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![[Post New]](/s/i/i.gif) 2021/02/21 02:21:00
Subject: [2000] - Imperial Guard - Forward for the Empruh
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Guardsman with Flashlight
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So I'm taking two battalions but for ease I'm just going to write it out as one whole list.
Custom: Wilderness survivor and disciplined shooter
WL trait: Grand strategist
Relic: Kurovs
HQs:
3 company commanders
Primaris Psyker - maelstrom, barrier
Lord Commissar
Troops:
2 x melta squads
2x plasma squads
3x autocannon squads
3x plain infantry
Elites:
6 bullgryns
Priest
5 ratlings
10 crusaders
2x astropaths - nightshroud, psychic barrier
veterans, 2 flamers and heavy flamer
Heavy Support:
2x Mortar squads
2x Leman russ demolisher with heavy bolter
Transport:
2x chimera with heavy flamers
Push forward with most of the infantry with a second wave of armour elements followed up by some backline support and some reserves. Take ground put pressure on. Was thinking about switching out disc. shooter with the advance and shoot trait. Probably don't have enough efficient anti armour but tried to go for a fun list that could spam stratagems with still being fairly efficient. First time playing at 2000 points in years haha, we'll see how it goes. Have a more armoured list with 6 leman russ including tank commanders but wanted to give this a shot.
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![[Post New]](/s/i/i.gif) 2021/02/21 03:01:11
Subject: Re:[2000] - Imperial Guard - Forward for the Empruh
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Unbalanced Fanatic
Atlanta, Ga
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If it wasn't for the Mortars taking a price raise in this edition. I'd be more willing to accept that choice.
Though admittedly, they still have a place when used with the concentrated fire stratagem, and the blast keyword is still just as effective.
You have a good amount of soft armor damage in the list, so it's not all lacking that much damage. While the Bullgryns are capable of dishing out some terminator levels of damage in melee.
If it comes down to it, you could switch out the mortars for lascannons, or even missiles. Even though they miss out compared to lascannons in terms of specialization. The trade up could allow you to purchase hunter killer missiles for your chimeras with the exchange in points.
Though I'm not exactly sure on the math at this point. My main army is GKs, so having points to spare is a relative term. But dropping one model can get me around 12-26 spare points in most cases.
Hell three of my models cost almost as much as a landraider, so what would I know about being pts effective.
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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) 2021/02/21 03:20:11
Subject: Re:[2000] - Imperial Guard - Forward for the Empruh
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Guardsman with Flashlight
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Oborosen wrote:If it wasn't for the Mortars taking a price raise in this edition. I'd be more willing to accept that choice.
Though admittedly, they still have a place when used with the concentrated fire stratagem, and the blast keyword is still just as effective.
You have a good amount of soft armor damage in the list, so it's not all lacking that much damage. While the Bullgryns are capable of dishing out some terminator levels of damage in melee.
If it comes down to it, you could switch out the mortars for lascannons, or even missiles. Even though they miss out compared to lascannons in terms of specialization. The trade up could allow you to purchase hunter killer missiles for your chimeras with the exchange in points.
Though I'm not exactly sure on the math at this point. My main army is GKs, so having points to spare is a relative term. But dropping one model can get me around 12-26 spare points in most cases.
Hell three of my models cost almost as much as a landraider, so what would I know about being pts effective.
I don't actually have any missile launchers just one of those things I never built. Mortars don't cost points now just the squad itself costs more so they are 50 points each. 100 Points could bring one of the assassins or two scion squads to gap fill/back cap and give out two more special weapons on my infantry. A heavy weapon squad with lascannons is 65 pts hitting on 4s tuff3 with 6 wounds and 5+ sv. I could drop one squad and upgrade my autocannons to all lascannon in my infantry. I also like the idea of sentinels as stationary backboard support because as a unit of three with 1 cp can hit on 2+ and are t6 coming in at 150 pts.
Honestly the most point inefficient unit is definitely the crusaders but I'm just desperate to take them out with the new +1 str power swords. Hunter killer spam is pretty fun though did that to my buddy as Cadia popped the relic of lost cadia against his chaos horde turn 1 and launched 12 of them just hilarious. Thank you for the response
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![[Post New]](/s/i/i.gif) 2021/02/21 04:06:30
Subject: Re:[2000] - Imperial Guard - Forward for the Empruh
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Unbalanced Fanatic
Atlanta, Ga
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I wasn't aware that they didn't cost points anymore. That's good to know now, given as that's what kept me from using them when I ran any supports from IG armies.
I do feel you on the heavy weapon squads though. The fact that you have to screen them and they don't necessarily have the bodies to waste when they are fully kitted out, makes working with them a bit of a hassle. Especially when the squad is large enough to take up a good chunk of board space and you don't have any ruins, or any buildings to garrison them.
Maybe you can pack them with some more aura support to fish out some re-rolls?
I know that when it comes to most IG armies right now, you're stuck abusing characters, or more prominent aura abilities. Catachan guard mostly have Harker to work with, as his re-roll 1s works for literally everyone in the army that can take buffs. While Iron Hand can pretty much make a full squad of conscripts turn into a pretty nasty tar pit.
Were you eyeing any special characters for some secondary options for this army?
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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) 2021/02/21 08:08:05
Subject: [2000] - Imperial Guard - Forward for the Empruh
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Fresh-Faced New User
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I swung away from mortars but now consider them as back corner holders.
Infantry push into mid board easily and I want to ensure back corners zoned out for deepstrike/reserve protection.
Also pondering sentinels for that. Or command squad with vox for characters to snuggle around whilst dishing out orders!
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![[Post New]](/s/i/i.gif) 2021/02/21 09:08:08
Subject: [2000] - Imperial Guard - Forward for the Empruh
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Unbalanced Fanatic
Atlanta, Ga
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40kGuarddaddy wrote:I swung away from mortars but now consider them as back corner holders.
Infantry push into mid board easily and I want to ensure back corners zoned out for deepstrike/reserve protection.
Also pondering sentinels for that. Or command squad with vox for characters to snuggle around whilst dishing out orders!
Armored sentinels are coming back as meta now. Though I think it's mostly compromised of plasma sentinels, flamers, or even melee sentinels.
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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) 0046/02/21 16:56:09
Subject: [2000] - Imperial Guard - Forward for the Empruh
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Longtime Dakkanaut
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Only heavy weapon squad mortars are baked in the price now. Adding to a 10 man gaurd or vet still is 10.
So, I would probably stick heavy bolters, not autocannon, in the squads, and I would probably want to give the veterans 3 grenade launchers instead of a loadout that forces them into point blank range with much more dangerous opponents like anyone not gaurd. Flamers don't make use of the extra ballistics, and opening the range out a bit gives them a chance to shoot better. Also, you could make a good argument for giving them one of the autocannon/misslelauncher/heavybolter to plink from range.
My design for gaurd regular in an army is to make the regular gaurd all more or less the same. With maybe 2 "backfielders" the rest end up invariably shoved into the middle of the board getting killed and making me sad -- but just a few powersword passed out among them can let you squad up 20 into a pile with a pair of powerswords ... and suddenly, its if not a melee threat, at least an annoyance when its sitting beside some crusaders and the priest.
Psykers. Right now you are stuck casting 2 spells + smite over 3 bodies. If you wanted to give your primaris malstrom instead of a defense buff, you could have the option of malstrom, shield, shroud, or smite, shield, shroud, but astros realistically can't use smite for beans.
I too love crusaders bigtime! So happy for the price reduction! Another 2 points, and they will be a good price point!
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This message was edited 2 times. Last update was at 2021/02/21 22:13:44
Guard gaurd gAAAARDity Gaurd gaurd. |
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![[Post New]](/s/i/i.gif) 2021/02/22 01:10:48
Subject: [2000] - Imperial Guard - Forward for the Empruh
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Guardsman with Flashlight
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So I ended up playing Knights. Rolled up priority target, took the mission secondary, bring it down and engage on all fronts. He brought Castellan, and a Gallant I believe with three Warglaives and three Helverins as House Raven. I lost initiative and his turn one saw both chimeras down and one leman russ which exploded dealing 3 mortals on the bullgryns and mortals on two infantry squads and two mortals on the veterans. Other russ down to 9 wounds. And some infantry killed.
I managed to take out a helverin with my last tank using hail of fire for max shots. As well dealing 5 mortals with a super smite on a warglaive with primaris. I finished off warglaive with shooting and wounded another. The wounded one got charged by my crusaders who didn't flee on disembarking and the bullgryns as well as the priest bringing it down to one wound in melee trapping it and saving my guys from being shot. Hilariously when his castellan charged he did 0 wounds on the bullgryns with their 3 up invul from the astro.
Anyways without giving a full summary I scored a lot of points had some dice rolls work out in my favour on the centre objective and having obsec, burned a lot of CP to keep morale alive on crucial troops. Both his knights were on top bracket and his two remaining walkers were pretty crippled. My army's fire base of mortars, autocannons, ratlings and warlord was still alive but the rest of the army got smashed. Almost pulled it out but ended up losing 89-93, I believe. Although he did give me the +10 for full painted army.
The humble lasgun did pretty well and some of the plasma guns. Bullgryns and crusaders were a great tarpit of invuls and the bullgryns put out decent damage. The psykers got all their powers off every turn and did a good job. Autocannons performed average, the demolisher tank that got one round of firing did very well. Ratlings, mortars and veterans were basically sunk cost. I forgot until end of turn 2 that Lord Commissar provides his LD 9 as an aura so that would've saved a few more troopers. And I successfully split his forces between the terrain allowing more ability to point score with what I had. I farmed back 5-6 cp. But not having first turn and the explosion in my lines definitely hurt. Mistakes were made to be sure but the guard fought tooth and nail to stay in the game the whole time keeping it about even. First time against knights and it was brootal, but pretty fun. Wilderness survivors helped out a fair amount against his stubbers and the like and 18" rapid fire did pretty well. Raven's just so fast with their +2 to advance warlord aura and being able to shoot without penalty. He said afterwards that we probably could have used 2-3 more pieces of good sized terrain, good opponent and good game.
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