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![[Post New]](/s/i/i.gif) 2019/04/11 15:01:00
Subject: [750] - Imperial Guard/Storm troopers - Choice of two...
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Longtime Dakkanaut
London
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So we have a fun, 750 point, patrol detachment, one day doubles tourney at the local club.
I have ruled out my deathwatch as being too fiddly with all their special rules and customization, GSC for not being painted enough and fell back on Imperial Guard. Two options to go with and I wonder if people have some feedback on them.
Storm Trooper/Militarium Temp whatevers
The list should be quick playing, the initial drops are 2-3 on the table, it zooms into the teeth of the enemy and opens fire. Survivors regroup and do it again or hide in cover and think mean thoughts about the enemy.
749pts, 1 CP after the 2 deductions
Operative Requisition Sanctioned [85pts, -1CP]
Vigilus Defiant [-1CP]: Tempestus Drop Force
+ HQ +
Tempestor Prime [3 PL, 45pts]: Chainsword, Tempestus Command Rod, Tempestus Drop Force, WT (Tempestus Drop Force): Grave-Chute Commando
Tempestor Prime [3 PL, 45pts]: Chainsword, Master of Command, Relic: The Laurels of Command, Tempestus Command Rod, Tempestus Drop Force, Warlord (anti pysker?)
+ Troops +
Militarum Tempestus Scions [3 PL, 72pts]: Tempestus Drop Force . 2x Storm Troopers, 2x Stormtroopers with plasma gun. Tempestor: Chainsword, Plasma pistol
Militarum Tempestus Scions [3 PL, 72pts]: Tempestus Drop Force . 2x Storm Troopers, 2x Stormtroopers with plasma gun. Tempestor: Chainsword, Plasma pistol
Militarum Tempestus Scions [3 PL, 72pts]: Tempestus Drop Force . 2x Storm Troopers, 2x Stormtroopers with plasma gun. Tempestor: Chainsword, Plasma pistol
+ Elites +
Militarum Tempestus Command Squad [3 PL, 80pts]: Tempestus Drop Force. 4x Tempestus Scion: Plasma gun.
Officer of the Fleet [2 PL, 20pts]
+ Flyer +
Valkyries [16 PL, 258pts]:[/b] Tempestus Drop Force.
Valkyrie 1: 2x Multiple Rocket Pods, Multi-laser.
Valkyrie 2: 2x Multiple Rocket Pods, Multi-laser. 2x Heavy Bolters
Or do I go with something more conventional (for me at least). A lot slower to play and more bodies on the table.
750pts, 2CP after deeductions
Operative Requisition Sanctioned [85pts, -1CP]
Regimental Doctrine: Regiment: Catachan
+ HQ +
Colonel 'Iron Hand' Straken [4 PL, 75pts]: Warlord, WT (Catachan): Lead From the Front
Primaris Psyker [2 PL, 46pts]: Force Stave, Nightshroud, Psychic Barrier
+ Troops +
Infantry Squad [3 PL, 68pts], 6x Guardsman, Guardsman: Plasma gun . Heavy Weapon Team: Lascannon . Sergeant: Boltgun, Chainsword
Infantry Squad [3 PL, 68pts], 6x Guardsman, Guardsman: Plasma gun . Heavy Weapon Team: Lascannon . Sergeant: Boltgun, Chainsword
Infantry Squad [3 PL, 40pts]: 9x Guardsman . Sergeant: Chainsword, Laspistol
+ Elites +
Officer of the Fleet [2 PL, 20pts]
Platoon Commander [2 PL, 20pts]: Chainsword, Laspistol
+ Fast Attack +
Hellhounds [6 PL, 103pts]
. Hellhound: Heavy Bolter, Storm Bolter, Turret-mounted Inferno Cannon
+ Heavy Support +
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
+ Flyer +
Vulture Gunship [11 PL, 160pts]
. Vulture Gunship: Heavy bolter, Twin Punisher Gatling Cannons
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This message was edited 1 time. Last update was at 2019/04/12 11:15:58
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![[Post New]](/s/i/i.gif) 2019/04/11 23:24:16
Subject: [750] - Imperial Guard/Storm troopers - Choice of two...
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Storm Trooper with Maglight
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list 2 all the way man
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![[Post New]](/s/i/i.gif) 2019/04/12 11:11:14
Subject: [750] - Imperial Guard/Storm troopers - Choice of two...
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Longtime Dakkanaut
London
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So whys that?
While it is more conventional it doesn't have a particular strength in any area. The first list is a lot more brittle but at least delivers everything onto its target, hitting with a +1 on the turn everyone bails out of the Valkyries.
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This message was edited 1 time. Last update was at 2019/04/12 11:34:41
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![[Post New]](/s/i/i.gif) 2019/04/12 16:22:28
Subject: [750] - Imperial Guard/Storm troopers - Choice of two...
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Fresh-Faced New User
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I wish Scions and Valkyries were competitive, believe me (I have 6 Valkyries, with magnetized Lascannon hardpoints for Vendettas, left over from my 5th edition airborne list), but they just are not.
Guardsmen aren't durable. Scions gain the smallest possible increase to that durability which means they still evaporate the instant anything looks their way, and because they cost more than twice as much you don't get to bring many ablative bodies to compensate. Though your Scions do get +1 to hit within 6" of your Warlord, only one Valkyrie per turn gets to disembark its troops without Grav Chute mishaps, so unless the drop zone is within 20" of where you deploy, your Turn 1 drop will possibly kill some of your own units. On top of that, Hot Shot Lasguns are just not very good. Sure they're AP -2 but they're still only S3, and their gimped range means among other things that they can't Rapid Fire out of Deep Strike and might not even get it on Overwatch. If your Assassin and 22 T3 models get killed, you're tabled because Flyers don't count. Speaking of which, Valkyries cost what they do because they're a flying transport, their firepower is anemic for that price and they can be either somewhat tough or somewhat accurate, but not both at the same time.
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![[Post New]](/s/i/i.gif) 2019/04/12 17:43:39
Subject: [750] - Imperial Guard/Storm troopers - Choice of two...
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Brainy Zoanthrope
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Do valk special weapons flamer spam. Super fun and very effective. Gunships are crazy good at low point games. T7, 14 wounds and a 3 up armor save is not bad. Plus you get a mobile weapons plafor.
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![[Post New]](/s/i/i.gif) 2019/04/16 18:20:51
Subject: [750] - Imperial Guard/Storm troopers - Choice of two...
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Longtime Dakkanaut
London
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Nirallus wrote:I wish Scions and Valkyries were competitive, believe me (I have 6 Valkyries, with magnetized Lascannon hardpoints for Vendettas, left over from my 5th edition airborne list), but they just are not.
Guardsmen aren't durable. Scions gain the smallest possible increase to that durability which means they still evaporate the instant anything looks their way, and because they cost more than twice as much you don't get to bring many ablative bodies to compensate. Though your Scions do get +1 to hit within 6" of your Warlord, only one Valkyrie per turn gets to disembark its troops without Grav Chute mishaps, so unless the drop zone is within 20" of where you deploy, your Turn 1 drop will possibly kill some of your own units. On top of that, Hot Shot Lasguns are just not very good. Sure they're AP -2 but they're still only S3, and their gimped range means among other things that they can't Rapid Fire out of Deep Strike and might not even get it on Overwatch. If your Assassin and 22 T3 models get killed, you're tabled because Flyers don't count. Speaking of which, Valkyries cost what they do because they're a flying transport, their firepower is anemic for that price and they can be either somewhat tough or somewhat accurate, but not both at the same time.
Well, will try it out tonight and report back!
Some mods - it turns up the TO has limited each team to 2CPs so no assassin (which is a shame as they can actually generate CPs now). Instead they and the special weapon squad are replaced by a Vulture with miniguns. Automatically Appended Next Post: Went swimmingly. In short hitting with 15 plasma shots that spawn another shot on a 5+, hit on a 2+ and re-roll 1s is deadly. Especially when backed up with 15 Heavy bolter shots, 6 multilaser shots, 4d6 MRL shots hitting on 3+'s and 40 gatling gun shots, any of these re-rolling 1's if they were shooting the target that was being spotted by the observer.
All within a 35" threat bubble (move 20, disembark without fear, 3" away, move 6", plasma pistol half range 6").
Game 1 vs Ad Mech Burn and Pillage scenario. Knocked out the threat where we hit bar the dune crawler and tech priest, while they did some damage not enough to take stop me taking the objective, then next turn sacrificing a squad to take the next one and remounting the other survivors ina valk to take the 3rd objective int eh third turn, while turn two the other two aircraft hit the troops going after my objectives.
Game 2 vs Blood Angels, Field of Glory. Squad went in deepstrike, vulture (just) weathered the incoming fire, everyone else destroyed the lead elements of the marines turn 1, though took fair heavy casualties, the survivors using Move Move Move got a squad onto the objective, the characters controlling the center objective and the deepstrikers taking the third to win the game.
It hits hard, and teamed up int he doubles should do enough damage to blunt any counter attack and let the team mate sweep up after my broken bodies. Automatically Appended Next Post: dreadlybrew wrote:Do valk special weapons flamer spam. Super fun and very effective. Gunships are crazy good at low point games. T7, 14 wounds and a 3 up armor save is not bad. Plus you get a mobile weapons plafor.
That is tempting - Catachans jumping out with 6 flamers for 84 points... Still a lot more anti infantry than the plasma. Or a vet squad with shotguns, 3 flamers and a heavy flamer for 82 points....
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This message was edited 2 times. Last update was at 2019/04/16 19:09:53
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![[Post New]](/s/i/i.gif) 2019/04/23 12:34:27
Subject: [750] - Imperial Guard/Storm troopers - Choice of two...
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Longtime Dakkanaut
London
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It did well - lost the second game because I didn't do target priority right and should have realised I would need survivors from the first attack. Third game won it in the movement phase because the opposition didn't put enough ObSec troops on the objective so I captured all three objectives in the movement phase and the game ended.
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