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![[Post New]](/s/i/i.gif) 2021/02/15 16:06:44
Subject: [2000] - Mech Guard
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Plummeting Black Templar Thunderhawk Pilot
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Thinking about running this list for the coming summer. Any thoughts or suggestions? I haven't played 9th yet so not 100% positive on the good/bad units yet.
++ Battalion Detachment 0CP (Imperium - Astra Militarum) [111 PL, 11CP, 1,975pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Regimental Doctrine: Regiment: Catachan
+ Stratagems +
Tank Ace [-1CP]
+ HQ +
Tank Commander [12 PL, 240pts]: Heavy Flamer, Heavy Flamers, Turret-mounted Punisher Gatling Cannon, Weapon Expert
Tank Commander [12 PL, 240pts]: Lascannon, Plasma Cannons, Turret-mounted Demolisher Siege Cannon
Tank Commander [12 PL, 240pts]: Lascannon, Plasma Cannons, Turret-mounted Demolisher Siege Cannon, Warlord, WT: Old Grudges
+ Troops +
Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Laspistol
Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Laspistol
Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Laspistol
+ Elites +
Astropath [2 PL, 35pts]: Telepathica Stave
Bullgryns [15 PL, 280pts]
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn Bone 'ead: Bullgryn Maul, Slabshield
Ministorum Priest [2 PL, 40pts]
+ Fast Attack +
Artemia Pattern Hellhound [14 PL, 230pts]
. Artemia Pattern Hellhound: Heavy Flamer
. Artemia Pattern Hellhound: Heavy Flamer
Artemia Pattern Hellhound [14 PL, 230pts]
. Artemia Pattern Hellhound: Heavy Flamer
. Artemia Pattern Hellhound: Heavy Bolter
Scout Sentinels [9 PL, 105pts]
. Scout Sentinel: Multi-laser
. Scout Sentinel: Multi-laser
. Scout Sentinel: Multi-laser
+ Dedicated Transport +
Chimera [5 PL, 85pts]: Heavy Flamer, Heavy Flamer
Chimera [5 PL, 85pts]: Heavy Flamer, Heavy Flamer
++ Total: [111 PL, 11CP, 1,975pts] ++
Created with BattleScribe ( https://battlescribe.net)
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![[Post New]](/s/i/i.gif) 2021/02/15 19:07:27
Subject: [2000] - Mech Guard
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Fresh-Faced New User
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Some more longer-ranged heavy artillery and anti-tank weaponry might be useful. I see only two longer-ranged anti-tank weapons (two lascannons) and no long ranged artillery, like a manticore or basilisk.
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![[Post New]](/s/i/i.gif) 2021/02/15 19:14:12
Subject: Re:[2000] - Mech Guard
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Longtime Dakkanaut
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You have good offense to move forward. So just my opinions (long term IG player)
What is your plan to hold and fight over the center of the table? (Most missions require it.) Bullgrynns? Might work.
Remember, you'll lose 1-2 of those tank commanders turn 1 most of the time (not saying this is a negative, just be prepared)
I love Sentinels so focusing there.
The scout move. Is cool, and can be huge...but, know that every squad out there seems to have a powerfist or equivalent. Be very careful using that scout move. Most objective do not score turn 1, and sentinels are horrible in CC while in 9th if your opponent has any CC units with speed your giving them free movement. Not that 3 sentinels are paper, but too many things can crush them in CC so be very careful.
Also:
IMO the multi-laser on the sentinels is absolutely not worth the points saved (Against MEQ is does .3 wounds a turn...). The AC costs 10, but is a little better (it does .6, twice as much(the AP and 2 damage make up for the number of shots) and has a longer range. You have 25 extra points. Look at different weapons.
So maybe think about:
armoured sentinels are far more effective for the same cost. Why? The plasma cannon is a great option with the Strat from The Greater Good (+2 to hit turn 1 only). Free overcharge in 9th. Add on 3 hunter killers and they can do real damage turn 1. This would cost you 60 extra points though ((if you upgrade all 3) of which only 25 are available) so I don't claim it is ideal.
Last point: 3 Armoured Sentinels are actually far more survivable than a Leman Russ Tank Commander. They are a lower priority, have more wounds, gain the advantage of multi-wound weapons wasting wounds because multiple models, and have good defensive strats in Greater good (One reduces damage).
None of these points are massive and your list can do just as well.
You seem low on numbers, but you do have a lot of vehicles.
I always want more bodies, but that's just me.
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This message was edited 1 time. Last update was at 2021/02/15 19:39:27
Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage. |
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![[Post New]](/s/i/i.gif) 2021/02/16 00:02:25
Subject: [2000] - Mech Guard
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Lord of the Fleet
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I would consider dropping 1, maybe even 2 of the Hellhounds. With the spare points I'd give your Sentinels Autocannons or Lascannons.
I would also swap out one Tank Commander for a Company Commander, just for the infantry orders.
With the points leftover from the previous points it would be worth getting some artillery or standard Russes. Manticores may be a good choice.
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![[Post New]](/s/i/i.gif) 2021/02/16 05:08:19
Subject: [2000] - Mech Guard
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Unbalanced Fanatic
Atlanta, Ga
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Valkyrie wrote:I would consider dropping 1, maybe even 2 of the Hellhounds. With the spare points I'd give your Sentinels Autocannons or Lascannons.
I would also swap out one Tank Commander for a Company Commander, just for the infantry orders.
With the points leftover from the previous points it would be worth getting some artillery or standard Russes. Manticores may be a good choice.
Harker could do well in this army list, seeing as he's running Catachans.
So both the tanks and troops can benefit from the re-roll bubble when he needs them. Tank commanders are usually running "gunners kill on sight" every turn anyway. So even if they aren't in his bubble, the other units would still be capable of benefiting from it.
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One has to wonder. Do the Tyranids consider drop-assault troops... fast food? |
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![[Post New]](/s/i/i.gif) 2021/02/16 05:30:34
Subject: Re:[2000] - Mech Guard
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Regular Dakkanaut
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At most I tend to take 2 TCs these days. I like a punisher and a demolisher. I back them up either with a pair of Executioners (TCs ordering them to re-roll 1s) and a manticore, or just manticore and basilisks.
I haven't been getting my points out of hellhounds lately, fun if you can get them to blow up in the right place, but I've started putting my points elsewhere.
As for Sentinels, AC or plasma makes sense as Duke says, though I'm about to experiment with flamer chain saw sentinels moving up with crusaders (I only have 6 bullgryns :( ) and priests as catachan. I don't expect them to live long, but they don't give up many vehicle points, and I can use them to keep trouble off the infantry a bit longer.
I would be tempted to drop the points on a vanguard detatchment to be able to split your bullgryns up into three 5 man teams so they don't have to deal with blast rule, and you can split them out if needed.
30 infantry seems small to me, on the otherhand I recently had 90 infantry cut to ribbons because I didn't have bullgryns or crusaders to help shield for them.
TBH as much as I love mech inf (used to run 6 chimeras with tanks), I'm going to build my valkyries. Faster and tougher I think I'm going to get more for my points.
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![[Post New]](/s/i/i.gif) 2021/02/16 08:56:23
Subject: [2000] - Mech Guard
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Longtime Dakkanaut
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You need screens.
Many, if not most, of the marine lists I see in last tournament I went to, relied heavily on melee, and used the many ruins and similar things in the terrain to approach easily without being shot by direct fire weapons. Unless you have some answer to that, you will end up trapped on 1/2 the board skulking around the baseline and even then, strategic reserves entry from six small squads of eradicators is a problem you are likely to face. That's 6 dead tanks from outside your screen bubble, boom, and it costs you around 1000 points of army.
Your marine enemy just fired 42 melta shots into your surprised army, from 24 inch range.
You need screens, because eradicator spam (and this is the horrific part) is not even a GOOD marine army, in the current meta. My competitive player friends all tell me that they have much better options.
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Guard gaurd gAAAARDity Gaurd gaurd. |
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![[Post New]](/s/i/i.gif) 2021/02/16 14:36:29
Subject: Re:[2000] - Mech Guard
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Regular Dakkanaut
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Duke of stuff describes my last battle with blood angels exactly. Board is choked with terrain junk, very little direct fire options, the Punisher and Demolisher even with an extra 6 inches from Spotter Details struggled to find good use for all their guns. Bikes and reserves keep popping up to wear down the infantry (some of that is my inexperience in their positioning, some of that is having nothing tougher than a guardsman for melee in that list).
This has pushed me to more indirect fire options or perhaps the valks, and some infantry that can do something other than die miserably in melee to at least reduce the number of things that can shoot at me in the first few turns.
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![[Post New]](/s/i/i.gif) 2021/02/17 00:59:34
Subject: [2000] - Mech Guard
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Brainy Zoanthrope
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Make your sentinels armored, give them heavy flamers. They are great at tar pitting units of infantry with 0 ap. The flamer guarantees that you you get decent shots in melee. T6 6 wounds with a 3+ gets shot at less too. Or wastes anti tank that should be used on your actual tanks.
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![[Post New]](/s/i/i.gif) 2021/02/17 05:10:15
Subject: Re:[2000] - Mech Guard
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Unbalanced Fanatic
Atlanta, Ga
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RegularGuy wrote:Duke of stuff describes my last battle with blood angels exactly. Board is choked with terrain junk, very little direct fire options, the Punisher and Demolisher even with an extra 6 inches from Spotter Details struggled to find good use for all their guns. Bikes and reserves keep popping up to wear down the infantry (some of that is my inexperience in their positioning, some of that is having nothing tougher than a guardsman for melee in that list).
This has pushed me to more indirect fire options or perhaps the valks, and some infantry that can do something other than die miserably in melee to at least reduce the number of things that can shoot at me in the first few turns.
If mortars hadn't taken a price raise in the last few editions, I'd suggestion outfitting either one or two heavy weapon squads and use auras to keep their rolls accurate.
Maybe you could pack the Ogryns into a Taurox, that is if you have one available. I know that you'll be able to benefit more from the transports weapons and that you'll lose some bodies on the reduced transport capacity.
It could end up saving you around 30pts for elsewhere and the Taurox can still do some rather decent fire support.
When it comes to screens, you can always find a way to pack more bodies with IG.
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One has to wonder. Do the Tyranids consider drop-assault troops... fast food? |
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![[Post New]](/s/i/i.gif) 2021/02/17 06:53:30
Subject: [2000] - Mech Guard
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Longtime Dakkanaut
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Remember each ogryn or bullgryn body counts triple in loading into a transport -- and can't be split (to my knowledge) among transports. So only 3 fit in a taurox, or 4 in a chimera, and sadly not the 8 to 10 a good bullgryn bomb requires.
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Guard gaurd gAAAARDity Gaurd gaurd. |
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![[Post New]](/s/i/i.gif) 2021/02/17 08:58:42
Subject: [2000] - Mech Guard
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Unbalanced Fanatic
Atlanta, Ga
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Dukeofstuff wrote:Remember each ogryn or bullgryn body counts triple in loading into a transport -- and can't be split (to my knowledge) among transports. So only 3 fit in a taurox, or 4 in a chimera, and sadly not the 8 to 10 a good bullgryn bomb requires. I think the only one you can take separate now are the bodyguards. The last time I came up against anyone running with these in a load out. It was two taurox, two squads of bullgryns with a priest in tow and they pushed out against my front line with the transports laying down some impressive fire. Had a squad of terminators not been there to soak up all of the extra firepower. My other troops may not have faired as well as they did, but my access to psychic power also helped in that regard. I truth, I never really liked mech list for IG. Though back in the day when it was more common to see basilisk in those formations. Now it's not as much indirect fire support as you'd expect to see from then and even if you manage to fill out several slots with blast weapons. The recent change to the rules does not really help with all of those same, nostalgia inducing weapons. I did like the suggestion for armored sentinels though. But it's going to boil down to placement and managing your re-rolls from aura support. I'm trying to remember if there was a stratagem or rule that allow you to bubble wrap your tanks with bodies. Forcing the opponent to shoot your soldiers, but also giving those soldiers a 4+ cover save. It was a specific rule in 6th & 7th, but I'm not sure if it's survived up to this point.
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This message was edited 1 time. Last update was at 2021/02/17 09:07:31
One has to wonder. Do the Tyranids consider drop-assault troops... fast food? |
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![[Post New]](/s/i/i.gif) 2021/02/17 23:14:09
Subject: [2000] - Mech Guard
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Longtime Dakkanaut
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So we are clear, a bullygrn squad can size between 3 and 10 models in the same unit. The taurox can fit only the very smallest bullygrn unit, the chimera and the valkyrie can fit the 4 man if they take nothing else, and the various lord of war transports can do more.
Ogryn Bodygaurd can be taken as a single model (character) unit but not included in any other unit.
I say this cause you played prior editions -- before eighth, I have no idea wha the rules were, maybe it was different, who knows?
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Guard gaurd gAAAARDity Gaurd gaurd. |
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![[Post New]](/s/i/i.gif) 2021/02/18 13:49:34
Subject: [2000] - Mech Guard
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Brainy Zoanthrope
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They were the same. Dropship Timmy's is the greatest way to play ogryn.
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