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Made in us
Fresh-Faced New User




I play a person who has Blood Angels and Space Wolves regularly. I normally ran gunline guard lists
but once he gets even remotely close or deepstrikes his veterans that can assault the same turn it becomes
game over as he runs into and mutilates my heavy weapons teams. I have alot more armor now,
so my thinking is keep as much stuff moving and shooting high str shots as possible.


More Armor

HQ:

CCS: Commander with Powerfist, Plasma pistol, melta bombs. 4 Meltaguns, Chimera. 175

Elites:

Storm Trooper Squad - 9 men (2 meltaguns) , Sgt (boltgun and hotshot laspistol). 185
Storm Trooper Squad - 9 men (2 meltaguns) , Sgt (boltgun and hotshot laspistol). 185

Troops:

Veteran Squad - 9 men (3 meltaguns) , Sgt (CCW & laspistol) , Chimera. 155
Veteran Squad - 9 men (3 meltaguns) , Sgt (CCW & laspistol) , Chimera. 155
Veteran Squad - 9 men (3 meltaguns) , Sgt (CCW & laspistol) , Chimera. 155
Veteran Squad - 9 men (3 meltaguns) , Sgt (CCW & laspistol) , Chimera. 155

Fast Attack:

Scout Sentinel Squadron - 3 with multilasers. 105
Scout Sentinel Squadron - 3 with multilasers. 105
Scout Sentinel Squadron - 3 with multilasers. 105

Heavy Support:

Leman Russ Squadron - 2 with hull heavy bolters and sponson heavy bolters. 340
Leman Russ Squadron - 2 with hull heavy bolters and sponson heavy bolters. 340
Leman Russ Squadron - 2 with hull heavy bolters and sponson heavy bolters. 340

Total: 2500

He tends to put special characters and terminators in a Land Raider. Does this list allow it to roam free
for too long before getting hit with meltas? Any suggestions on what to rearrange or swap out for
other units? I am aware that 1000 pts in Leman Russes is probably not the best way to go.




   
Made in us
Stalwart Veteran Guard Sergeant





Metairie, LA

Dealing with BA as a Guard player is hard no matter how you slice it. Couple things:

You're at 2500 points, so under 6th Edition your FOC is doubled. Break out those squadrons into single units!

LRBTs aren't bad marine killers. Consider Executioners though, as you get three shots. Remember, Russes are just heavy tanks now, so if the main cannon is ordinance you can't fire it along with anything else. Those sponsons go to waste fast.

Marbo. Always Marbo.

I think you can get more mileage in your Fast Attack slots. Banewolfs are a personal favorite for marine killing. Can't go wrong with Vendettas to pop those transports, either.

Plasma might serve better than melta. You want to kill transports while it's downfield, not by getting into melta range. Medusas, Manticores, Vendettas... those will serve better for it. Focus your infantry on killing anything that threatens assaults.

Some opinions for you, anyway. BA are always a huge pain. Good luck!

   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Agree with plus1jeremy about sponsons. With those 6 gone your almost at another LRBT and at the moment they would contribute little.

I think overall you've gone a little over kill on melta weapons. Yes you've got the tools to remove those land raiders, but if half a dozen assault terminators pop out, you'll still struggle to touch them all.

I would think the best option for dealing with land raiders is 2 units of melta vets in vendettas. Then I would exchange the melta storm troopers to plasma troopers so you can deep strike onto the kill of the melta vendetta vets and deal to terminators. I dont think its necessary to have 9 guys for the storm troopers either as their targets are different to the meltas, where as plasma can still tie in nicely with killing MEQs.

For an army that deals with MEQs like BA and SW I dont see the validity of scout sentinels. If you really want a fast attack choice apart from the vendettas/valks the your best bet is rough riders. Normally a bit useless they work well against marines with S5 ap3 on the charge. 10 cost the same amount as your 3 scout sentinels. They can keep pace with your other vehicles and hide behind them out of LOS, then when in range charge. Yes they are very much a 1 hit wonder but against MEQs a well placed charge can be good.

So changes I'd make are remove LRBT sponsons, switch storm troopers to plasma, drop a vets squad and put two in a vendetta, drop the sentinels and take 1x10man rough rider squad and switch one LRBT to a Leman Russ Executioner with plasma sponsons.

Also agree with plus1jeremy about some artillery support. Manticores a nice but only ap4. The best bet is probably the colossus as with their ap3 and ignores cover, any in range MEQs are in trouble.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Tough Tyrant Guard




North Carolina

What ever he is going to focus on use it to your advantage. I see that your very mobil so use that option. If he is driving hard for your LRBT then either keep them on the move or bait him so that you can cause some real damage to his army. Many ah time I would leave lone units on set up out in the open, or a distances away. That way the enemy would draw down on the easy target only to find out it was a trap. Then again a lot of players do not use set up as a option for tactics........

Also I would look at adding in the astropath so that you can work on DS and out flanking.

Side note,, LRBT was my marine killer and boy did it bring the rain. If you really read up on some long time guard players. You will notice that their list include the standard LRBT with hull lascannon. I guess you could say exp vets know what the best tank for the guard is?




Biomass

 
   
Made in us
Boom! Leman Russ Commander





Ohio

As everyone else noted, drop the bolter sponsons, they snapfire when you fire the ordnance gun. So it is best to just run standard barebones Leman russ battle tanks with a heavy bolter or flamer hull weapon.

I wouold suggest getting some plasma on those vets. If you drop the sponsons you surely could.

Melta storm troopers are generally suicide units. They drop down, melta a tank(hot shot weapons will do nothing because you are and should probably be firing at vehicles), then because they are bunched up your opponent will probably kill them. I would suggest the 5 man squads to save points, I wouldnt go with a full squad unless you had plasma guns or flamers and you were hunting meq or more fragile units instead of vehicles.

You dont have any anti air so hopefully your opponents dont bring any because you really dont have anything for it. I personally would have atleast 2 vendettas at this point level. Sentinels dontt seem to be worth their points unless they have lascannons outflanking.

Try to get more than 4 troops, maybe 6




 
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

I am a huge fan of Demolishers, and I would definitely recommend them. Especially if LRs filled with termies are coming right towards you. The stronger and lower AP pie plate will make a huge difference.

And as stated before, Marbo could go a long way against those armies. Worth taking even if he doesn't work out the first go.

Other than that I don't feel your sentinels are helping too much, unless you want to switch to ACs to deal with Rhinos. But as someone else said, Vendettas would be a better way to spend the points.

4000
2000  
   
Made in us
Stalwart Veteran Guard Sergeant





Metairie, LA

Quick question for the folks in this thread: I happened to look up Ordinance, and I think you can use the sponsons along with an Ordinance weapon, all at full BS.

Warhammer 40,000 Main Rulebook, page 51 wrote:When shooting, a model with an Ordnance weapon fires the number of times indicated in its profile after its type. A non-vehicle model carrying an Ordnance weapon cannot fire it in the Shooting phase if he moved in the preceding Movement phase and cannot fire it as Snap Shots. Furthermore, if a non-vehicle model fires an Ordnance weapon, then the massive recoil frorn the Ordnance weapon means that the model cannot fire other weapons that phase, nor will it be able to charge in the ensuing Assault phase.


Seems like all the restrictions are for non-vehicle models only now. Am I missing something?

   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

If you're referring to LR variants, they have been FAQed as heavy vehicles, meaning they always count as being stationary for shooting purposes and can shoot all weapons at full BS. Unless there's something I'm missing that's how I've been playing it.

4000
2000  
   
Made in us
Fresh-Faced New User




I haven't played 6th edition yet. I also don't think he has any fliers yet. I do however have 3 Hydras.
What is this snapfire business? Did the Leman Russ lose lumbering behemoth??
If that is the case i can save 120 points by removing sponsons.

Can the sentinels and go for two more chimeras of vets?
I would think that in large numbers the sentinels would be more effective?
   
Made in us
Stalwart Veteran Guard Sergeant





Metairie, LA

Snap Fire means the model fires at BS1, and it cannot be improved.

Russes have lost Lumbering Behemoth in the errata. They are classified as Heavy Tanks in 6th Edition, which means they can't exceed combat speed (usually 6") and can't go all-out in the shooting phase.

A vehicle that moves combat speed fires one weapon normally, and all others as Snap Fire.

Hydras' autocannons are now Skyfire weapons, meaning they fire at flyers at full BS, but shots at non-flyers or non-skimmers are Snap Fire.

   
Made in us
Fresh-Faced New User




So my brand new Hydras are now only half useful?
   
Made in us
Stalwart Veteran Guard Sergeant





Metairie, LA

They aren't the ridiculously under-priced wonder they used to be. 75 points is about fair for what you get. Twin-linked at least means you're more likely to roll those 6s to hit.

But yeah, I don't find their performance worth the inclusion in my army. Unless you expect to fight lots of Eldar or Dark Eldar, or flyer spam, they're not that great.

   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

 plus1jeremy wrote:
Snap Fire means the model fires at BS1, and it cannot be improved.

Russes have lost Lumbering Behemoth in the errata. They are classified as Heavy Tanks in 6th Edition, which means they can't exceed combat speed (usually 6") and can't go all-out in the shooting phase.

A vehicle that moves combat speed fires one weapon normally, and all others as Snap Fire.



I'm not too sure about that. The rule book reads that heavy vehicles always count as stationary for shooting purpose, even if they moved their max 6" a turn. Unless I'm missing something? I still don't go for sponsons as I'd rather save the points for more tanks.

4000
2000  
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Read the rules for Ordnance it will explain everything.

Drop the Sentinels and the Sponsons and put in 2x CCS in Chimera with 4x Plasma and take 6x Vet Squads with.3x Plasma Guns in Chimeras. This will give you a great fire base that can deal with anything bar AV14 and will open up a second FOC. This should be your core and then expand from here more Vets would be useful but 6 should be the mimium

Don't underestimate Plasma Guns for killing Flyers they work best when you drive under them and shoot up there rear armour keep in mind you can move 12" in a transport and still snap fire so against flyers you have a 24" reach for rapid fire range on those plasma guns.

From here you need to look at taking some things that can punch through AV14. A few good options that support a list like this are Manticores, Vendettas and 5 man storm troopers with 2x Melta guns that deep strike in and melta some rear armour and then die.

Leman Russ Battle Tanks with hull heavy bolter are a good addition because they give you some AV14 and some more Pie plates. If you get first turn you should be able get a good hit in and if they have a lot in reserve and plan to drop pod in they shouldn't have a lot on the board to start with so you might even get lucky and pull off a turn 1 tabling. If they go first prepare to be kicked in the nuts pretty hard what ever happens it won't be pretty.

I'm even considering taking Coteaz and some Strike Strike Squads as Allies to get a bit of Deep stike defence in against my local Blood Angels Player. A Rune Priest can also get a good Anti-Deep stike power but can only cast it on your own turn so will give no protection against Drop Pods, Daemons or Deathwimg Termies turn 1 if you go second.

I hope this helps
   
 
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