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![[Post New]](/s/i/i.gif) 2013/10/08 23:17:43
Subject: armoured battle group 1500 & 2000. Competitive as possible?
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Imperial Recruit in Training
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Hi All,
This is my first army list post here. Hope it looks good.
I'm a huge tread head and love ABG. I've seen a few posts on ABG lists here and wanted to put forward my own. I have a few games coming up at 1500 & 2000 which i would like to give my best shot. I realise ABG isn't the most competitive army to use. But i love the principles of it and its different from the norm of IG.
Here's my 1500 list.
HQ
Leman Russ Vanquisher / Lascannon / Beast Hunter / Coax Stubber 205
Leman Russ Vanquisher / Lascannon / Beast Hunter / Coax Stubber 205
TROOPS
Leman Russ Demolisher / Lascannon 180
Leman Russ Demolisher / Lascannon 180
Armoured Fist Squad / Chimera 105
Armoured Fist Squad / Chimera 105
FAST
Vulture Punisher 155
Hellhound 130
HEAVY
Hydra 75
Armoured Fist Heavy Weapons team / Chimera / ML x 3 / Flakk 160
Still worried about only having 2 scoring units, but the two armoured fist squads will be held in reserve as long as possible. I have been staring at this list fro a while so much so that my thoughts are stuck in a loop. Any comments are welcome.
2000 point list will soon follow as soon as brain unjams .
Thanks
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![[Post New]](/s/i/i.gif) 2013/10/09 18:23:10
Subject: armoured battle group 1500 & 2000. Competitive as possible?
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Growlin' Guntrukk Driver with Killacannon
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Hrmmn Like the list but only two scoring units at 1500 unless you get big guns never tire your hosed..
Mabey try this for 1500
HQ
Leman Russ Vanquisher / Lascannon / Beast Hunter / Coax Stubber 205
Leman Russ Vanquisher / Lascannon / Beast Hunter / Coax Stubber 205
TROOPS
Leman Russ Demolisher / Lascannon 180
Leman Russ Demolisher / Lascannon 180
Armoured Fist Squad / Chimera 105
Armoured Fist Squad / Chimera 105
Armoured Fist Squad / Chimera 105
FAST
Hellhound 130
Hellhound 130
HEAVY
Hydra 75
Hydra 75
Yea your short a Vulture but can add that back in at 2000..
Same as the Heavy Weapons Squad and one more armoured fist squad
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'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
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![[Post New]](/s/i/i.gif) 2013/10/09 21:59:58
Subject: Re:armoured battle group 1500 & 2000. Competitive as possible?
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Imperial Recruit in Training
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Thanks Morfydd, much appreciated
I like the changes. The extra hellhound option sounds good. Gives a bit more redundancy.
I would prefer something else to the 3rd armoured fist, but you are correct. 2 scoring units may be a bit low.
Another thought...........
Most of the people I play are SM. Do you think this list is enough to give SM players a hard time??
Is there anything else i could add to get them a headache?
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![[Post New]](/s/i/i.gif) 2013/10/10 00:12:57
Subject: Re:armoured battle group 1500 & 2000. Competitive as possible?
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Guard Heavy Weapon Crewman
Aus
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If you fire the demolisher cannon on the leman russ then you would be unable to fire the lascannon (the demolisher is ordance therefore the lascannon would have to snapfire) i don't like leman russ demolishers, other varients are better, perhaps just take two regular russes with no upgrades? Better range, better against SM and they're cheaper. Perhaps you could change the hellhounds to devildogs if you are worried about terminators etc. Honestly i think you'd be better off taking a vendetta instead of the Hydra's; the vendetta is a better anti'air unit, and it also kicks arse at taking on ground tanks and MC. With the left over points from the changes you could upgrade the Armoured Fist squads, or even change some to vets. Automatically Appended Next Post: Oh, and if you really want to hurt marine players, take things like banewolves, colossus, executioners, plasma/melta vets etc. There are quite a few items in the guard codex that are blatantly anti MEQ
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This message was edited 1 time. Last update was at 2013/10/10 00:38:32
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein |
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![[Post New]](/s/i/i.gif) 2013/10/10 08:32:23
Subject: Re:armoured battle group 1500 & 2000. Competitive as possible?
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Imperial Recruit in Training
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Thanks for the input mass_master.
I agree with what you say about the ordinance weapons, this is why they have no sponsons. A las cannon can be handy to open up shooting on 1st turn when the demo cannon may be out of range.
For anti meq options i have an executioner and I really want to take it. But I thought that mixing up the Russ' would remove the redundancy and lose some good AT.
I like the banewolf but I think its a 1 hit wonder if it doesn't outwrite kill the target. Would this be better over the hellhound?
As for the vendetta I see what you mean. One of my prevuios games was against two helldrakes. Str 7 might not cut it against AV12 flyers
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![[Post New]](/s/i/i.gif) 2013/10/10 10:44:15
Subject: Re:armoured battle group 1500 & 2000. Competitive as possible?
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Guard Heavy Weapon Crewman
Aus
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I've never played with banewolves or hellhounds before, so i can't really comment on their effectiveness  but i would think that you're right, the banewolve may be a one hit wonder, but that one hit is one hellva hit! IMHO if you wanted to go competitive, play as imperial guard and ally with ABG - you can still take heaps of russes (4 from ABG, 3 from regular codex) then you can take more vendettas and infantry. I would take 3 vendettas and load them up with troops (just stock standard platoon for 130ts) and a melta vet team then take all your other points into russes: less fluffy, more competitive (thats how i run it anyway)
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"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein |
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![[Post New]](/s/i/i.gif) 2013/10/12 07:55:55
Subject: armoured battle group 1500 & 2000. Competitive as possible?
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Angry Blood Angel Assault marine
West Haven, UT
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Remember that only ordnance makes you snap fire. A lot of LR variants have some awesome choices and you can fire ALL of them at full BS. Personally, it's a fun choice but I love a punisher with 3 x HB and Pask. That's 29 shots at BS4 a turn! 3+ is nice, but that's a lot of diddly to save against!
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4th Company - 6,000 Points
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![[Post New]](/s/i/i.gif) 2013/10/14 15:07:32
Subject: armoured battle group 1500 & 2000. Competitive as possible?
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Imperial Recruit in Training
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Cappizzano wrote:Remember that only ordnance makes you snap fire. A lot of LR variants have some awesome choices and you can fire ALL of them at full BS. Personally, it's a fun choice but I love a punisher with 3 x HB and Pask. That's 29 shots at BS4 a turn! 3+ is nice, but that's a lot of diddly to save against!
I agree about the ordinance but the lascannons are in case the Demolishers are out of range. (Although i cant justify it on the Vanquishers)
I love the Paskisher, it's a powerful tank. I have one kitted out with 3 heavy bolters called "Trigger Happy". However in this instance of ABG I must recommend a 'Vulture Punisher'. It is a Valkyrie with twin linked punisher cannon that hits on 3+ ground targets with vector dancer. Also costs around 40 - 50 points less than a LR punisher.
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![[Post New]](/s/i/i.gif) 2013/10/14 23:45:59
Subject: armoured battle group 1500 & 2000. Competitive as possible?
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Warning From Magnus? Not Listening!
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If you have the points, I would recommend dropping a few extra points on small arms for the LR. With the 6th Ed rules, weapon destroyed results are now randomized. An extra 5 or 10 point weapon can save your tanks from losing their main gun. In my experience, the small points are worth the increased survivability.
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Necrons - 3000 pts
HH Imperial Militia/Cults - 1000 points Check out my P&M blog! (https://www.dakkadakka.com/dakkaforum/posts/list/805464.page)
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