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Made in ca
Been Around the Block







Hey there, just finished V2 of my Codex: Gaunts Ghosts. Coming with that are quite a few changes and improvements I should think:

- Overall improved look, feel and read.
- Majority of characters are now found in a seperate section at the end of the codex making for an easier read.
- Better bookmarks.
- Added an Introduction/Why field the Tanith? section to summarize the purpose of the codex and the tactical vision behind it.
- Many rules balanced, pts costs generally increased, codex entries improved or fixed where previously broken, confusing, etc...
- New units added: Crusade Advisors (Not your 5e advisors list!), Tanith Firing Teams (the armies answer to new codex tendancies to have extended bodyguard units).
- Many characters changed, balanced to work well in different character groups. This allows you to change the feel and overall tactic of your army based on how you use your characters.
- New characters: Commissar Blenner, Scout Mkvenner, Sergeant Caffran, Sergeant Agun Soric, Captain Ban Daur. Criid and Caffran may be taken together as a heavy weapons team. Kolosim was removed (he became redundant).


Automatically Appended Next Post:
Here's my first swing at a decent army list with my own codex. I call it Colonel Corbec's 2000 pt Reckless Gambit.

HQ
7 x Command Platoon - Colonel Corbec, Ana Curth, Trooper Beltayn, Scout Bonin, Scout MkVenner, Scout w/Meltagun.
220 pts

2 Tanith Firing Teams
6 x Team 1 - 3 dispersed Ghosts armed w/ Flamers, 3 Scouts.
6 x Team 2 - 3 dispersed Ghosts armed w/ Meltaguns, 3 Scouts.
210 pts

430 pts total

Corbec and his firing teams advance in a reckless charge against the enemy. Corbec's unit is not too easy to kill. With Shrouding/Stealth, FNP 4+, Corbec's increased T and Bonin's "Born Under a Lucky Star" rule. Bonin, Brostin, Beltayn and Curth work together to improve the squads overall assault ability thanks to their Gereon Survivor special rule. Scout MkVenner has his own increased combat ability as well.

The firing teams have to maintain a mandatory 12" coherency from Corbec at all times, but that allows them to benefit from his Something Reckless special rule on top of recieving orders Corbec issues to his own squad.

Finally, by dispersing 3 Ghosts and 3 scouts into each firing team I'm making granting the full range of Ghost and Scout buffs to those teams.


Elites
9 x Ghosts - Brostin, Try Again Bragg w/Loader and Treadfether. Squad is dispersed.
193 pts

4 x Ghosts - Mad Larkin, 3 Sniper Rifles.
108 pts

301 pts total

The 9 Ghosts are dispersed into Criid's platoon squad, Corbec's squad and his fireteams. Mad Larkin and his snipers pick decent cover and attempt to put their hotshots and precision shooting to good use.

Troops
Tanith Infantry Platoon 1
Command Squad - Captain Shoggy Domor (Platoon Commander), Treadfether, Try Again Bragg w/Loader and Treadfether.
Infantry Squad 1 - Heavy Stubber, Autocannon.
Infantry Squad 2 - Heavy Stubber, Autocannon.
Infantry Squad 2 - Heavy Stubber, Autocannon.
230 pts


Tanith Infantry Platoon 2
Command Squad - Criid (Platoon Commander), Caffran, Dalin, 1 Ghost w/ Flamer, Trooper Brostin.
Infantry Squad 1 - Flamer, Victor Hark.
Infantry Squad 2 - Flamer.
315 pts

545 pts total

Captain Domor hangs back with his firing team, defending objectives and lashing out with firepower. Criid's platoon outflanks as part of Mkoll's Special Mission Team.

Fast Attack
9 x Scouts - Bonin, MkVenner. Dispersed Deployment
203 pts

10 x Scouts - Mkoll, 3 x Plasma Guns, Vox Caster.
245 pts

448 pts total

The first squad of Scouts are dispersed into Corbec's squad and firing teams. Mkoll leads an Outflank special mission (probably) with his squad, the other 10 man scout squad and either a pick of two units from Infantry Platoon 2 or the Heavy Weapon Platoon.

Heavy Support
Heavy Weapons Platoon

Heavy Weapons Team 1 - 3 x Treadfethers.
Heavy Weapons Team 2 - 3 x Treadfethers.
Heavy Weapons Team 3 - 3 x Treadfethers.
198 pts

198 pts total

2000 pts grand total

Overall tactics - Turn 1-2 will most likely be charging Corbec up the most logical space at all speeds while being supported by Domor, his anti-infantry.

As he's moving up the front, I have 53 Guardsmen firing support fire. Domor and Try Again Bragg fire three Tank Hunter/Skyfire/Interceptor missiles a turn (albeit two of them at BS 2...). Meanwhile, Larkin and his unthreatening bodyguard of snipers are great for taking potshots at enemy characters. Three Bs4 snipers, and a Bs5 sniper who wounds on 3's and gets precision shots on a 4+.

While this is happening, Mkoll, Criid and her platoon are outflanking. Thanks to Mkoll's Special Mission Leader special rule the unit will be outflanking on one die roll, from the same tables edge and I'll have a decent chance to get the tables edge I want.

I'm hoping that the rearguard shooting force will be able to deal enough damage in the first few turns that whatever is left of Corbec's assault team will be hitting a weakened enemy at a critical junction. As the enemy moves in to respond, Mkoll will Outflank with 35 fighting-fit men also geared towards an assault move.


Reflections

Overly I think that this list is a little weak for it's points cost, but I won't know 'til I field it. I still haven't balanced the codex enough with regards to the pts costs, even though I do think it's relatively balanced. Still, in 2000 pts I've got 12 of Gaunts Ghosts commanding 147 troops. The weapons armament leaves the army wanting for anti-armor though. What do you all think?
 Filename Codex Gaunts Ghosts v2.pdf [Disk] Download
 Description Codex: Gaunts Ghosts v2
 File size 1052 Kbytes

This message was edited 1 time. Last update was at 2013/07/21 06:48:36


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