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2016/02/07 17:26:24
Subject: Changing AM strategies/list for the better.
SO I've been planning a 750 point list here, I'll show you soon, that I'm bringing to a campaign. It's practically a mech vet list with a tank. I brought them because for some damn reason I figured it'd fun to buy, build and play them and test the list out before the campaign starts. Sure, it's fun, but mainly for me. I'm stuck in this rut of not moving my vehicles and just letting my opponent come to me, and shoot them down, and I think it's generally cause of nerves? Now don't start giving me the whole 'It's just a game', I know this, just working on stuff. I came from 8th edition, and after End Times, I bailed and was kinda stagnant, then decided to go for AM, cause I liked them and their ability to interchange with Empire easily. The thing is, I'm generally cautious to bring my transports and such forward, because of how squishy I think my guys are, and how it isn't like fantasy, where I can fly by their flank and be kinda safe as they'd have to pivot. We play on 2x2 boards (those 48 inch ones), with plenty of terrain and I want to know how to use my chimeras effectively, have some fun for both me AND the opponent, as I don't want to camp alot, so here's the list and give me some help please!
Spoiler:
The Heroes of Hoch : From the planet Hoch, a growing, infant Hive World located on the Eastern Fringe of the Imperium, comes the Heroes of Hoch; an efficient, strong mechanized force whom still hold their Germanic-esque, traditional values of when they were still a Feudal World some millenniums ago. Led by the experienced Heinrich Wolfe, a commander who personally visits the majority of battles in his faithful Chimera, the Ol' Reliant, his army is consisted of skilled veterans of many battles whom carry the best equipment available to them and are carried into battle by their faithful steeds, the Chimeras, and are followed swiftly by squadrons of tanks, each named after a Legend of Hoch. Despite their mechanized power, the Hochlanders still respect and permit the use of close-combat units on the battlefield, such as their hulking ogryn or the fool-hardy knights who ride upon their horses still, to honour their family names. Psykers are both feared for their powerful connection to the warp but are respected and used as advisers for the Lords and Commanders of the planet, and occasionally implemented in battle, with hesitation.
With the nearby sector of Ferrum having gone dark so suddenly, Wolfe has permitted a solid force to board the Bismarck, one of their finest ships, and go investigate the Ferrum sector, and see if their is a threat that could move to their sector, and to exterminate any threat without prejudice.
CCS : Wolfe's Warriors
Led by Heinrich Wolfe, the men alongside him are the most elite of the men in the force, tasked with guarding their Commander, to advise him in times of need, and to also purge any forces that threaten the safety of Hoch.
(Upgraded to all be BS5)
Sword of Conquest
Autocannon
Plasma Gun
Carapace
Chimera (HS)
193
Veterans : The Hunters of Hoch
One of the most tenacious, wild squads to fight alongside Wolfe, each Hunter Recruit is only truly accepted after they have personally set out into the wild lands of Hoch with only few supplies, a combat knife and a bow (with some arrows), and hunted down one of the dangerous, wild beasts and skinned it. Whenever a recruit returns, bearing their wounds and scars of combat with pride to their new squad members, they now wear the skinned hide of the beast as a cloak wherever they go. The Hunters, when on the battlefield, seek out the fiercest beasts and attempt to bring them down, mounting their prize on their own Chimera.
(Upgraded to all be BS5 with Preferred Enemy : Tyranids)
The Grenadiers are one of the few skilled warriors in Hoch's armies that have adapted their look also to suit their growing technology, replacing feathered caps and grand mustaches with firm, safe helmets and glowing, golden berets. Often bickering with the more traditional squads of men, The Grenadiers are however regarded still as a vital squad by their peers, who with their strong, disciplined teamwork and tactics, will plow into the midst of battle with their Chimera to burst tanks with their meltas and to light the survivors in blazing fires, rarely faltering in battle in this duty.
Bolt Pistol
Power Fist
Heavy Flamer
2x Meltas
Krak
Grenadiers
Chimera (DB + HS)
216
Leman Russ Eradicator : Wilhelm II
Wilhelm II was named after the Legend of Hoch who so desired to unite Hoch as a singular entity, when the planet was just rising out from their Feudal Age (After a number of Mechanicum Researchers discovered valuable materials and xeno tech buried under planet's crust just a century before) and was still fractured into numerous states under many Kaisers and Leaders with conflicting beliefs and governments. Wilhlem II reformed his military, training them to become the most disciplined and well-armed army on Hoch, and like the Named Tank, his army's struck hard and explosively, scattering any opposing force about whilst they struck the key points of their opponents, eventually leading to their downfall. The World War, it seemed, ended up in just four years, and was a rousing success for Wilhelm II, establishing the first-ever, singular, planetary Government on Hoch, under his leadership, and soon led to the rise of the planet as a militaristic world that belched out some of the best guardsmen in the sector.
HB Sponsors
140
Total : 750 Points
This message was edited 2 times. Last update was at 2016/02/07 18:51:01
2016/02/07 18:13:45
Subject: Changing AM strategies/list for the better.
How do you upgrade them to be BS5? Other than that you should find points to add a Heavy Flamer to each of the Veteran Squads. Your HQ with it's loadout isn't made for moving. As it is I would change the AC to a LC and the HF to a PG. If you want them to be mobile however i would arm the Veterans with 4 specials and change the MoO to a astropath for Psychic Shriek. Also I have found that Chimeras live longer when they can cover their side armor and they can overload a flank of the board. Think 1 Chimera per 8 inches of board dense. Be advised that chimeras die alot. I have found that 5 Chimeras plus 4 other Chimera hulls means I will have one mobile Chimera by the game's end. Do you play Maelstrom? It turns the game into hard mode for Guard as it requires constant movement.
This message was edited 1 time. Last update was at 2016/02/07 18:18:56
You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
2016/02/07 18:18:31
Subject: Changing AM strategies/list for the better.
konst80hummel wrote: How do you upgrade them to be BS5?
Other than that you should find points to add a Heavy Flamer to each of the Veteran Squads.
Your HQ with it's loadout isn't made for moving. As it is I would change the AC to a LC and the HF to a PG. If you want them to be mobile however i would arm the Veterans with 4 specials and change the MoO to a astropath for Psychic Shriek.
Oh yeh forgot to mention...We did small tournament games between our troop choices and another between HQs, the points we got allowed us to receive benefits to our list, like BS5 and other special rules! But yeh you may be right but I also would like some ideas on how to how to use my chimeras more flexibly than being a static ggunline!
This message was edited 1 time. Last update was at 2016/02/07 18:19:54
2016/02/07 18:21:54
Subject: Changing AM strategies/list for the better.
Nice! Is there a chance for additional armor on tanks? I had chimera in a campaign that by dint of surviving for 4 games was rewarded with +1 AV. It made it a beast. Not playing a static line with guard is Hard Mode. The army loses a lot of efficiency when it moves. However if you want to play Mech I can offer some hints. Veterans work well in pairs. So form one combat group with the 2 squad of Vets gunning against a flank of the opponent they can bully launching smoke before they unload their content. Another would be your HQ sitting in cover on an Objective and blasting away and have the LR be a sacrificial red herring that supports the vets advance with its guns while going to cap another objective.
This message was edited 1 time. Last update was at 2016/02/07 18:29:41
You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
2016/02/07 18:23:04
Subject: Changing AM strategies/list for the better.
konst80hummel wrote: Nice! Is there a chance for additional armor on tanks? I had chimera in a campaign that by dint of surviving for 4 games was rewarded with +1 AV. It made it a beast.
Eh, perhaps, the manager is keeping things all hush hush so we can be surprised by what may happen!
2016/02/07 18:30:54
Subject: Changing AM strategies/list for the better.
Cool I like campaigns. No time to play in one unfortunately. See my updated post.
You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
2016/02/07 18:49:26
Subject: Changing AM strategies/list for the better.
Yeup seen ya post and it's helpful yes! But decided to change up my list now, and sure, it's fluffy, but it's a campaign! I've made my dudes a little weird, but screw it, I'm gonna have fun with these and I know I will! Gonna try these tactics though and hope for the best then, thanks!
2016/02/08 02:56:54
Subject: Changing AM strategies/list for the better.
In 40k you can definitely run the flank. I do it basically every game with my Harlequins-if you can't be seen you can't be shot. I just take a fast transport and hammer it in behind a building in the corner, giving my opponent the choice between completely exposing themselvss to kill it, or leaving it in a position to attack from the rear.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"