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Made in us
Longtime Dakkanaut






1 company commander he is warlord and carries a bolter.
1 psyker primaris
3 imperial gaurd 10 man with (missle, grenade) each
1 astropath
1 x (squad) 3 scout sentinals with heavy bolter and hunterkiller missle and chainsword

2 company commanders
3 imperial gaurd 10 man with (missle, grenade) each
astropath
engenseer
1 master of ordinance
2 griffins / heavy bolter / heavy stubber / hunterkillermissle each
1 manticore / heavy bolter / heavy stubber / hunterkillermissle

It has the numbers to be a brigade, but only if you sacrifice having the 3 sentinals in one squad (thus allowing the reduced damage or first strike strats wider use.)

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in ca
Regular Dakkanaut




You really need a countercharge unit in there, like bulgryns
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

Is the master worth it for one manticore?
   
Made in us
Longtime Dakkanaut





The master is there for his very own strategem on round one, a barrage of six s8 shots with -2/d3 damage that reroll all misses. He is only 30 points -- but if he is stood up next to an old grudges type warlord, it is a very cheap way to sneak in the fire output of an extra basilisk for 1 cp on turn 1, and then, he runs away to find a backfield objective sorely in need of a character to sit on it.

So he has a specific, one shot use, but then, he has a specific, later in game use to suddenly step out of a ruin or something in the right moment and win a point or two by being a relatively easy to forget unit, after all, what is he of a threat? A guy who can't do anything anymore not near the only artillery he could affect? I often use a spare astropath that way as well -- I have won closely contested games simply by having him sit out of sight on an objective and be too unimportant for the enemy to go after in person (cause most of my opponents use that simple "table him" strategy that marines do so well against gaurd.

Also, if you end up having to run with the artillery, he can keep it firing with rerolls on the run, but that is least useful thing he does -- with only 1 gun firing and at minus 1 to hit, its like 1 extra hit per game.

Edit. I mispriced the guy. he is THIRTY, not TWENTY points. I blame myself for not playing several months in a row -- and I have no idea what I was thinking to put heavy bolters on scout sentinals, I believe its a non-option when you aren't making drop sentinals (which I confess I was thinking about as I made the list, but then I didn't make it elysian) Fortunately the same point cost covers missle launcher + hunter killer ... so no sentinal chainswords, either.

So corrected, this list coms out as
warlord company commander with bolter, poweraxe
psyker primaris
3 x 10 imperial gaurd regulars with grenade, missle launcher each
squad of 1 x 3 scout sentinals with missle launcher and hunterkiller missle each

2 company commander
3 x 10 man squad imperial gaurd with missle launcher and grenade launcher each
astropath
engenseer
master of ordinance
2 griffins with griffin mortar, heavy stubber, hunterkiller missle each
1 manticore with 4 manticore missle, heavy stubber, hunterkiller missle

It still sucks in melee. So to the guy who suggested " some bullygryns" ... how would you make the list, meaning, what would you suggest I drop to pay for them, and at 1000 points, is 3 bully enough to countercharge well at all, or do you need a bigger pack?

Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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