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![[Post New]](/s/i/i.gif) 2012/04/29 14:58:29
Subject: 1250 pt. Imperial guard - Sieze Ground/Annihilation
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Violent Enforcer
Panama City, FL
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Looking forward to your opinions. HQ - 115 Company Command squad -Astropath -Officer of the Fleet -Vox TROOP 1 - 145 Infantry Platoon -PCS with vox -2x Infantry Squad with vox TROOP 2 - 415 Infantry Platoon -PCS with Al'Rahem, vox, 3x flamer, and chimera -Infantry Squad with vox, melta, and chimera -Infantry Squad with vox, melta, and chimera ELITE - 195 Storm Trooper Squad -Sgt. with power weapon -9x Storm troopers -1x Plasma Gun -1x Flamer FAST ATTACK 1 - 130 Vendetta FAST ATTACK 2 - 105 3x Sentinels with multi-laser FAST ATTACK 3 - 145 2x Sentinels with lascannon 1x Sentinel with missile launcher The basic plan is to ensure my reserves come in early, and my opponent's are delayed. I then have Al'Rahem's platoon coming in on one side, the multi-laser sentinels on the other, forcing the enemy to divide his forces to deal with both threats. Al'Rahem's squad and one infantry squad will come onto the board at cruising speed, disembark, and utilize "like the wind." The other infantry squad will also enter at cruising speed, disembark, and then run towards the nearest terrain. My lascannon/missile launcher sentinels will come in along my table edge and take pot shots at enemy armor while working their way into forward cover, and supporting the infantry platoon's advance toward the objectives. The storm troopers will go forward in the vendetta, grav-chute in near the enemy (and survive with with the scatter re-roll and any amount of luck), and rapid fire/flame them to death. The vendetta will then start attacking remaining armor, etc. Comments and criticism are, as always, welcome.
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This message was edited 1 time. Last update was at 2012/04/29 18:22:55
7500pts. 1750pts. 1500pts. 2000pts. 11000pts.
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![[Post New]](/s/i/i.gif) 2012/04/30 05:37:48
Subject: 1250 pt. Imperial guard - Sieze Ground/Annihilation
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Imperial Agent Provocateur
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Fun! Working on the eldar equivalent of this list atm. Outflank gives you a butt-load of board control.
I'll make recommendations considering you may scale to 15 or 1750.
Outflank walkers are nice, side armour shots, can also be great for tying up foot squads in combat.
You've banked way too many pts in the stormies squad. Split that into 2 squads and simply deepstrike them. 2 meltas each. You could even round this down to one squad, but 2 gives you control. Or just add marbo.
Throw a PCS with flamers into the vendetta for scoring/flexibility.
I'm sure you've given a lot of thought to your sentinel layout.
If I were you, I would probably just swap out everything for autocannons (+the odd hunter killer missile).
Multi-laser and heavy flamer on your outflanking chimeras.
bs3 with no bring it down isn't amazing for lascannons.
Have you thought about adding Harker vet squad to your outflank? Gives you a nice BS4 weapons pit: relentless heavy bolter, (3 plasma guns/grenade launchers/meltas + autocannon if you like). They have stealth and move through cover! Why not give them demolitions doctrine?
You should prob outflank your vendetta, as a delivery system for your CCS to support your flank force. 90% sure faq says astro, mof powers still work off board (worth a check).
Could make the CCS a plasma/melta weapons pit if you like.
If you scale this up to 1750/2000 take Creed to give outflank to a squadron of Lehman Russ. Lol...
Automatically Appended Next Post:
HQ
CCS: 190, Astro, Creed, Cloaks
Elite
Stormtroopers: 105, 2x Melta
Stormtroopers: 105, 2x Melta
Troops
Vets: 200, Harker, Demolitions, 3 Plasma Guns
55: Chimera
PCS: 115, Alrahem, Grenade Launchers
55: Chimera
65: Infantry Squad, flamer, Autocannon
55: Chimera
65: Infantry Squad, flamer, Autocannon
55: Chimera
50: Specials Squad, Grenade Launchers
50: Specials Squad, Grenade Launchers
Fast Attack:
120: Sentinel Squadron [3], Autocannons
140: Vendetta, Heavy Bolters
140: Valkyrie, MRP, Heavy Bolters
Heavy Support
180: Demolisher, lascannon
1745
All starts off board.
Outflank platoon, sentinels, harker vets, demolisher (via creed), valk (dropping off CCS).
Vendetta deepstrikes
Stormies deepstrike
Creed has the reach to help stormies with bring it down + harker vets as they advance. Go to ground- get back in the fight shennanigans. Specials squads for some side armour and infantry dispersion, mostly cheap scoring
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This message was edited 1 time. Last update was at 2012/04/30 11:02:13
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![[Post New]](/s/i/i.gif) 2012/05/05 12:18:09
Subject: 1250 pt. Imperial guard - Sieze Ground/Annihilation
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Violent Enforcer
Panama City, FL
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Sorry for the delay in responding, but the interwebs were down at my house.
My initial thought was to DS the storm troopers, but I changed my mind because I wanted them to definitely be there when they were needed, and not having to worry about getting them from reserves or not.
As for the CCS, I wanted them to be near my infantry to prevent any fleeing squads from running off the board, and as a backup to secure objectives that my infantry couldn't hold.
I wanted to some of my sentinels be geared towards anti-armor because opponents tend to prioritize the vendetta, and the meltaguns in the outflanking infantry platoon weren't a sure thing (as far as timely arrival goes).
I played a seize ground mission a few days ago, and the list fared pretty well. At the end of turn four, I had lost one of the outflanking infantry squads, half of the other, and three each of my foot infantry. I also lost one outflanking sentinel (immobilized, squadron rules). I destroyed three MM attack bikes, a regular bike squad of four, two rhinos, a dreadnought, seven of a ten man tac squad, and put two wounds on their captain.
My opponent and I each held one objective, and the objective in the middle was contested( my opponent had three tac marines, I had seven guardsmen, and nine storm troopers that could have moved in to assist).
I am confident that had the game continued on for another turn or two, I would have pulled out a victory.
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7500pts. 1750pts. 1500pts. 2000pts. 11000pts.
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![[Post New]](/s/i/i.gif) 2012/05/05 17:22:41
Subject: 1250 pt. Imperial guard - Sieze Ground/Annihilation
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Longtime Dakkanaut
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How much use are you getting out of your vox network. With all your units in boats, I'd drop it and arm the CCS/1st Platoon.
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This message was edited 1 time. Last update was at 2012/05/05 17:23:26
Fun and Fluff for the Win! |
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![[Post New]](/s/i/i.gif) 2012/05/06 14:26:33
Subject: 1250 pt. Imperial guard - Sieze Ground/Annihilation
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Violent Enforcer
Panama City, FL
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Actually, the Vox's worked quite well. The Chimera's in the outflanking platoon were just there to quickly get to the objectives, dump the infantry, and act as shields for the forces running towards the center objective.
I re-rolled three orders successfully, and the shooting resulting from that was quite effective (took out a bike squad w/power weapon that was rapidly approaching the center objective[which I had control of]). Automatically Appended Next Post: If I didn't kill those bikes, it's really likely that I would have been swept off the center objective and taken a loss.
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This message was edited 1 time. Last update was at 2012/05/06 14:32:32
7500pts. 1750pts. 1500pts. 2000pts. 11000pts.
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