either upgrade the HWT to Lascannons or get a second LC HWT (to deal with stupid psiflemen dreds).
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Life isn't fair. But wouldn't it be worse if Life were fair, and all of the really terrible things that happen to us were because we deserved them?
M. Cole.
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![[Post New]](/s/i/i.gif) 2012/01/28 06:01:15
Subject: Re:2K Mech-Guard (and options) Tourny list
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Member of a Lodge? I Can't Say
WI
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Blktom, how can ordnance scatter 12+ is fired directly? You only roll 2D6 and the maximum is 12 and then minus the ballistic skill. The most you're going to scatter is 9".
The Manticore can, with bad dice rolling, scatter 12" on a direct fire. Roll box cars (12) and then take off your 3" for BS, your at 9". Your template is 3" Diameter with the 1.5 radius reaching out to 10.5". Your next template touchesedges as per the rules on page 32 BRB. That is also a additional 1.5" due to the radius, for a total of 12" and technically reaching out to 13.5". Isn't Math is fun! Sure... you have to roll 12 on your scatter and have it actually head towards your stuff, but to scatter is a 2/3ed chance, and you have a 2/3ed chance to get more than one warhead. So it is very possible.
If you're worried about Manticore shots hitting your Chimeras then don't fire by them!
THAT is the magic answer. But your Chimeras /want/ to get within 12" of the enemy to double tap their plasma or shoot their melta guns. Thus your catch 22. Also, you have enemies that /want/ to get in close to your Chimeras (Green Tide springs to mind). This can also negate your artillery. This is why I always caution people about using artillery with power blob assault lists or Chimera rush lists that want to get inside of that scatterable range.
Kelly, the problem with a single unit type in any list is that, if it is a threat, it will promptly be targeted to be taken out ASAP. This is why you always run pairs, because now they have to take out two targets with concentrated fire in one turn.One should survive long enough to do the job, and three should last you a couple of turns till the true killing stroke of your army gets in range... the Vets. Why turn 1 I would move my Vets 12" and pop smoke. Automatically Appended Next Post: This is how I would make your list...
CCS - 150pts
LC, Plasma Guns, Standard, Camo Cloaks, OotF
Lord Commissar - 80pts (with LC HWS?)
Camo Cloak
PBS - 155pts
+4 Psykers, Chimera ML/HHF
PCS - 100pts
3x Flamers, Chimera ML/HHF
PIS - 130pts (blob 1)
Commissar, 2x PW, Melta gun, AC, Melta bomb
PIS - 85pts (blob 1)
PW, Melta gun, AC, Melta bomb
AC HWS - 75pts
LC HWS - 105pts
Vets - 155pts
3x Melta guns, Chimera ML/HHF
Vets - 155pts
3x Melta guns, Chimera ML/HHF
Vets - 170pts
3x Plasma guns, Chimera ML/HHF
Vendetta - 130pts
Vendetta - 130pts
LRBT Executioner - 190pts
LRBT Executioner - 190pts
2000pts
You can add the Lord to the Blob or LC HWS to give them 3+ cover saves, but obviously you risk execution. Keeping the HWSs within 12" of the CCS and 6" of the Lord for his Aura of Discipline (and in cover) means they should have a re-rollable Ld 10 for Morale and pinning checks and a Ld 10 for Orders, as well as 4+ cover saves. You have 5 Chimeras, 2 Vendettas, and two Executioners driving forward and 10 Lascannon shots from 4 scources with 10 Autocannon shots from 2 sources giving you covering fire.
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This message was edited 1 time. Last update was at 2012/01/28 06:24:58
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) 2012/01/30 14:45:01
Subject: Re:2K Mech-Guard (and options) Tourny list
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Tower of Power
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BlkTom wrote:Blktom, how can ordnance scatter 12+ is fired directly? You only roll 2D6 and the maximum is 12 and then minus the ballistic skill. The most you're going to scatter is 9".
The Manticore can, with bad dice rolling, scatter 12" on a direct fire. Roll box cars (12) and then take off your 3" for BS, your at 9". Your template is 3" Diameter with the 1.5 radius reaching out to 10.5". Your next template touchesedges as per the rules on page 32 BRB. That is also a additional 1.5" due to the radius, for a total of 12" and technically reaching out to 13.5". Isn't Math is fun! Sure... you have to roll 12 on your scatter and have it actually head towards your stuff, but to scatter is a 2/3ed chance, and you have a 2/3ed chance to get more than one warhead. So it is very possible.
Well, technically that's not scattering 12". The max scatter is 9" with ballistic skill. I think your looking at the worst of things there and providing you get multiple shots and scatters again across extending the range.
If you're worried about Manticore shots hitting your Chimeras then don't fire by them!
THAT is the magic answer. But your Chimeras /want/ to get within 12" of the enemy to double tap their plasma or shoot their melta guns. Thus your catch 22. Also, you have enemies that /want/ to get in close to your Chimeras (Green Tide springs to mind). This can also negate your artillery. This is why I always caution people about using artillery with power blob assault lists or Chimera rush lists that want to get inside of that scatterable range.
I've never had that problem. By the time you're firing the Manticores close to the Chimeras it will probably be turn 3 and at least that time the enemy will probably close enough so you cannot indirect fire at least. You just need to know what to fire the Manticores at. I think I've had a Manticore scatter on my own tank once.
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This message was edited 1 time. Last update was at 2012/01/30 14:45:47
warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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