Switch Theme:

1000 point Catachan.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in bh
Slave on the Slave Snares





Going to a friendly tournament in a few days; my buddies usually play Vanilla Marines, Chaos Space Marines and Dark Eldar......I'm pretty new to guard, any advice?

996 Total

HQ

Company Command Squad (82pts)
-3x Sniper Rifle, Vox Caster
-Company Commander (12pts): Bolt Pistol, Power Weapon


Elites

Guardsman Marbo


Troops

Infantry Platoon (290pts)
-2x Heavy Weapons Squad 3x Autocannon
-2x Infantry Squad, Flamer
-Platoon Command Squad 4x Lasgun


2x Veteran Squad (284pts total)
-Forward Sentries, 3x Meltagun
-Veteran Sergeant (12pts): Bolt Pistol, Power Weapon


Fast Attack

Armoured Sentinel Squadron (140pts)
2x Armoured Sentinel, Lascannon


Heavy Support

Ordnance Battery (135pts)
Basilisk
-Pintle Storm Bolter

Prisoners? What are those?

1700
1500
1000

 
   
Made in bh
Slave on the Slave Snares





Made some changes!

Total 999

HQ

Company Command Squad (92pts)
Lascannon, Sniper Rifle, Vox Caster
Company Commander (12pts)
Boltgun, Power Weapon


Elite

Guardsman Marbo


Troops

Infantry Platoon (252pts)
3x Autocannon
2x Infantry Squad
Flamer, Vox Caster
Sergeant
Close Combat Weapon, Laspistol

Platoon Command Squad (57pts)
Krak Grenades, 3x Sniper Rifle, Vox Caster
Platoon Commander (2pts)
Boltgun, Close Combat Weapon

2x Veteran Squad (140pts)
Forward Sentries, 3x Grenade Launcher, Lascannon, Vox Caster
Veteran Sergeant
Close Combat Weapon, Laspistol


Fast Attack

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Camo Netting

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Camo Netting

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Camo Netting


Heavy Support

Manticore Rocket Launcher (160pts)
Heavy Bolter

Prisoners? What are those?

1700
1500
1000

 
   
Made in qa
Longtime Dakkanaut





Outer Space, Apparently

this looks like a good list for a friendly tournament.


however, for just a little competivness, I would swap one of the scout sentinal squads for a armoured one - that way you can take plasma cannons - nasty for SM! you should also give the vets plasma guns.


I would usually consider you a heretic for not taking a leman Russ, but a manticore seems to be a fun alternative.


if you weren't playing SM, then I would have advised you to take a medkit for the command squad. keep that in mind for other players. they are usually always worth the points!


happy playing!


GA

G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Take Harker if you're going Catachan themed. I'm not sure how artillery would fit into it 'cause its like firing a rocket from under the tree canopy... whatever, manticore's work.

To me though, it seems that you mostly have kinda random upgrades, are you playing WYSIWYG? Otherwise, I dont see the point in bolt pistols on the commanders, and especially the camo cloaks on the scout sentinels. The camo is expensive and you'll probably be moving around with them lots anyway so the benefit gained from it is minimal. Giving them camo cloaks wont make them more survivable like armoured sentinels, which themselves aren't very survivable to begin with.

Also some of your special weapons are kinda the weaker options, like gl's and snipers. I especially wouldn't take gl's on the forward sentries. If you make one vets squad led by harker, you've still got the stealth, but can infiltrate up and layout some early fire with strong specials like plasma/meltagun and a lascannon.

Power weapon unnecessary on commander as well.

For your sentinels, I'd run them individually as you've got if you go first, otherwise bunch them together and hold them in reserve to outflank. 40pts for an outflanking relentless autocannon is quite reasonable IMO.

With points salvaged, just upgrade your specials and definitely try to squeeze in some lascannons, the whole anti-tank department is quite light.

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

The easy way is always mined

 
   
Made in bh
Slave on the Slave Snares





General Annoyance wrote:

however, for just a little competivness, I would swap one of the scout sentinal squads for a armoured one - that way you can take plasma cannons - nasty for SM! you should also give the vets plasma guns.

GA


I've considered Armored sentinels, as can be seen in the first list...however my plan is for them to run as transport hunters/foot squad hecklers not really something that is intended to survive, just to be a thorny roadblock really. But yah I could see the plasma vets being effective!


rahxephon wrote:Take Harker if you're going Catachan themed. I'm not sure how artillery would fit into it 'cause its like firing a rocket from under the tree canopy... whatever, manticore's work.


The army is painted in a Vietnam war theme; I decided that the Manticore has the better balance of real competitive punch and historical accuracy for a game off this size. Additionally in the fluff it mentions that the Catachans have made large clearings around their major settlements, making it reasonable to assume that they have at least a minor amount of armored support. :p + I like tanks


rahxephon wrote:To me though, it seems that you mostly have kinda random upgrades, are you playing WYSIWYG? Otherwise, I dont see the point in bolt pistols on the commanders, and especially the camo cloaks on the scout sentinels. The camo is expensive and you'll probably be moving around with them lots anyway so the benefit gained from it is minimal. Giving them camo cloaks wont make them more survivable like armoured sentinels, which themselves aren't very survivable to begin with.


Gotcha


rahxephon wrote:Power weapon unnecessary on commander as well.


That makes sense I suppose; just side effect of my time with Dark Eldar, with them you have to (majority of the time at least) be prepared for when your gunboats get popped and that shiny Archon has to fend for himself.


Revised list:

Total: 997 points

HQ

Company Command Squad (72pts)
Lascannon, 2x Lasgun
Company Commander (2pts)
Boltgun, Close Combat Weapon


Elites

Guardsman Marbo


Troops

Infantry Platoon (250pts)
Heavy Weapons Squad
3x Lascannon
2x Naked Infantry Squads
No upgrades on sergeant

Platoon Command Squad (45pts)
3x Lasgun, Plasma Gun
Platoon Commander: no upgrades


2x Veteran Squad (150pts each)
Forward Sentries, Lascannon, 4x Lasgun, 3x Meltagun
Veteran sergeant
Close Combat Weapon, Laspistol


Fast Attack

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Hunter-killer Missile

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Hunter-killer Missile

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Hunter-killer Missile


Heavy Support

Manticore Rocket Launcher (160pts)
Heavy Bolter

This message was edited 5 times. Last update was at 2013/03/22 11:17:52


Prisoners? What are those?

1700
1500
1000

 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Looks better, but I'd take an autocannon on the IG squads and PCS rather than the 3 HKs. With the HKs you'll only hit 1.5x and then its a krak missile. Nothing to hugely concern an opponent. At least the autocannons will give the squads something to do.

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

The easy way is always mined

 
   
 
Forum Index » 40K Army Lists
Go to: