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Made in us
Rookie Pilot



Ohiowa

Hi all,

My group is currently using the adepticon primer rules pack for our games. The scenarios are good and force interaction between armies. However, as guard, I'm really struggling to do well in the scenarios based on the army restrictions (biggest one being FW army lists and only one of any given unit out of a FW book i.e. I can take a vulture and a thudd gun, but if I want two vultures they need to be in a squadron together).

I find that I have two choices when it comes to army construction: super blob with conclave to own the center, or a mech'd up force that runs hell for leather at the objectives on the opposite side of the table. The problem with the former is that it can't secure objectives in the other DZ and has a hard time dealing with ObSec unit spam. The latter can't actually kill anything since the guys inside their trucks need volume of shots to generate wounds, and volumes of shots are hard to get when you've moved. Plus side is you have so many obsec units that it's hard for the enemy to kill them all.

Maybe I was playing the transports wrong, but paying 65 points for a pair of snap shooting heavy bolters seems iffy to me.

I suppose the optimal solution would be to ally in a pack of grav bikers to a super blob list, but this solution seems army independent and inelegant. Thoughts?

-Ether
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Sorry, but the Guard just can't do objective runs successfully outside of ally transports.

For example, you could take the BA formation requiring 1 HQ, 1 Troop, and 1-6 FA to gain access to pods or fast Rhinos. 50 point Techmarine lets you fortify a terrain piece for a better cover save. 5 Scouts with Camo and Sniper Rifles are another 70 pts [infiltrate to an objective?]. You then take pods full of Vets to drop down on objectives. Much more reliable than hoping a Chimera doesn't bust. 5 pods lets you drop 3 first turn, say a CCS for orders and 2x Vet Squads. Another CCS + Vets in the last 2 pods? Remember that Mont'Ka lets you take a CCS as a standalone formation, and they get an extra order. So take the Mont'ka CCS in Pod 1, drop down near Pod 2 and 3, and give everyone an order on 1st turn. This base is about 865 points, but lets you put 3 Vet units wherever you want with a pair of CCS to give everyone orders, and a Scout unit to just hide somewhere and hope they don't attract attention. That base includes a generous allotment for weapon upgrades.

You can then run some infantry and Russes to cruise up the centre. An Infantry Platoon without much upgrades to speedbump for your Tanks / provide mobile cover. Probably not necessary, but you could. Say 200 points of infantry and 400 points of tanks takes you to 1465 total.

Some Sit'n'shoot infantry with the Artillery Formation, take advantage of the Techie's boosted cover save. No help vs Tau, but not everyone uses Ignores Cover. I'm not sure what you'd have left for points... but you could probably skim the arty formation at 1850, or drop the Russ block and go points heavy.
   
 
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