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![[Post New]](/s/i/i.gif) 2014/08/03 23:04:09
Subject: [1500] - Imperial guard - Steel legion: first list attempt
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Imperial Recruit in Training
United Kingdom
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Hey there, im new to guard but not new to 40K however I haven't yet played in this edition just getting back into it -
Here is my first attempt at a steel Legion mec list - be brutal with your c&c if its really that bad! Just help me out aha
All Chimera's will have the following upgrades apart from one:
Heavy stubber
Smoke launchers
Camo Netting
List:
HQ
Company command squad, 4x melta guns, carapace armour, W/Chimera - 203
Troops
Veterans, 3x plasma guns, Chimera - 195
Veterans, 3x plasma guns, Chimera - 195
Veterans, 3x plasma guns, Chimera - 195
Veterans, heavy flamer, 2x flamers, shotguns, sarg with bolt pistol/power weapon, carapace,
Chimera with 2x heavy flamers, smoke launchers, fire barrels - 196
Fast
Vendetta, naked -170
Hellhound, dozerblade, smoke - 135
Heavy
Demolisher, sponson h/bolters - 190
Total: 1479
Do you think I waste the points on camo netting?
Do you think the command squad would be better off in a taurox to speed up to stuff and melta it? or stick with the rest of the chimeras?
Is the flamer chimera squad overkill?
Thanks in advance - KK
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![[Post New]](/s/i/i.gif) 2014/08/03 23:40:44
Subject: [1500] - Imperial guard - Steel legion: first list attempt
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Lone Wolf Sentinel Pilot
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Kommisar Klement wrote:Hey there, im new to guard but not new to 40K however I haven't yet played in this edition just getting back into it -
Here is my first attempt at a steel Legion mec list - be brutal with your c&c if its really that bad! Just help me out aha
All Chimera's will have the following upgrades apart from one:
Heavy stubber
Smoke launchers
Camo Netting
If you give any universal upgrades to your Chimeras, make it Dozer Blades. Freedom of movement in any direction, aside from impassable terrain is massive and will both hasten and make your advance more deadly, as well as allowing you to easier disembark troops in cover.
List:
HQ
Company command squad, 4x melta guns, carapace armour, W/Chimera - 203
Voxes, voxes, voxes. Set up a Vox Network. LD8 tests fail too often because of sod's law, getting that ignores cover or monster hunter order through could win you a game.
Troops
Veterans, 3x plasma guns, Chimera - 195
Veterans, 3x plasma guns, Chimera - 195
Veterans, 3x plasma guns, Chimera - 195
Eeeh. Plasma is best when you rely heavily on the infantry to pull their weight, but you're screwed if vehicles or walkers come out of nowhere, and T4 multi-wound will absorb your fire and then massacre you easier. I'm divided, I'd say take plasmas on the CCS and make one of these at least a Melta Squad. Reason being the CCS does not want to be danger close.
Veterans, heavy flamer, 2x flamers, shotguns, sarg with bolt pistol/power weapon, carapace,
Chimera with 2x heavy flamers, smoke launchers, fire barrels - 196
Probably a very personalised unit for fun, correct? Competitively, its not that great. The flamers and the close combat plan work against each other heavily - if you kill 10~ models, you're now about 5-6~'' further away, so you probably won't get a charge off. When you disembark, you can't charge anyway, and if you pose a massive threat in melee to something in the consecutive turns, they'll either badly die or they won't, and in the case of the latter you've probably already massacred your opponent badly.
Admittedly, if you used Forwards For The Emperor +/- a flat out move on the Chimera, you could migitate return fire, but the reliability of such a gamble would be debatable.
Fast
Vendetta, naked -170
Never a bad choice.
Hellhound, dozerblade, smoke - 135
Eeeh. I'd say with Hellhounds you either go pairs or triples or you take none at all. In some games they're very meh, in other games they're potentially very deadly, and then they die early as they try to approach, or after one round of shooting with the cannon.
Heavy
Demolisher, sponson h/bolters - 190
First of all, never take heavy bolter sponsons on either the Demolisher or the LRBT. They must snapfire when the main gun fires because the main gun is Ordnance. This means you're paying 20 points for about 1 S5 hit a turn, which is pretty bad. The only sponsons on a Demolisher that might be worth it are the Multi-Meltas, as they're cheap, they're actually worth sacrificing cannon fire for and with them you put out potentially double the number of AP2 wounds on one model units.
The Demolisher is in the group of Russes that mauls infantry, and its best niche is that it commonly causes instant death to multi-wound T4/5. But it is short range, like everything else in your army, which is an issue, and it is also expensive.
Total: 1479
Do you think I waste the points on camo netting?
Yes. Camo netting is too expensive to give to every one of your Chimeras.
Do you think the command squad would be better off in a taurox to speed up to stuff and melta it? or stick with the rest of the chimeras?
Seeing as your running almost purestrain mech without many heavy tanks, and the Commander is your Warlord, definitely not. You want to have AV12 so your Commander survives longer and you don't want to be too suicidal with him anyway. That STW Victory Point will decide games.
Is the flamer chimera squad overkill?
Too much killing power concentrated in one unit, I think. Spread it out more.
Thanks in advance - KK
You've got a very traditional Mech List that wins in the close quarters. Your only unit with good long ranged firepower is the Vendetta, everything else needs to be within 6-24'' sweet spot.
Now against some armies, it will work a treat and will be feasible, but against some others, where they have the durability, gimmicks etc to survive your onslaught and the firepower/killing power to then wipe you out when you're so close in retaliation quickly, you'll have a very bad day. Just for starters, Tau, Eldar, Necrons tend to come under this category.
I'd say you need long ranged killing power to disperse less risky shooting along the line of battle where forces meet to even the odds where units fail to meet their goals (because in a game of dice, it will happen at least once per game at a bad time) and this best comes in the form of the long ranged Russes and artillery, or extra Vendettas.
For instance, let's say you take a Veteran squad with plasma guns and try to take on and whittle down a squad of Marines on an objective." Oh balls, "your plasma gunners have rolled terribly, two are dead from sudden gets-hot and you killed about one Marine. (not to say anything about plasma effectiveness, just bad luck) In a list without much long ranged weaponry, you're screwed. Nothing can reposition and supplement the Vets with more fire, and they'll receive a faceful of bolter rounds in the next turn. But, if you had say, a Wyvern or Basilisk on standby for such an occasion, you could flatten the Marines and kill several more, greatly reducing return fire, or finishing them off.
I usually field a Pask Tank Commander in an Executioner, with Executioner squadron buddy. They put out a lot of reliable anti-infantry fire at 36'' and massacre, risklessly, large amounts of infantry. Basilisks, Wyverns, Eradicators (depending on your local players armies) and Exterminators with MM/ LAS are other things in this category you may want to consider, that are more affordable.
I think in particular the MM/Las Exterminator is great for a mechanised list as it gives you long range reach, balanced firepower that can damage everything, AP2, heavy, reliable anti-tank in the short range and even a surprisingly good knack for knocking flyers out of the sky - with 7 high strength shots, 4 of which are TL, they can actually do a pretty good job at AA here and there.
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This message was edited 5 times. Last update was at 2014/08/03 23:50:21
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![[Post New]](/s/i/i.gif) 2014/08/04 00:52:55
Subject: Re:[1500] - Imperial guard - Steel legion: first list attempt
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Imperial Recruit in Training
United Kingdom
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Thanks for the detailed feedback mate its really appreciated, I guess I thought all the heavy bolters and multi lasers on the Chimeras would be enough longrange fire support but with them charging around I do need some kind of fire base!
The flamer squad is just to try and clear hordes of orks/nids or things dug into cover, also I feel it would be useful to have at least one close combat orientated (as far as you can be with guard) squad thats not a commisar and bullgryns
The pask combo sounds great I tried to jig my list to get him in but him+ another russ was too expensive so after abit of figuring here is what I have come up with:
Chimeras will have stubber,dozerblade and smoke
CCS, 3x plasma guns, carapace, vox, Chimera - 203
Veterans, 2x plasma, vox, Chimera - 175
Veterans, 3x plasma, vox, Chimera - 190
Veterans, 3x Melta, vox, Chimera - 175
Veterans, 1xheavy flamer, 2x flamer, shotguns, bolt pistol, power weapon, carapace,
Chimera with dozer blade -181
Vendetta naked - 170
Leman russ, naked - 150
Russ executioner, smoke, sponson plasma - 190
Wyvern, naked - 65
Total: 1499
The russes and wyvern can give me a stable long range firing base to cover the advance of my Chimeras and can take on horde or elite units of infantry, my only real long range anti tank power will come from the vendetta and at a stretch leman russ shell/plasma cannons - however this problem may be minor as after the first couple of turns my meltas should be in position
I think now the wyvern can pound hordes into the ground I might not need the flamer squad and could swap them out for prehaps more meltas? However my infantry cant really pile the wounds up, they are more surgical units - will have to explore my clubs meta and see if the flamers are needed
What are your thoughts on this new configuration?
- KK
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This message was edited 1 time. Last update was at 2014/08/04 00:55:49
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![[Post New]](/s/i/i.gif) 2014/08/05 01:56:46
Subject: Re:[1500] - Imperial guard - Steel legion: first list attempt
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Lone Wolf Sentinel Pilot
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Better, but the most glaring issue you've suddenly created is the Executioner. With plasma sponsons, you're too likely to lose hull points to "gets hot" rolls, nevermind entire plasma cannon shots for each 1 rolled, and gets hot could even kill the tank outright, or lead to its death if 2-1 hull points are later shaved off it.
Basically, you've got 2 things that will fix the issue to some degree.
1) Take off the sponsons, and you're less likely to end up killing yourself outright, but will still probably lose a hull point every other a game to GH. 3, even 2 PC blasts for 155 mounted on AV14 (hence more shooting turns) still stands in interesting competition with the battle cannon on the LRBT and other anti-infantry units; but only because of its flexibility against heavy infantry and MCs.
2) Find a method of getting preferred enemy or re-rolls to hit.
A) Pask's warlord trait
B) Kurov's Aquila, the relic upgrade (though not just for one tank, cos that'd be absurd)
C) A Primaris Psyker or any psyker with divination access.
The cost efficiency of the standard Russ is doubtful, but the massively long range is excellent and the main reason to take the LRBT, especially if you play on 6x4 boards. In the end it comes down to your meta, if 2+ saves aren't very common then the LRBT is a feasible choice.
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![[Post New]](/s/i/i.gif) 2014/08/05 14:36:51
Subject: [1500] - Imperial guard - Steel legion: first list attempt
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Longtime Dakkanaut
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Something to try on the mech vets. I really like taking two plasma guns and a heavy flamer. The ideal game plan is for them to plasma bus around, with the heavy flamer for overwatch. But when enemies blow the chimera, which they inevitably will, they'll often be in melta or assault range. And there's nothing like torching a whole squad bunched up against your chimera's hull. Just something to try.
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
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