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![[Post New]](/s/i/i.gif) 2017/07/07 20:26:18
Subject: [1250] - IG - Astra Militarum - MechGuard - Tread Head
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Slippery Scout Biker
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Hello all. This is meant to be a semi-competitive list based on the German Military in WW2. I know many people believe that Mech-Guard is dead (and has been for a long time) but I am a relentless Tread-Head. While more on fun side of the spectrum, I do also try and make sure my armies are at least dangerous when my opponent makes mistakes. The theme also looks fantastic (my wife recommended a Snow theme so I went with it and I love it). Will post photos when I have time. That said, onto the list-
1250 Panzer grenadiers
----Supreme Command Detchment---- (+1 Command Point)
• Knight Commander Pask: Punisher Gatling Cannon, Hull Lascannon, Sponson Heavy Bolters – 233
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
----Vanguard Detachment---- (+1 Command Point)
• Company Commander: Stock – 30
• Platoon Commander: Stock – 20
• Command Squad: 3 x Meltagun, Medi-Pack – 70
• Special Weapons Squad: 2 x Plasmagun, Demoltion Charge – 43
• Veterans: 3 x Plasmagun – 81
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101
1250 on the nose if my math is right. So the general idea is pretty straight forward: Pask and his 2+ to hit give orders to the Tank commanders who hit on 3+ and now re-roll ones. Everyone has a Lascannon for extra punch where needed.
Company commander rides with command squad and SWS in the same Chimera. Extra shots and re-rolling 1’s to mitigate the 4+ to hit on the SWS. Demo packs are fun too. So in total 3 melta shots hitting on 3+, 4 plamsa and D6 Demo on 4+ with a re-roll should ruin someone’s day. Plus because of different units can be up to 12” away and still receive orders with commander in the middle if I have myself a TRE.
Platoon commander rides with the vets for the exact same reason, spitting out 6 more plasma shots on 3+. Hellhound (old one with the barrels on the back) just looks awesome and I think it’s a good middle ground between the tanks and the infantry units.
Any suggestions and tweeks are welcome. As well as criticism and calling me an idiot for trying to cling to Mech-Guard. That’s welcome too. Thank you!
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This message was edited 2 times. Last update was at 2017/07/08 12:39:54
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![[Post New]](/s/i/i.gif) 2017/07/08 20:10:35
Subject: Re:[1250] - IG - Astra Militarum - MechGuard - Tread Head
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Slippery Scout Biker
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Not the greatest lighting but figured I'd give anyone interested a look at what I was up to. Only the tanks are painted, the infantry models are next in line
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![[Post New]](/s/i/i.gif) 2017/07/09 10:00:44
Subject: [1250] - IG - Astra Militarum - MechGuard - Tread Head
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Wicked Warp Spider
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Good looking tanks mate. My only advice is that heavy flamers are gold on chimeras/hellhounds rather than the ranged weapons, which will hit on 5+ as you'll generally be moving. Don't know where you'd find the points though. Same with demo charge - it's fun but you'd hope to get more use from a plasma gun, which can double tap at 12", overcharging, and still be used again. Demo charge is a very restrictive 6" range and when it's gone it's gone.
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Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts
Corregidor 700 pts
Acontecimento 400 pts |
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![[Post New]](/s/i/i.gif) 2017/07/09 21:13:33
Subject: Re:[1250] - IG - Astra Militarum - MechGuard - Tread Head
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Slippery Scout Biker
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Thanks for the compliment there guy! Like any other painting project they're never done, but I thought they were good enough to show anyone interested.
I like the flame idea but I just dont feel like remodeling anything as me and the missus have 2 small kids so my hobby time is incredibly limited. If I jad some extra reliable plasma, id consider heavy flamer and regular flamer vets, as ordering bring it down on 4 d6 one of which is S5 is nasty in its own right. May actually give that a shot. Plus I have 2 officers so i actually unlocked 2 command squads so i might switch that SWS to that. 2 extra bodies are nice, bit i think hitting on 3s and still rerolling ones is the better choice. Same points too, i just lose the demo pack.
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This message was edited 1 time. Last update was at 2017/07/09 21:15:42
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![[Post New]](/s/i/i.gif) 2017/07/11 18:12:04
Subject: Re:[1250] - IG - Astra Militarum - MechGuard - Tread Head
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Slippery Scout Biker
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Just realized i forgot to mention one important detail- the points are there and called out in the list, but there are no sponsons on the Russes.
This is intentional. One, they wouldn't really fit the panzer theme. And two, i do now and always have thought they looked embarrassingly and aggressively stupid. Personal opinion, im sure a couple of you agree and many dont and thats fine. But regardless, sponsons will never find themselves on my tanks.
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![[Post New]](/s/i/i.gif) 2017/07/16 03:08:45
Subject: Re:[1250] - IG - Astra Militarum - MechGuard - Tread Head
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Slippery Scout Biker
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So I have made a couple small but important changes, hopefully for the better.
1250 Panzer Grenadiers
----Supreme Command Detchment---- (+1 Command Point)
• Knight Commander Pask: Punisher Gatling Cannon, Hull Heavy Bolter, Sponson Heavy Bolters – 221
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
----Vanguard Detachment----
• Company Commander: Boltgun – 31
• Platoon Commander: Boltgun – 21
• Command Squad: 3 x Meltagun, Medi-Pack – 70
• Command Squad: 4 x Plasmagun – 52
• Veterans: 3 x Plasmagun, Sgt with Boltgun – 82
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101
So its pretty much the same setup. Ditched the Special Weapon Squad for a second Command Squad since the two officers allow me to, as I mentioned in a previous post. Pask lost his lascannon in favor of another Heavy Bolter to shave a few points- Yes, I know it would probably be better to yank the Las off one of the other tanks given the Ballistic Skill, but honestly I have this weird thing with synergy and symmetry I just can’t get rid of/ignore so I’ll just say yes I probably did it wrong but I’m doing it anyway haha.
Lastly both Commanders and my Vet Sgt got a slight upgrade with Bolters. It’s not much, but I had 3 points left and figured they may as well at least contribute to the shooting phase, rather than just run around barking orders, even though that’s their main purpose. 1250 pts with only 6 drops, decent chance of first turn.
I suppose the main advantage and reason for building a list like this is simple: just because I’m playing Guard doesn’t mean I think hitting on 4’s is acceptable. As it is, only 3 models/vehicles hit on a 4 and one of them has an inferno cannon as its main weapon so I think this’ll do.
Will be posting and probably linking my 1500 list as well. Pretty much the same except Pask gets his Las back, both tank commanders upgrade to sponson plasma, and there’s a second Veterans squad in a “halftrack” (chimera) with 3 flamers and a heavy flamer with platoon commander to yell Bring it Down! Against light infantry that is just mean….
As always, comments suggestions and criticism all welcome. Thanks for looking!
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![[Post New]](/s/i/i.gif) 2017/07/16 04:43:26
Subject: [1250] - IG - Astra Militarum - MechGuard - Tread Head
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Maniacal Gibbering Madboy
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Great looking army! I too love mech guard!! Any thoughts on putting a bane blade in at larger points level?
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Check out my Batreps @ Facebook.com/closecombatwargaming
Or on YouTube subscribe to Khorvahn89
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![[Post New]](/s/i/i.gif) 2017/07/16 18:53:10
Subject: Re:[1250] - IG - Astra Militarum - MechGuard - Tread Head
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Slippery Scout Biker
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Thank you! Trying to get better with taking pictures, just tricky with limited time and such.
I have always loved tank and transport heavy armies- looks awesome, gets troops where they're going in a hurry, and quite honestly makes setup and therefore game time shorter. Plus if you shove a bunch of "elite" (using quotes because, well, guard....) troops in tanks you can do lots of damage with fewer models so less modeling and painting time too. So win, win, winwin winwinwin kinda thing.
As far as a baneblade addition- short answer, no. Long answer do not have expendable income for such nonsense, nor desire to model and paint one that would appear as a Tiger tank, plus im an "old veteran" meaning i come from a time where superheavies and knights and flyers weren't really a thing so no interest. My 2k list for example is the above with minor weapon changes, couple extra Russ, double the commander and command squad shenanigans, 2 vets in chimeras with all flamers. Just looking to get models and painting done here, then move to 1500 and so on. Little tedious, but worth it.
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