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Made in jp
Guardsman with Flashlight





I read recently a lot of "original" ideas on the IG, that I tried to implement in the following list.
I will use it against Grey Knights in 2 weeks for a friendly campaign.
So, it must not be ultra-competitive, but I still need to win.

HQ
Company Command Squad : 370 pts
- Creed/Kell
- Camo Cloak
- MoO, OotF, Astropath, 2 Bodyguard
- Mortar

TROOPS
Infantry Platoon : 85 pts
- Chenkov
- Mortar
Infantry Squad : 50 pts in Vendetta
Infantry Squad : 50 pts in Vendetta
50 x Conscripts : 275 pts
- Next Wave
Veteran : 120 pts in Vendetta
- 3MG, LC

FAST ATTACKS
Vendetta : 130 pts
Vendetta : 130 pts
Vendetta : 130 pts

HEAVY SUPPORT
Leman Russ Squadron : 660 pts
Leman Russ Punisher
- HS, HB
Leman Russ Punisher
- HS, HB
Leman Russ Executioner
- HS, PC

STRATEGY

The Leman Russ Squadron will use the Creed's "Tactical Genius" to Outflank and destroy almost everything in front of them when they arrived.
Of course, it will be one single unit, but with Grey Knights, it might cost more than 300 pts and this will create enough threat that Grey Knights will focus mostly on them.
I'm not totally sure of the Leman Russ Combination.
More Blast might scattered on some of his other troops, but as a Grey Knight, they might already be sparse, and only Punisher would be enough.
Not even sure that 3 Leman Russ is not a little bit "too much"

On the same time, the 3 Vendettas (not in the same squadron) will destroy any potential Skyfire threat (stormraven or gun emplacement)
One Vendetta might "Grave Chut" its veterans to create another annoying threat.
The 2 other infantries will be kept until Turn 5 to take some points or linebreak.

On the other point of the table.
Creed and Kell will run to any ruins and order "For the Honor of Cadia" on the Conscripts, using Creed Ld. Camo Cloak will give Creed's unit 2+ cover svg, which is better than the carapace.
With Fearless the 50 conscripts will be the perfect Blob and will be able to keep any enemies occupied for eternity.

Chenkov will try to hide until the fifth turn, and order a "Next Wave" so that 50 more conscripts will take any remaining points near my Table Border.

Creed and Chenkov must be hidden for the whole game, so I did add some mortars, as I had 10 pts left.

As Flyers must be in reserved, they do not count, so I have 3 unit on the table and 2 units in reserve. (Veteran, Leman Russ).

This message was edited 2 times. Last update was at 2012/10/10 08:49:23


 
   
Made in us
Hurr! Ogryn Bone 'Ead!




You have a lot of points invested in special characters that are supposed to boost infintry but hardly any infintry that can benefit from it. With all of your squads in vendettas and only the vets having special weapons why bother with Kell. your not really going to be issueing any orders that will really make much difference.

Bare infintry squads with out even a flamer! thats just painful to look at. Also you will only be dropping 3 units on deployment none of which will have any Anti tank, which means he is free o blitz full force into you turn 1.

Also your onnly realy threat to grey knights is going to be the vendettas. and the russes.
Punishers are iffy at best against marines. 20 shots - 10 hits - 3 dead marines. this is even worse if he runs termies I'd get another executioner even if it doesn't have the sponsons.

once your russ squad shows up it's going to be vulnerable as the Knights will be able to destroy this in CC and if he's good or you get unlucky you might only have 1 chance to shoot before he's assaulting this with a unit that can rip it open.

And your vendettas will be busy for a little while at least trying to knock out all his Psynoughts and other vehicles. And don't think they are invulnerable, he will target the vendettas that have the troops in them and then they never land leaving you only your own objectives if he hasn't pushed into this.

This message was edited 3 times. Last update was at 2012/10/10 08:56:47



 
   
Made in jp
Guardsman with Flashlight





Thank you for your comment.

Creed and Kell's only purpose is to order "For the Honor of Cadia" to the conscripts, which means they are fearless (and have FC but not the point).
Kell will make the Conscripts succeed the order as they will use Creed ld and not their own one.

I agree that it's quite an expensive option for only one unit, and that I might include more troops to get a pay off, but Outflanking Leman Russes seems to be a so fun option.

In all my games, I never did anything important with any infantry (one should say that numbers matters, which I agree but not for this list) apart of taking points.
So that's why they have no weapon at all and will take points.

For the Russes, the idea is to "Move! Move! Move!" the conscripts so that they will prevent any CC against them. That's also why I prefer few blasts, as they might scatter on the conscripts.

For the Vendetta, he needs Skyfire to kill them, apart the Quad Guns and the Stormraven, which options will he have?
He needs, on average, 108 shots of S5 to try to glance them to death, that might take some time to kill 180pts.

 
   
Made in gb
Rogue Grot Kannon Gunna





Hello,

2000pts to me says a dread knight on each flank, particularly if the opponent is deploying second. which the russes will zing off (in their current form) all day long.

Realistically I don't see the force being able to do any more than hold an objective near your deployment zone and challange for another one.

The idea that the concripts can re-deploy at the last minute overlooks the few things in the GK list that they physically can not hurt (dread knights and noughts) which can deny them objectives in your deployment zone (I may need correcting on this).

You need more of the army on the board for the first turn. The outflanking LRBT should not be all three (possibly one as a distraction) you need their shots pronto not on the 2nd turn if you are lucky.

 
   
Made in us
Hurr! Ogryn Bone 'Ead!




If you want the conscripts to be fearless then why bring Chenkov, his main purpose is that you want the conscripts to break and run so you then recycle them. I get you want to be able to recycle them if they get destroyed it just seems odd to spend points to both keep them alive but also to remove them so they can come back full strength.

Also I think your making a mistake in thinking that vendettas are safe as long as there is no skyfire, A Psynaught will have 4 re-rolled shots to hit, so thats 8 chances to get a "6" so he will likely hit at least once every turn and at Str 8. Also don't discount Psycannons in the troop squads and any storm bolters that might have rear armor. Since you don't have anything else to shoot at that is really a threat (As the AR 14 front on a Russ isn't an option) the Vendettas will draw a lot of fire. And with the new rules for Paykers he might have some divination ability to twin link the shots in those units to hit your flyers. I'm not saying they will take some doing to kill but they are far from invulnerable

And if you plan on running your conscripts up a flank to protect the Russes when they show your going to leave creed, Kell, and Chenkove exposed to being killed individualy, as it will be nearly impossible to protect all of your units. Unless you hide in a single courner hoping the russ's show on the same side. But that just means you box your self in

And even if you consider an infintry squad as useless ask your self if it's worth 5 points for a flamer.....

The biggest thing I have against this however is your doing a "friendly campaign" but tayloring a list to just one opponent. Unless its just you and one other guy and you both are planning on the same.

This message was edited 3 times. Last update was at 2012/10/10 10:51:28



 
   
Made in gb
Junior Officer with Laspistol





The idea of out-flanking Russes is so dumb. They have range, use them. This just gets them closer to your opponents melta-guns without any infantry protection. It also means they won't be there turn 1. In fact, you have almost no fire-power on turn one. That's just against the imperial guard philosophy of "shoot them until they die!"

Your infantry squads are naked. They're not an "annoying threat" to anything. They're merely some guardsmen that will be mowed down and run away.

The Lascannon on the vets is a waste of points. They're not going to be standing still for long.

You also have a ton of points invested in a fairly useless HQ. Why do the conscripts NEED to be fearless? With Chenkov you can just let them run off the board and bring them right back on. The fearlessness is pointless.


Automatically Appended Next Post:
HarryMason wrote:

In all my games, I never did anything important with any infantry (one should say that numbers matters, which I agree but not for this list) apart of taking points.
So that's why they have no weapon at all and will take points.


This is silly, just because you've never done anything meaningful with infantry doesn't mean they're useless. It's quite the opposite in fact.

This message was edited 2 times. Last update was at 2012/10/10 15:47:17



Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Boom! Leman Russ Commander





Ohio

If you want punishers i might recommend the punisher with bolter sponsons and pask. I ran a gunline based list against fate weaver, blood thirster and 3 or 4 demon princes(to many to remember) this list is so far if not the hardest at my local gaming store. My punisher killed a 5 man squad of plague bearers itself.also did 2 wounds in 1 shooting phase to fate weaver where infantry squads finished him off, in the turn it deepstriked. and then in the following turn killed a bloodthirster itself. with pask you have bs4 and if you dont move you get +1 to armor pen rolls so all your strength 5 shots are 6's to glance vehicles to death, and then against monsterous creatures you reroll to wounds. a nasty tank that was. I would suggest taking out 2 punishers and possibly throw in other varients maybe an executioner. creed seems almost useless in this force because his main goal is to give orders and he just has that 1 conscript squad to really give orders too. I would suggest dropping the MoO to free up points and some other stuff to possibly get a platoon so creed gets to use his orders more.

 
   
Made in us
Flashy Flashgitz




USA

I have a crazy idea-If you want to destroy a lot of GK, just take three naked Executioners-9 PC shots per turn. That saves 90 pts over your LR squadron so you can even add PC sponsons to two of them and turn the battlefield into a smoking pile of burnt flesh. I agree with the comment that you need to reserve less, and Creed probably being redundant. Remember that you have another HQ slot open, and Creed+Kell cost more than another CCS with special weapons and a Chimera. You also rely too heavily on Vendettas for AT. And Conscripts are way overrated, just pretend they don't exist and get a regular blob with special weapons and a Commissar/LC if you want to prevent them from running.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
 
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