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Made in us
Been Around the Block




Doctrines: Camoleoline, Iron Dicipline, Die Hards, Drop Troops, Sharpshooters, Rough Riders

 

HQ

Command Squad-136

Junior Officer- Honorifica Imperialis

4 Guardsmen

Veteran-Standard Bearer

Sentinal- Drop Troops, Multilaser

 

Elites- 86

5 Hardened Veterans-3 melta-guns

Veteran Seargent- Bolt Pistol

 

Troops-694

Infantry Platoon #1-282

Command Squad

Junior Officer-iron dicipline

4 Guardsmen- 2 Flamers

Infantry Squad- Sharpshooters

Plasma Gun, Autocannon

Infantry Squad- Sharpshooters

Plasma Gun, Autocannon

Infantry Platoon #2- 412

Command Squad

Junior Officer- Iron Dicipline

4 Guardsmen- 2 Flamers

Infantry Squad- Sharpshooters

Plasma Gun, Lascannon

Infantry Squad- Sharpshooters

Plasma Gun, Lascannon

Infantry Squad- Sharpshooters

Plasma Gun, Lascannon

 

Fast Attack- 91

4 Rough Riders, Hunting Lance

Veteran Seargent, Honorifica Imperialis, Hunting Lance

 

Heavy Support- 499

Leman Russ

3 Heavy Bolter, Extra Armour, Smoke Launchers

Leman Russ

3 Heavy Bolter, Extra Armour, Smoke Launchers

Leman Russ Demolisher

 

Ok. i was stuck at the end with a couple points to spare so i added the sentinal.  Do i have enough firepower in this list? When the enemy eventually assaults me, how long will i last with only one counter-charge unit?

3 Heavy Bolter, Extra Armour, Smoke Launchers

   
Made in us
Lieutenant General





Florence, KY

Your list is illegal. You may only have one Honorifica Imperialis per army.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Dakka Veteran




NJ

Your list is illegal. You may only choose 5 Doctrines unless you are using a famous Regiment. In that case, you are stuck with the Doctrines GW gave them.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Hmm... ok, aside from the illegalities, the list has a couple of problems, mostly to do with being unable to deal with certain targets (like vehicles). Plus, some of your math is off - your H-Vets are 94, not 86 as you've listed them below, your Rough RIders are 86, not 91 as you have them below, and so on. The whole list comes to 1479 points. Also, you didn't give Die-Hards to anyone, which it seems you didn't - why take a Doctrine but not use it?

Anyway, let's start with the obvious stuff:

1. Drop Die-Hards. Bloody useless Doctrine. You've got multiple Leadership Radii, Iron Disipline and a Standard Bearer. You don't need to spend more points on Leadership buffs. A byproduct of dropping Die-Hards is your Doctrine list becomes instantly legal. Always a bonus.

2. Ditch Sharpshooters. Sharpshooters is only use on Heavy Weapon Squads. 10 points per unit is not worth it to re-roll 1 Lascannon shot a game, or a few Lasguns. It's 50 points better spent elsewhere.

3. The Honorifica on the RR Sergeant. No! Other than being illegal the main benefit of RR's is that they kill far more than what they're worth. If you start loading them down with extra equipment they cease being good at close combat.

4. 50 Infantry at 1550 is not enough. 60 minimum. You need another squad.

5. Smoke Launchers on the vehicles. If they're not shooting, it's because they're stunned or dead. Don't waste a turn by popping smoke. It's not worth it.

6. 3 Lascannons at 1500? Whoa... that's very, very, very few. That needs to be upped.

If we drop Sharpshooters, the Honorifica, and the Bolt Pistol on the H-Vet Sergeant (for the moment), and the Smoke Launchers, we get a 1394 pointed army. This gives us 106 points to play with. We can do a few other things to give back extra points:

1. Ditch the Sponson HBs on the Russes. That's 20 points.
2. Ditch the Sentinel. It's easy VP's for the enemy and the last thing this list needs is more anti-infantry. That's 45 points.

Now we're at 1349, and having a whopping 171 points to play around with. Let's start by using 20 of it to give that Demolisher some teeth. A hull Lascannon pair of Plasma Cannons in place of the 3 HB's. Now you've got a tank that people will pay attention to (and subsequently, they'll ignore the pair of Russes - which is perfect).

Next we add another Infantry Squad to the 1st Platoon, giving us two 35-man platoons. We upgrade every AC to a Lascannon. Next we add another Rough Rider to the RR Squadron. This takes us to 1485 points.

The H-Vets have 6 men in them. What ever for? They're a suicide unit. They're going to die anyway. Why give the enemy more VP's for a BS4 Lasgun you'll never get any use out of. Ditching him brings us to 1497. 23 points left.

Ok, we put the Bolt Pistol back onto the H-Vet Vet Sergeant. We're at 22 points now. You can do a couple of things with 22 points, depending on what you like better:

1. Buy the Sponson HBs for the Russes back (2 points remain), and then buy both Russes Searchlights (0 points remain).
2. Buy two more Rough Riders, for a unit of 8 (0 points remaining).

Let's say you go for option one. In the end you'll have the following:

Doctrines - Cameleoline + Iron Discipline + Drop Troops + Rough Riders + Close Order Drill

CHQ:
JO w/Honorifica Imperialis + Iron Discipline
Standard Bearer
3 Lasgunners
All: Cameleoline + Drop Troops

H-Vets:
Sergeant w/Bolt Pistol
1 Lasgunner
3 Meltaguns
All: Cameleoline + Drop Troops

Platoon #1:
JO w/Iron Discipline
2 Lasgunners
2 Flamers
Squad w/Las & Plas
Squad w/Las & Plas
Squad w/Las & Plas
All: Cameleoline + Drop Troops + Close Order Drill

Platoon #2:
JO w/Iron Discipline
2 Lasgunners
2 Flamers
Squad w/Las & Plas
Squad w/Las & Plas
Squad w/Las & Plas
All: Cameleoline + Drop Troops + Close Order Drill

Rough Riders:
Vet Sergeant w/Laspistol & Hunting Lance
5 Rough Riders w/Hunting Lances

Russ:
Battlecannon + 3 HBs + Extra Armour + Searchlight

Russ:
Battlecannon + 3 HBs + Extra Armour + Searchlight

Demolisher:
Demolisher Cannon + 1 Lascannon + 2 Plasma Cannons + Extra Armour

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Awesome Autarch






Las Vegas, NV

Well its a very very minor suggestion, but perhaps a bolter instead of a bolt pistol on the H-Vet sarge as that way he can double tap on the drop and it costs the same as a BP.

Other than that, i think HBMC has got a great list there, the only divergence i would have would be to reconsider the heavy weapons on the demolisher. My favorite load out for the big boy is:

Sponson Heavy Bolters, Hull Heavy Flamer, x-armor and smoke.

The reason why?

This tank will draw a ton of fire on its own, the demolisher cannon is pretty damn intimidating.

The range is farily limited, so move it forward first turn and pop smoke if you have nothing to shoot at. This will force your enemy to deal with it as it will now be in range of its main cannon, with smoke it makes the tank very resiliant allowing it to soak a lot of fire power. If it is destroyed, you will lose less points than if you had all the bells and whistles on it.

also, with the HB's and H.Flamer, if you lose the main weapon, you are still a viable threat to infantry and as the tank must get close to fire its main armament anyway, you will get a lot of use out of the heavy flamer.

Another tactic that i have used to good effect is putting rough terrain mods and extra armor on the Leman Russ's, parking them behind terrain on turn one, and then moving into it to fire. the odds of rolling a 1 twice in a row are very low, its risky, but protects your Russ from first turn fire, which is an acceptable risk in my estimation. Another benefit is that if you are stunned during play, you can back up behind the terrain to be out of LOS, and then move back into it next turn to fire again.

Just some suggestions that i have found to be useful. And if you are really into WYSIWYG, you can model the rough terrain mods onto your tanks with rare earth magnets, making them modular. Good luck with the army!

   
Made in ca
Dakka Veteran




The Hammer

It's not such a big deal - Sharpshooters sucks so that's the obvious one to cut. Note that it does NOT work with plasma - bleah. If the Codex was honest, it would only be allowed for Fire Support Squads.

You could also get rid of Die Hards since you didn't buy it for anyone.

Even if you could take it, the second HI on the RRs would still be too many points for an additional point of LD and A.

I'd make sure the Demolisher has some vehicle upgrades before thinking about giving them to the ordinary Russes, considering it will more likely be the vehicle playing pushback.

I would be somewhat biased in favour of a second unit of RRs - with the points from the second HI and SS, even after getting your Demolisher some extra armour, you should easily be able to afford another 5 with veteran Sergeant and lances. You'd be hard pressed to take another Sentinel as well.

When soldiers think, it's called routing. 
   
Made in us
Been Around the Block




Thanks for the replies guys,  some questions:  If the infantry platoon's junior officer has iron dicipline, then do all the squads in the platoon benefit from it? why no heavy stubbers on the russes?  What does one do once they have already modeled their demolisher with three heavy bolters?  Can it still be an effective tank with three heavy bolters? Its hard to take apart those thin sponson peices without reaking them.
   
Made in us
Lieutenant General





Florence, KY

Posted By strafed on 09/07/2006 9:20 PM
If the infantry platoon's junior officer has iron dicipline, then do all the squads in the platoon benefit from it?
The Leadership special rule on page 39 tells you who benefits from an Officer with the Iron Discipline doctrine.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Posted By strafed on 09/07/2006 9:20 PM
Thanks for the replies guys,  some questions:  If the infantry platoon's junior officer has iron dicipline, then do all the squads in the platoon benefit from it? why no heavy stubbers on the russes?  What does one do once they have already modeled their demolisher with three heavy bolters?  Can it still be an effective tank with three heavy bolters? Its hard to take apart those thin sponson peices without reaking them.

Unlike Ghaz I'll directly answer your questions rather than being a smartass and just giving a page reference.

1. Iron Discipline benefits any unit that is within the Leadership Radius of that Officer. You can even have Iron Discipline from one Platoon Command Section benefiting a squad from a different Platoon, or another Platoon Command Section. The same applies to the CHQ and their Standard Bearer.
2. Why no Stubbers on the Russes? 'Cause it's a waste of points. Think about it:

10 points = 9 S5 AP4 shots
12 points = 3 S4 AP6 shots

It's a false economy. Furthermore, if you're firing the Battlecannon, you can't fire the stubber. Wasting 10 points a turn not firing 3 heavy bolters is fine. The heavy bolters are stupidly cheap, so it's not a big deal. The Stubber is not cheap, and considering that you should always be attempting to fire your Battlecannon when you can, taking a 12 point slightly better Bolter is not a good idea.

3. It's difficult. You could always go with the 3 HBs to save 20 points. The 3 HB's (and this applies to Vanilla Russes as well), can be useful when on the move, as they'll do about the same damage as the Battlecannon, especially to troops in cover.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Been Around the Block




I appreciate all the imput you guys have given to my list. Its pretty solid now, all thansk to you guys.
   
 
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