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Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

Hey guys,

So i've been trying to work out the best mech vets list at 2k for a while now. Over the past two weeks i've made lists, and re-made them slightly better. Now i've gotten to a list i like, and fits into my mental idea of what a mech vet list should be (vets, chimeras and leman russes).

HQ (70):
Company Command Squad w/ Lascannon – 70

Troops (775):
Veteran Squad w/ 3 Meltaguns – 100
Chimera w/ Heavy Flamer – 55
Veteran Squad w/ 3 Meltaguns – 100
Chimera w/ Heavy Flamer – 55
Veteran Squad w/ 3 Meltaguns – 100
Chimera w/ Heavy Flamer – 55
Veteran Squad w/ 3 Meltaguns – 100
Chimera w/ Heavy Flamer – 55
Veteran Squad w/ 3 Meltaguns – 100
Chimera w/ Heavy Flamer – 55

Heavy Support (1020):
Leman Russ Squadron:
Leman Russ Exterminator w/ Heavy Bolter – 170
Leman Russ Exterminator w/ Heavy Bolter – 170
Leman Russ Squadron:
Leman Russ Demolisher w/ Lascannon, Multi-Meltas – 210
Leman Russ Demolisher w/ Lascannon, Multi-Meltas – 210
Leman Russ Squadron:
Leman Russ Vanquisher w/ Lascannon, Plasma Cannons, Pask – 260

Fortifications (85):
Aegis Defence Line w/ Icarus Lascannon – 85

Total – 1950

I really like this list because each tank boasts alot of fire power. Now, I had to make the CCS 'foot' based for the ADL. Removing the vendetta is both a blessing and a curse. I feel I'd be stupid to go without any kind of anti-air defence, hence the appearance of the ADL. It also gives my lone vanquisher a little bunker. The vanquisher actually has range so it wont be hindered too much by hanging back in the ADL.
The vets all have MGs. I dont feel good about weapons the destroy my own guys when they have a hard enough time surviving everything else. Most people's main problem with the MGs is the range, well since i never leave a chimera willingly, i'll always have the chimera's movement + shooting out of the top hatch. Also, melta discourages things getting to close, a bonus when i have it in such abundance that i can pack it around my LRs and deter things from coming to me.
The Vanquisher is obviously anti-tank, but the PCs allow for it to deviate into other roles when all the tanks are down. Pask here also makes for a great killing machine. Personally, i like the demolishers loaded out as they are. Lascannons help put out the anti-tank from range, aiding the Vanquisher and the MMs help anti-tank when the gap gets closed. The demo cannon is also very versatile, anti-tank and infantry. Maybe PCs would be better here, in place of meltas?
I was happy with the exterminators, but when i came back from making the list, they didn't look so great. perhapse LRBTs would be better?
And for the observant few who noticed i have 50 points left, where should i invest them? That should be enough points to fix/alter pretty much anything in this list, or a 10pts upgrade on each LR (like a dozer blade).

So, your comments and critiques are welcome.

Zambro

This message was edited 3 times. Last update was at 2013/08/24 15:10:05


   
Made in gb
Is 'Eavy Metal Calling?





UK

On the whole, I like this list, but have a couple of points I'd make.

First off, I know you said you like the demolishers, but looking at what you want them to do (long-range AT/MC killing), I'd suggest swapping them out for vanquishers in the same setup as the pask one, it does everything just as well, is not limited to a 24" range for most guns, and can ire everything, every turn, unlike the demolisher which can only fire the main gun and SS, or everything else but not main gun. As far as I can see, a LC/PC vanquisher does everything better for the same price.

Stick with the exterminators, they give you great horde control which is essential with your relatively low number of models.

On the whole, this is a solid list, and should do well.

 
   
Made in us
Boom! Leman Russ Commander





Ohio

I have to agree and i would say take the vanqs with lascannon and plasma sponsons as they give you better range and are more likely to put out more wounds than the demolishers will. If you fire the main cannon and it scatters than you are at a great loss as everything else is snap firing and that basically means you won't hit anything. The vanq is firing all weapons every turn and at a better distance. Your massed melta guns vets already put your army at a disadvantage as they are short range you need to have something to threaten the enemy from a distance.

 
   
Made in us
Lone Wolf Sentinel Pilot




San Diego Ca

I'd drop 1 tank and give all of your vets Demolitions. That way you can assault those MCs and tanks your Melta guns didn't kill and finish the job with melta bombs.
Chimeras usually don't live long enough to get in flamer range.
Replace a few tanks for Vendettas. 3 T/L Las on Flyers for 130pts is outstanding for popping other tanks and Flyers at range. Plus 1/3 of your games have Flyers scoring. This lets you get rid of the ADL since most lists these days insta-kill IG with no cover allowed anyways.
With extra points I'd give the CCS 4 flamers. Stick them in a Vendetta; late in the game you can dump them off on some remnant holding an objective and hit them with 4 flamers...and if anything then tries to assault the CCS you have 4d3 hits from Wall of Death overwatch.
Pask should never be used in a template shooting tank. The increased BS does little to help your scatter. Better use is an Exterminator or Punisher with HB/HB sponsons. Lots of Dakka at BS4 AND if your shooting armor the +1 strength bonus gives you either 29 S6 shoots (punisher) or 4 T/L S8 shots and 9 S6 shots. Even against flyers thats enough dice to ensure several hits and against transports its Murder Inc.
Plus the new Wave Serpent Spam (shooty-shield w/o cover for the win) hates AV 14.

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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