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Made in us
Fresh-Faced New User




The idea behind this is to have the Valkyries carry the troops and commanders to objectives, then have them support any area of the table that needs it while the basilisks and veterans hang back in support. Does this seem like a good list? I really like the idea of airborne guard.


++ Battalion Detachment 0CP (Imperium - Astra Militarum) [97 PL, 1,985pts, 12CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Regimental Doctrine: Astra Millitarum, Diciplined Shooters, Wilderness Survivors

+ HQ +

Company Commander [2 PL, 35pts]: Chainsword, Laspistol, Warlord, WT: Draconian Disiplinarian

Company Commander [2 PL, 35pts]: Chainsword, Laspistol

Company Commander [2 PL, 35pts]: Chainsword, Laspistol

+ Troops +

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

+ Elites +

Veterans [5 PL, 70pts]
. Veteran Sergeant: Chainsword, Laspistol
. 7x Veteran w/ Lasgun: 7x Lasgun
. Veteran Weapon Team: Mortar

Veterans [5 PL, 70pts]
. Veteran Sergeant: Chainsword, Laspistol
. 7x Veteran w/ Lasgun: 7x Lasgun
. Veteran Weapon Team: Mortar

+ Heavy Support +

Basilisks [21 PL, 390pts]
. Basilisk: Heavy Bolter, Heavy Stubber
. Basilisk: Heavy Bolter, Heavy Stubber
. Basilisk: Heavy Bolter, Heavy Stubber

+ Flyer +

Valkyries [21 PL, 495pts]
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter

Valkyries [21 PL, 495pts]
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter

++ Total: [97 PL, 12CP, 1,985pts] ++

Created with BattleScribe
   
Made in us
Longtime Dakkanaut





So I love this army but will point out you have 15 points left -- enough to give six sniper rifles, I believe, to six veteran squad members.

I would swap the warlord trait and 3 basilisks for 2 full payload manticores, because the 3 wound a shot stuff is so VERY effective against elite marine infantry.

I would use the veterans differently. Right now you are paying a lot of money to have 2d6 of mortar fire you can indirect aim, and some lasguns.
You could just as easily put 6 grenade launchers on them and simply run them into a firing position with three times the punch. If you ended up swappoing out the artillery, you would have a full 90 points (+20 for cashing in their mortars) to reequip them with .. and 110 buys you 6 plasma, 2 heavy flamer, and 2 mortar for them. That would be a potential alpha strike punch, rather than just a pair of mortars in the night.

Anyway. I do love the list, you have got your valkyries configured the way I am swapping all mine to be, in ninth.


Automatically Appended Next Post:
So I love this army but will point out you have 15 points left -- enough to give six sniper rifles, I believe, to six veteran squad members.

I would swap the warlord trait and 3 basilisks for 2 full payload manticores, because the 3 wound a shot stuff is so VERY effective against elite marine infantry.

I would use the veterans differently. Right now you are paying a lot of money to have 2d6 of mortar fire you can indirect aim, and some lasguns.
You could just as easily put 6 grenade launchers on them and simply run them into a firing position with three times the punch. If you ended up swappoing out the artillery, you would have a full 90 points (+20 for cashing in their mortars) to reequip them with .. and 110 buys you 6 plasma, 2 heavy flamer, and 2 mortar for them. That would be a potential alpha strike punch, rather than just a pair of mortars in the night.

Anyway. I do love the list, you have got your valkyries configured the way I am swapping all mine to be, in ninth.

This message was edited 1 time. Last update was at 2020/09/22 10:38:38


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Fresh-Faced New User




So I think your advice is solid. I modified the list based on it and yeah, it definitely looks fun to play. I also made a mistake on the original list. The second Valkyrie squadron was supposed to have multi rockets on all three, not just one. I changed disciplined shooters to gunnery experts too because I feel that will maximize my damage way better than a short buff to lasgun range.


++ Battalion Detachment 0CP (Imperium - Astra Militarum) [92 PL, 1,985pts, 11CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Regimental Doctrine: Astra Millitarum, Gunnery Experts, Wilderness Survivors

+ Stratagems +

Tank Ace [-1CP]

+ HQ +

Company Commander [2 PL, 35pts]: Chainsword, Laspistol, Warlord

Company Commander [2 PL, 35pts]: Chainsword, Laspistol

Company Commander [2 PL, 35pts]: Chainsword, Laspistol

+ Troops +

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Flamer
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Flamer
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Flamer
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol

+ Elites +

Veterans [5 PL, 115pts]
. Veteran Sergeant: Chainsword, Laspistol
. Veteran W/ Heavy Flamer: Heavy flamer
. 2x Veteran w/ Lasgun: 2x Lasgun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Vox-caster: Lasgun, Vox-caster
. Veteran Weapon Team: Mortar

Veterans [5 PL, 115pts]
. Veteran Sergeant: Chainsword, Laspistol
. Veteran W/ Heavy Flamer: Heavy flamer
. 2x Veteran w/ Lasgun: 2x Lasgun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Vox-caster: Lasgun, Vox-caster
. Veteran Weapon Team: Mortar

+ Heavy Support +

Manticore [8 PL, 150pts]: Full Payload, Heavy Bolter, Heavy Stubber

Manticore [8 PL, 150pts]: Full Payload, Heavy Bolter, Heavy Stubber

+ Flyer +

Valkyries [21 PL, 495pts]
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter

Valkyries [21 PL, 495pts]
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter

++ Total: [92 PL, 11CP, 1,985pts] ++

Created with BattleScribe
   
Made in us
Longtime Dakkanaut





I really think that gives you a bit more punch, and I love the list.
OMG so many valkyries, they will be a nightmare for your foe when you get to do 2 damage per hb shot.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Guardsman with Flashlight






May be hard to deploy them all without wings going off the table on some missions. have some valks facing odd directions to fit. Or just put some in reserves. Really like valks (and vultures) but i have a rough time fielding more than 3 as where they can be deployed is very limited especially on a board with a lot of terrain.

   
Made in us
Longtime Dakkanaut





supposedly this is a problem some of the custodes flyer people have had in games -- and ended up with their huge and expensive model stuck simply not moving (but targetable) or shooting on turn 1, because it was "over the edge of their deploy zone" in any configuration.

I don't know if that's good for gaurd, but I reckon it would allow you to save CP by not being offboard, and just move/drop the whole lot on turn 2.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gb
Zealous Shaolin




I run 3 x Vendettas and 3 x Valkyries and sometimes it does feel like a giant game of tetris to deploy them, much to the amusement of opponents. With that many Valkyries I would try and find 25pts for a an Officer of the Fleet, drop him off 1st turn from a Valk and use strafing co-ordinates, all those Valks will get the re-roll 1's against the target chosen. He might even survive to cap a mid-table objective.

This message was edited 3 times. Last update was at 2020/10/03 20:32:25


 
   
Made in us
Longtime Dakkanaut





That's good advice. I might be inclined to do another thing to optimize your list -- that being, if you had a scions patrol detachment (-2 gaurd troop choices, -1 company commander choice, gives you enough points for 1 tempestor prime and 2 5 man squads of lower cost scions (hotshotlasguns are nice).

Note that kappic eagles are a particularly interesting choice here -- they get a native +1 to hit when stepping out of a transport, which would invite perhaps the idea of shifting your meltas around a bit so that each veteran squad has (for example) 1 melta and 2 grenade (not plasma) .. frees 30 points. The gaurd unit has about as much kick close in -- 1 melta and 2 krak is nothing to sneeze at, and the 2d6 grenades out at range are a nice anti-horde. since you will probably keep one of the commanders near the elite veterans, you drop 2 voxes from your gaurd squads for the last 10 points.
THEN. We had spent 45+55+55 or 155 so far, but now we have 185 to play with -- so we upgrade 4 hotshotvolleyguns to be 4 plasma guns, and we can even add in a pair of plasma pistols.

So in kappic eagles hands.
tempest prime with command rod
5 man scions with 2 plasma and 1 plasma pistol
5 man scions with 2 plasma and 1 plasma pistol
175 total.
Now if you DID put them in a transport to step out, they would fire all that plasma at +1 to hit, which is pretty damn sweet, and if not, they can deepstrike in and be just about as wickedly effective with their little wall of plasma. It is actually MORE effective than the gaurd plasma becuase the order you give them is "execution protocol sanctioned" and when they fire at a vehicle or monster they can reroll all wounds, while shooting (already) at +1 for the disembark. 10 instead of 12 plasma fire, and the veterans still get 2 melta and 4 krak.

When the enemy then charges them, kappic eagles have their own strategem to reduce the charge, even.

You could then put all six "gaurd" choices in the valkyries including the elites veterans guys, and you could put the 3 scions units in deepstrike (if the tactical situation demanded it)

Why do all this and cost yourself 3 cp?
1. Stratagems! The scions only stratagems also have a couple that work REAL well with flyers from the fleet -- that being, stuff like hammerblow where you can slow the movement of something you damaged with a flyer.
2. Resiliancy! Nothing starts on the board itself but is ALL in a flyer or offboard in deepstrike. An enemy can't know for sure he can get any charges in, he can't figure out where to strike cause you are mobility itself, and your landing is where you choose .. AFTER he choses poorly.

3. Flexibillity. Scions can drop out to land beside the stuff leaving transports much more easily than footslogging elite veterans could ever do, and the veterans up close are FAR more effective than way back where.

4. A 1 cp warlord.
Yep, you can make a warlord for a cp out of the scions' tempest prime. A possibly useful use of this (if you run into mortarion, for example, or a knights list, or a big expensive repulsor executioner, or simply a 6 man squad of terminators or aggressors, is to use old grudges so that the entire army you possess can reroll ALL its wounds against a single target.
This is almost alwqays worth its weight in CP. Want to kill that leman russ? Hit it with all your heavy bolters and all your multirocket pods with reroll 5+ to wound. Tank is going down!

Also, the scions are a hell of a light strike team all their own, that can come in a bit later to take a board corner in a pinch, no matter what else has gone down. They don't generally need vox casters as they drop near their own tempestor, who does, however, do a second order nicely with a command rod (he throws a krak grenade in shooting).
so ..
-35 and -60 and -60 points, = 155 cashed out
+45 +55 +55 points = 155 = 155 spent
(The cheaper option .. not necessarily kappic eagles but still coult be.)
Scions patrol
tempest prime
5 man scions squad with 2 hotshotvolleyguns
5 man scions squad with 2 hotshotvolleyguns

Its not a bad idea to pick a scions discipline that is "happy" like this. One of them doe"sn't take a penalty for moving with heavy weaposn in infantry. Anotehr has an extra point of AP.
Yet a third has +1 to hit disembarking (and you have a LOT of transports) and can port about its heavy weapons with no -1 to hit penalty.

Finally, read the strategem "precision drop" and consider what a full planeload of scions + tempestor could make your enemy have fits screening out his critical stuff -- and slow up his board control waiting for it.

I think you could (potentially) even do a single tempestor with a 10 man unit packing 4 hotshotvolleyguns and a plama pistol -- which gives you something you currently don't have. When the enemy deepstrikes in or teleports closer, you have a 12 inch bubble of "superior intelligence" that can fire, potentially (if you take the scions with extra range) up to 1 plasma, 16 hotshotvolleyguns (all s5 cause short range!) and 10 hotshotlasguns (all s4 cause short range!) Sure, you may only hit on 4's with the unit, but its a real surprise to arriving deepstrikers or da jumpers to get shot at by anything -- and a savvy opponent might end up unable to easily get at your manticores if you place the scions just .. exactly ... right .. at deployment.

So many options, just for moving a few troops into a second detachment (sure, yeah, -4 cp for a warlord is a lot, but so many OTEHR things come with this. I think its a strong suggestion.


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Regular Dakkanaut






I like the list. Would run it.
   
 
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