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Howdy,
yall it has been a while since I posted a list here, but I am wanting to make a somewhat fluffy list of a Mechanized force with minis Id enjoy to take, while I am trying to be able to do some damage or at least not get slaughtered and want it to be fun.
Let me know what yall think. (might drop the Ratlings and Tech Preist to take another Chrimea and or make the HQ Tank a demolisher tank as well)
I would be tempted to drop the Rattling's but use the points on an Astropath and upgrade the Russ to a Tank commander. Maybe take out the Autocannons from the Infantry Squad put a platoon commander in for more orders as you got a lot of plasma and an extra take aim order will stop or at least delay exploding guardsmen.
I like that idea. I will mess around with it. I took the 1 lone Russ as it saves points then another commander.
Ya, I was on the fence with HW in the squads I might drop them I just wanted the ability to hit stuff decently hard as the infantry and Transports would hold the Objs until they could move forward.
I dropped the Ratlings and Autocannons I took another platoon commander and A taruox gun truck(dakka) Thanks ill probably tweak it and buy an astropath a such. Thanks
This message was edited 1 time. Last update was at 2020/04/19 14:51:11
You going to go emperor's blade, I hope?
If you do, you can put the platoon com inside a tank, and when the command squad steps out right next to him, they won't need a vox to get orders -- ergo, you can put a 4th plasma on that critical surgical strike implement.
emperor's blade is one of the specialist detachments (specially designed to work well with the steel legion doctrine) foudn in the vigilis book. I believe the exact title is vigilis nihlim defiant or its real clost to that.
You spend a cp to designate the detachment as specialists, and certain units (infantry, mostly, and taurox or chimera transports) gain a few special strategems and abilities they can access. A field commander warlord with the ability to give orders out of his transport (taurox or chimera) is another cp.
So you can have a platoon commander inside the chimera when AFTER it moves, you spend a cp to step the command squad out. Now they are 10 inches closer to the enemy, and their 18 inch doubleshot range is in play, and he (safely inside) can tell them to reroll their 1's. This gives you good odds to put their plasma on goal on turn 1, even if they have bad odds to live till turn 2.
You can use the emperor's blade detachment but personally I think your better off just using the Mobil command vehicle statagem from the codex. It's only 1CP and any officer can use it then.
There are good arguments to that, but remember you pay a cp for that each round you use it, while the blade version is a warlord trait you pay 1 cp for once.
Dukeofstuff wrote: There are good arguments to that, but remember you pay a cp for that each round you use it, while the blade version is a warlord trait you pay 1 cp for once.
Yes you are right but I just feel there are better things to use your warlord trait on like old grudes or grand strategist. OR other option is a tank ace. Also one of the great things with guard is you always have plenty of C.P
GOSTMAKER both mine and Dukeofstuff option will work well
With your list try them both and see what fits your style of play.
You know you got me thinking when I read that reply .. .this gaurd army doesn't actually have a lot of cp to use for strats, its all run of 8 cp before you even spend down pregame.
So, this army is critical short of cp -- and I spotted an error in the tank aces, that I have done many times before someone told me it wasn't kosher.
CP Options include but are not limited to a brigade or a second battalion.
Spoiler:
If its a second battalion, I would suggest 1 tempest prime, 1 lord commisar with a powersword/bolterpistol, and 15 scions. You would need only 6 more scions to have squad A 2 hslg+2plasma+1plasma pistol and squad B and C could both be 4hslg and 1 tempest (hotshotlaspistol/chainsword). I would even suggest an excellent doctrine (if they are a separate scion detachment they get a doctrine) would be the one that lets you redeploy 3 of them inside your zone before turn 1. That's useful for you to shield your tanks from evolving threats, and gives the scion detachment a nice "flavor" feel as the scouts that are the eyes and ears of the mobile column.
Other option would be to round out oyur force into one brigade + the superheavy. That's not easy with your force mix cause you would need to add ... hmm .. .a 10 man gaurd squad (40), a company commander (30), a lone scout sentinal with multilaser (35) and 2 heavy support choices (I suppose maybe the cheapest would be 2 hws with mortars x3 each for 90. You saved 70 on ratlings and you can save 14 on the scion squad without losing it, but you would still need to remove 121 points of .. something, without losing any soldiers, or fast attack, or other elites, or heavies.
In any case, you can't have 2 tank aces AND keep your warlord trait on your warlord. So you are going to have the sadness that is a gatling cannon for 30 points in the current meta, and I just can't bring myself to recommend that ever.
This message was edited 1 time. Last update was at 2020/04/24 16:50:01
I will take 2 tank ace over a warlord trait every game now. I really don't mind the points increase on the punisher cannon as be points cost on the russ tank it's self went down. 187 points for a russ commander with punisher and Las cannon I think is still good when you put weapon expert on it.
I always take old grudges since back in the day when my basilisk line was desperate to bring down enemy castellans behind 3++ shields. You raise a good point and I need to really think if I actually NEED old grudges now that most of my shooters are scoins and can use orders to reroll against many (not all) big foes. Your demolisher tank and shadowsword don't need it at all, which I didn't stop to think about before I suggested it.
This message was edited 1 time. Last update was at 2020/04/25 00:38:42