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1850 Tallarn Imperial Guard take on 6th ETC Style  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Loud-Voiced Agitator






I have never really been part of much of a forum before, let alone written a battle report before, so bear with me here. I hope to give you some occasional updates on how my army is coming to terms with 6th edition.

I used to play the following list with quite good results toward the end of 5th. The last 5th edition tournament I played in I went 3 wins, 1 draw, 1 loss.

HQ
Company Command Squad - Missile Launcher, Regimental Standard, Astropath
Priest - Eviscerator

ELITES
Psyker Battle Squad x 9
Stormtroopers x 5 - Plasma Pistol, 2 x Meltagun
Marbo Assassin

TROOPS
Infantry Platoon #1
Platoon Command - Bolter, 3 x Grenade Launcher, Chimera
Infantry Squad #1 - Autocannon, Flamer
Infantry Squad #2 - Autocannon, Flamer
Heavy Weapon Squad #1- 3 x Lascannon
Heavy Weapon Squad #2- 3 x Lascannon

Infantry Platoon #2
Platoon Command - 3 x Meltagun, Chimera - Hull Heavy Flamer
Infantry Squad #1 - Power Weapon, Meltabombs, Commissar - Power Weapon
Infantry Squad #2 - Power Weapon , Meltabombs

Penal Legion Squad

FAST ATTACK
Scout Sentinel #1 - Multilaser, Searchlight
Scout Sentinel #2 - Multilaser, Searchlight
Rough Riders x 10

HEAVY SUPPORT
Hydra Flak Tank #1 - Hull Heavy Bolter
Hydra Flak Tank #2 - Hull Heavy Bolter
Manticore Rocket launcher - Hull Heavy Flamer
1749pts

Now this list used to be based on a gun line with a number of squads charging into combat off the board edge. The second platoon (with priest) was always placed in reserve to respond to threats along with the rough riders. The sentinels and penal legion outflanked and stormtroopers with marbo arrived via deepstrike.

Having moved to a new area away from the city I don't have too many people to play games with but I managed to find someone close who also enjoyed a few drinks and rolling a few dice. After a couple of games I was invited to join their team in a ETC style no comp tournament. With a few reservations I wrote up a list, which was "approved" by the team and a few practice games were had.

Now, having lost the main purpose of a lot of my old list and being hamstrung by a bunch of new rules I knew I pretty much needed to start from scratch. Gone were the rough riders, hydras, penal legion and psykers.

And this is what my list turned into.

HQ
Company Command Squad - Lascannon, Camo Cloaks
Primaris Psyker

TROOPS
Infantry Platoon #1
Platoon Command - 3 x Flamer
Infantry Squad #1 - Autocannon, Power Axe
Infantry Squad #2 - Autocannon, Power Axe
Infantry Squad #3 - Autocannon, Meltabombs, Commissar - Power Axe

Infantry Platoon #2
Platoon Command - 3 x Flamer
Infantry Squad #1 - Autocannon, Power Axe
Infantry Squad #2 - Autocannon, Power Axe
Infantry Squad #3 - Autocannon, Meltabombs, Commissar - Power Axe

FAST ATTACK
Scout Sentinel x 3
Scout Sentinel x 3

HEAVY SUPPORT
2 x Leman Russ Executioner - Hull Heavy Bolters
2 x Basilisk - Hull Heavy Flamers
Manticore - Hull Heavy Flamer

FORTFICATION
Aegis Defense Line - Quad Gun
1850pts

My list became the token take all comer list along with very specialised necrons, dark eldar and grey knights.

I am not going to go into detail on how this list works as it is quite obvious. More to the point I will give you a bit of a rundown on what worked and what didnt toward the end. But before that I will give a brief description of the five games I played.

I am not really sure how the games are decided but there are dice rolls and team captains deciding our fate. I probably should have paid more attention.

Game 1 vs Tau & Space Marines

He was running:
Commander – (2)MP, drone controller x2 Gun Drones
Battlesuits (2) – (2xMP, flamer) (x2 MP, Drone Controller, x1 Gun Drone)
Fire warriors (12)
Fire warriors (12)
Kroot (15)
Kroot (16)
Hammerhead – DP, TL, BSF, Multi Tracker, Rail Gun, Burst Cannons
Hammerhead – DP, TL, BSF, Multi Tracker, Rail Gun, Burst Cannons
Hammerhead – DP, TL, BSF, Multi Tracker, Rail Gun, Burst Cannons
Allies
Captain – Artificer Armour, Bolt pistol, Power Weapon
Tactical Marines (10) – Power Weapon, Flamer, Lascannon, Razorback – twin linked lascannon
Land Speeders (2) – Heavy Bolters, Typhoon Missiles
Ageis Defence Line with Quad Gun

The set-up was dawn of war with 4 objectives. He won the roll to go first.

He set-up with a squad of kroot on the quad gun and squad of kroot outflanking. The hamerheads and infantry spread across the board. I set up my infantry & artillery mainly behind the defence line, with one blob and the leman russ squad in area cover.

To make a short story even shorter I found that hammerheads now get a 3+ save whenever they move, and I thought a 4+ all the time was over the top.

I lost my manticore first turn and my basilisks a little after. The kroot came on and wiped out half a blob with shooting, including the commissar (14 failed saves out of 15). The only shining light in this game were the sentinels which outflanked and would have got me a draw if the game had gone on a little longer. The executioners did a pretty good job of soaking up railguns, and I still had one firing at the end of the game, which was amazing considering I had 2 railguns shooting at them every turn. All in all I only did one hull point damage to the hamerheads.

Minor Loss. (Everyone else in my team won, for team win).

Game #2 vs Blood Angels

He had:
Librarian – Jump Pack, Fear/Unleash Rage
Sanguinary Priest – Jump Pack, Lightning Claw, Sanguinary Priest, Jump Pack, Lightning Claw
5xSanguinary Guard
10x Assault Marines – 1x Power Weapon, 1x Melta Bomb, 2x Melta Guns
10x Assault Marines – 1x Power Weapon, 1x melta Bomb, 2x Melta Guns
10x Assault Marines – 1x Power Weapon, 1x melta Bomb, 2x Plasma Guns
10x Assault Marines – 1x Power Weapon, 2x Plasma Guns
5x Devastators – 4x Missile Launchers
5x Devastators – 4x Missile Launchers
5x Devastators – 4x Plasma Cannons

Long ways deployment, big guns never tire.

Surprisingly he set all his guys up to rush across the board except the sanguinary guard who deep struck.

I wiped out all his infantry except his heavy support, which I had forgotten were scoring. He killed my manticore which gave him the point he needed to win. The main problem I had was by the time I had finished off the infantry coming at me I didn't have anything except the basilisks with the range to finish off the devastators in the time I had left, and they scattered pretty badly.

Minor loss, not sure how the rest of the team went really.

Game 3 vs Eldar

After being thrown under the bus for a couple of games, which is something I had put my hand up to do I got given the choice of 2 lists to play against: eldar or demons.

Eldrad
Fire Dragons (5) – Wave Serpent, Twin Linked Scatter Laser, Shuriken Cannon
Fire Dragons (5) – Wave Serpent, Twin Linked Scatter Laser, Shuriken Cannon
Dire Avengers (10) – Exarch, Defend, Power Weapon, Shimmer Shield, Wave Serpent, Twin Linked Scatter Laser, Shruiken Cannon
Dire Avengers (10) – Exarch, Bladestorm, Twin Catapults, Wave Serpent, Twin Linked Scatter Laser, Shruiken Cannon
Jet Bikes (3) – Shruiken cannon
Jet Bikes (3) – Shruiken cannon
Vypers (2) – Scatter Lasers, Shruiken Cannons
War Walkers (3)
War Walkers (3)

What I didn't realise when I first saw this list is the actual amount of scatter lasers in the list.

This was diagonal deployment with the scoring fast attack objectives mission.

To tell you the truth this list gave me pretty much the worst beating of the tournament, though in the end he only won on the points he got from killing my fast attack. He couldn't touch my Russes which just hammered unit after unit all game.

The big mistake I made in this game was not getting my defence line right up to the edge of the board. This allowed 2 squads of dire avengers to nip around it and destroy my infantry pretty easily. Also the first time I tried to use a psychic power I wounded myself, man eldar rune kick ass.

Minor loss. Pretty sure the team won this one without me.

Game 4 vs Imperial Guard

This was a game against a guy who had played guard at a very competitive level and had actually been giving me advice on how I should be approaching this kind of tournament.

Primaris Pysker
Infantry Platoon
Platoon Command
Infantry Squad 1 – power axe, lascannon Infantry Squad 1 – power axe, lascannon
Infantry Squad 1 – power axe, lascannon
Infantry Squad 1 – lascannon, commissar with power axe
Veteran Squad –
Veteran Squad – 3 plasma guns, 1 lascannon, Chimera – hvy bolter, mulitlaser
Psyker Battle Squad – 8 psykers + overseer, Chimera – hvy bolter, mulitlaser
Vendetta – hvy bolter sponsons
Vendetta – hvy bolter sponsons
Manticore
Manticore
Leman Russ Executioner squadron x 2

This game was 2 objectives, dawn of war and night fight. I got to go first (only time in the tournament)

Here I stuffed up. Glen later informed me that I could have actually spotlighted his manticores that were sitting together with my russes on turn one and then dropped my artillery on them, but thinking I was out of range I went for the infantry blob on his objective. Instead he took out my manticore and basalisks firts turn with his manticores.

I took out one Vendetta, but it was the second that used its heavy bolters to finally wipe me off my objective. First time I have ever played aginst vendettas.

I had pretty hot dice this game, but just at the end so did he.

Minor loss. The team won again.

Game 5 vs Imperial Guard

PRIMARIS PSYKER
PSYKER BATTLE SQUAD X 7 – CHIMERA
VETERAN SQUAD – DEMOLITION, 3 x MELTAGUNS
VETERAN SQUAD – DEMOLITION, 3 x MELTAGUNS
VETERAN SQUAD – GRENADIER, 3 x PLASMAGUNS, PLASMA PISTOL, CHIMERA
VETERAN SQUAD – GENADE LAUNCHER, MISSILE LAUNCHER, CHIMERA
VETERAN SQUAD – GENADE LAUNCHER, MISSILE LAUNCHER, CHIMERA
VENDETTA
VENDETTA
MANTICORE – HEAVY FLAMER
LEMAN RUSS SQUAD – LEMAN RUSS, LEMAN RUSS DEMOLLISHER, HEAVY FLAMER
LEMAN RUSS

Diagonal Deployment , Hill Points

He went first and took out a basilisk.

My manticore then proceeded to kill his manticore and a russ.

His Chimeras died one after another and every blast he fired seemed to scatter off to k nowhere.

I took an early lead killing chimeras and infantry, but he came back at me killing all my artillery and my platoon command squads. His vendettas didn't really do anything.

Ounce again the russes would not die and did a lot of damage.

Minor Win!!!!! And our team won.

Overall our team came second, though I am not too sure how much I helped them get there really.

The tournament was good fun, but I think I prefer a comp environment where my failures (lack of giving a damn) only reflect on me and not my friends.

Below I will give a quick rating on what I thought of each unit over the weekend:
HQ
Company Command Squad - Lascannon, Camo Cloaks Did their job, no complatins really
Primaris Psyker Terrible, againt eldar couldnt even use his powers. Only one game I got endurance and then it wasnt too bad

TROOPS
Infantry Platoon #1 flamer squad was actually pretty good, the blob with the commissar was very average, it requires too much planning to keep the commissar alive in 6th
Platoon Command - 3 x Flamer
Infantry Squad #1 - Autocannon, Power Axe
Infantry Squad #2 - Autocannon, Power Axe
Infantry Squad #3 - Autocannon, Meltabombs, Commissar - Power Axe

Infantry Platoon #2
Platoon Command - 3 x Flamer
Infantry Squad #1 - Autocannon, Power Axe
Infantry Squad #2 - Autocannon, Power Axe
Infantry Squad #3 - Autocannon, Meltabombs, Commissar - Power Axe

FAST ATTACK mmm, not sure. they did pretty good, but thy just die so easy. cost me a game in the fast attack mission
Scout Sentinel x 3
Scout Sentinel x 3

HEAVY SUPPORT
2 x Leman Russ Executioner - Hull Heavy Bolters excellent, ruses may be the way forward
2 x Basilisk - Hull Heavy Flamers two was one too many, but they are something that actually got better in 6th, I will be using one from now on
Manticore - Hull Heavy Flamer not too bad, really didnt do as much damage to tanks as it used to, AP4 really sucks now, probably worth keeping at the moment

FORTFICATION
Aegis Defense Line - Quad Gun first experence at using, but when I look back this is the thing I was wishing for when I got a bad table in 5th, Its going to be a staple, not sure about the gun though, seems a little easy to take out really
1850pts

To tell the truth I have actually played a couple of tournament after this, but thought I should start from the start so you can see how my list comes to terms with what Imperial guard have to deal with in 6th. I think Imperial Guard without vendettas and chimera spam have taken a big hit in 6th and taking allies just seems a little cheaty to someone like me. I will write up my next couple of lists and tournament reports shortly and hopefully we can see some progresss towards making a tough mixed guard list to take on 6th edition with. And I promise a few pictures.


[Thumb - DSC00263.JPG]

This message was edited 3 times. Last update was at 2012/11/12 13:13:46


 
   
Made in us
Blood-Drenched Death Company Marine




I look forward to more reports. Did your opponent's Primaris Pysker manage to do much? I'm finding it hard to continue justify using him.
   
Made in au
Loud-Voiced Agitator






 Crimson Devil wrote:
I look forward to more reports. Did your opponent's Primaris Pysker manage to do much? I'm finding it hard to continue justify using him.


Thanks, I will try get a few pictures in future rather than just random pictures from years ago.

My first guard opponents had endurance on his primaris, which was pretty essential to his big blob surviving. But 10 more guys probably would have done the job just as well. The second didn't do anything at all. I think Biomancy is too hit or miss really. I cant see myself playing him again for a while, and if I do I will be looking at giving Telepathy a go which seems more consistent.
   
Made in us
Hardened Veteran Guardsman





Virginia Beach, VA

Have you tried Demolishers instead of the Executioners? I'm wavering myself on which ones to include in my lists now, especially since I run a similar list to yours with lots of un-Mech'd infantry.

Order of the Everlasting Ascension
7th Cypra Mundii "Dirty Devils" 
   
Made in us
Nurgle Predator Driver with an Infestation






Officer of the fleet
Astropath
Master of the Ordnance
THESE FIRST TWO ARE A MUST!!!!
----Words of /tg/------

Take /tg/ IG advice. I am building a IG list and planning on using yours as a template but I think that since you were facing Tau blob would have been better.

TOO MUCH CHAOS!!!
 
   
Made in au
Loud-Voiced Agitator






 slice of toast wrote:
Have you tried Demolishers instead of the Executioners? I'm wavering myself on which ones to include in my lists now, especially since I run a similar list to yours with lots of un-Mech'd infantry.


I tried out a squad of 2 demolishers in a tournament a couple of weeks ago, which I will write up soon. I think in a squadron the demolishers are better as they are more versitile and cheaper, but as an individual tank one demolisher is too unreliable and an executioner with 3 heavy bolters is probably better. Beside that though the small blast is just a pain to use compared to the large blast.


Automatically Appended Next Post:
 Nurgle wrote:
Officer of the fleet
Astropath
Master of the Ordnance
THESE FIRST TWO ARE A MUST!!!!
----Words of /tg/------

Take /tg/ IG advice. I am building a IG list and planning on using yours as a template but I think that since you were facing Tau blob would have been better.


Not really sure what you are trying to say there? I think advisors are very expensive and would never take more than one really.

I wouldn't really use my list as much of a template, you do realise I only won one game over the weekend (though lack of practice and knowledge of 6th definitely didn't help). My list has been evolving over the last month and you will see the changes and reasoning as I put write the reports up.

This message was edited 1 time. Last update was at 2012/11/14 01:56:00


 
   
 
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