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![[Post New]](/s/i/i.gif) 2020/10/06 09:10:02
Subject: [1500] - Imperial Guard - Grot Rebels
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Longtime Dakkanaut
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I've been pondering how to bring my rebel grots army into 9th edition (hasn't seen the field since 7th), and found I can bring it up to a healthy 1500 points with just a few models (manticore, and 3 more servitors)
The army:
HQ:
Company Commander, plasma pistol, power sword
Lord Commissar, bolt pistol, power sword
Troops:
Infantry Squad, grenade launcher, vox caster
Infantry Squad, plasma gun, vox caster
Infantry Squad, flamer, vox caster
Elites:
Command Squad, Heavy Flamer, Medi-Pack, Vox Caster
Command Squad, Mortar, Plasmagun
Platoon Commander
5 Ratlings
2 Plasmacannon servitors, 2 servo-arm servitors
Techpriest Enginseer
Fast Attack:
2 Armoured Sentinels, Lascannons
Heavy support:
Manticore, Full Payload
Wyvern
Fliers:
2 Valkyries; one with hellstrike missiles, one with multiple rocket pods
Dedicated Transports:
4 Chimeras, Track Guards, one with heavy flamer, 3 with heavy bolter.
Comes in at 1501 points.
I currently have everything here except the Manticore and the Servitors (I have one and a half of these!).
My current thoughts are:
1: I need more infantry, 3 squads probably won't cut it.
2: Command squads aren't so necessary now - I made them because they used to be compulsory - should I merge them into another infantry unit?
3: I think I have a decent spread of anti-tank and anti-infantry, but I will get a better feel of it in my first games!
I have no idea on the regimental doctrines just yet, Armageddon is looking promising due to the amount of transport I have on the field, and as it fits the fluff ideas that a bunch of grots ended up in an Armageddon brainwashing facility, thinking it was a cinema, and this sparked their emperor-worshiping rebellion!
Please let me know what I should be looking at changing to make this work properly! Guard has always been a bit f a conundrum for me as I'm used to units working on their own, and guard is all about orders and formations! I'm sure I'll get to grips with them after a few games!
Cheers!
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![[Post New]](/s/i/i.gif) 2020/10/06 12:40:35
Subject: Re:[1500] - Imperial Guard - Grot Rebels
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Longtime Dakkanaut
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Gaurd is actually all about "we roll more dice than you" and "we have backup with us." Voxcasters and tread gaurds and medikits are things that would be cool in other factions. Gaurd would rather have more bodies and more commanders who travel nearer the troops they order -- and more little guns and swords to pass out among the troops. A medikit is by definition useless on turn 1. By turn 2, you have to be finding a gaurd unit with a dead guy you can bring back 1/2 the time. Meaning that medikit cost you 6+5 or 11 points and you will get about 2.5 points worth of gaurdsman back from the dead each turn for 4 turns, which is not particularly a great return for a command squad slot. Compare that to a meltagun, shooting an enemy aggressor, and killing it, or an enemy tank, and putting 5 wounds into its 11 wound total. Both are much better payoff, and don't require finding an injured gaurd unit and hanging out where you then can't use the REST of the squad. So lose all that crap, and lose the commisar (they are not very useful with the new morale rules). What is useful? Add in an extra commander (I bet you could fluff that your commanders are in fact commisar dressed cause that's how grots roll for the warlord's uniform "like yarrik, right?") and you now have FIVE orders to grant, enough for 2 elites and 3 infantry. Its 9th edition, and people find themselves fighting over objectives at knife ranges a lot, or even "intimate" killing ranges. 5 ratlings may not be a "most survivable" unit cause of their legendary low resilience and high per rat cost. Track gaurds are a similar high investment of dubious worth in a chimera. You are using it to deliver gaurd to an objective -- and then to sit there for a roudn till someone blows it up -- but its maybe less critical to keep a nearly dead chimera moving fast because its not going to be hitting things with its guns at that point and its ability to protect goes way down when its already lost 8 wound and the enemy can probably pop it with a sneeze. So yeah. Your group would work better with somthing like... hmm ... [spoiler] company commander 1 plaspi and powsd company commander (used to be a platoon commander) warlord. Lord commisar model counts as a company commander with bolpi and powsd. 117 troops 10 man inf squad, plasma gun, Heavy Weapon see below, power sword (if possible) 10 man inf squad, plasma gun, Heavy Weapon see below, power sword (if possible) 10 man inf squad, flamer, Heavy Weapon see below, power sword (if possible) 10 man inf squad, flamer, Heavy Weapon see below, power sword (if possible) includes (in this price) the 50 points of HW and the 20 points of powerswords. 290 elites 2 plasma servitors, 2 servo-arm servitros veterans squad with 3 plasma, 1 heavy flamer, 1 heavy bolter, and a plasma pistol and powersword. Yep. Pricey at 120! ministerium priest 2 plasma servitors, 2 servo-arm servitors astropath engenseer 341 I would suggest calmly that you might put powerswords (they hit at +1S now) in the hands of the ministerium priest (he can carry a relic blade version, even, if run index) and in the hands of your 4 sargents in the squads. which would bring you to .. (I revised some stuff, nvm). Then I would suggest that you scrape up a heavy weapons team (cheap at the price, if you buy 6 extra bases.) Now you can make 3 heavy bolter teams (put in the various squads) and 3 missle launcher teams (put in the squads) and a lascannon team (put int he squads). I would personally stick the heavy bolter in the elite guys, cause that's a very pricey unit of gaurd already, and the HB is a good infantry weapon now. This would give you +6 heavy weapons in the squads (I already costed the HB in the vets) = +20+30 or around 50 (costed in above) Then you have the ACTUAL heavy weapons squad, which works really, really well with mortars, for another 51. Heavy weapon squad .. 3 mortars Manticore with full payload (a must have) wyvern 331 2 valkyries with the "ninth" loadout (hellstrike missles, 2 heavy bolters, lascannon) for 310 1 chimera with 2 heavy bolters and track gaurds (I know, I said, but you like, so good.) 1489 points. I think this is more or less like your army, but with more guns and a few fewer transports. That's a choice you may not really be on board with, as resilience matters You could strip out lascannon and heavy bolters from the valks and end up with 2 more squads of just 10 lasgun guys (maybe rotate in some of the gear from the 4 squads you have above, too.). I find that if you can't scratch the enemy at all, you lose, though, so I like the guns. your troops will get where they need with the 6 orders over 4 squads (more than enough) using move, move, move, and you can still even stick 48 guys in transports, nothing small in this not so huge army. At 1500 points, though, be aware there ARE some units people will bring that migh could kill 60 gaurd per turn per unit. Or at least 30 per unit, I mean, don't count on troops in gaurd to hang around in any case. 2 squads can zip along in the flyers and 2 squads can button down safely in chimera, which gives you some mobility without ordering MMM, and the veterans and servitors and engenseer can start in strategic reserves. and perhaps the heavy weapons mortars. The mortars can come out in your deploy zone when its not being hit by an alpha strike, and the others come out on the board edge wherever their weapons ranges suggest it to be good. If you think you will go first, by all means, stick the servitors where they can start out shooting at no minus for being heavy, but realize they WILL die VERY fast. The advantage they bring is entirely in having better range than plasma guns normally, 36 inches gives you a lot of options on the smaller boards that 12 inches (the EFFECTIVE range of plasma) doesn't. You don't have to take that many servitors, because I note 4 such cost almost exactly what one single lascannon sentinal costs (3 points less for the sentinal) so you could potentially just take a plasma cannon sentinal and a lascannon sentinal if you wanted a "simpler" play. But remember, this is a moment where lots of people are counting on tank armor to be tough, so sentinals maybe are less tough than armor needs to be in a mix where most of your threat is from infantry. God save a T6 guy when the enemy brings out the guns designed to kill a fleet of leman russ tanks and points them all at those little guys!
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This message was edited 2 times. Last update was at 2020/10/06 12:43:11
Guard gaurd gAAAARDity Gaurd gaurd. |
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