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Made in us
Longtime Dakkanaut





Hello everyone, will finally be getting my first game of 9th Edition this upcoming Friday at my FLGS and am looking at running an Armoured Spearhead with my Krieg. I will be using standard IG rules however as they have yet to release the updated FW Book, any and all thoughts and critiques are welcome, thanks guys!

SPEARHEAD DETACHMENT
Strategems: Tank Ace (-1 CP)
Regimental Doctrines: Gunnery Experts, Jury Rigged Repairs

HQ:

-Tank Commander *Warlord*
*w/ Executioner Plasma Cannon, Hull Lascannon

-Tank Commander
*w/ Executioner Plasma Cannon, Hull Lascannon

HEAVY SUPPORT:

-x2 Leman Russ Demolishers, x1 Leman Russ Punisher
*w/ Hull Heavy Bolters

-x2 Leman Russ Exterminators
*w/ Hull Heavy Bolters

-x3 Leman Russ Battle Tanks
*w/ Hull Lascannons

-x2 Basilisks
*w/ Hull Heavy Bolters, 2 Tank Aces: Full Payload

TOTAL ARMY: 2,000 POINTS, 8 COMMAND POINTS

TACTICS:

Leman Russes will push up the table blasting as they go, all have Objective Secured thanks to being in a Spearhead Detachment. Punisher and Exterminators will lead to intercept high speed/close combat enemy units. Basilisks will prioritize threats w/ flat 3 Damage Cannons and Stratagem Support.

This message was edited 2 times. Last update was at 2020/08/04 23:00:06


19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in us
Longtime Dakkanaut





It looks like you only paid for one of the two tank ace strategems you took.

If it were me, I always split my LRBT into sort of short, medium, long -- shield tanks have a short role, fire support/blast is medium or long range cause not in melee. Your punisher (short) and your demolisher (medium role, but short ranged turret means its stuck in short range) are short range, while your executioners have longer range but the melee defense / short role. -- so all three types are very likely to be in melee at some point despite the demolisher not being a fan of that. Ergo, I would want the demolisher tanks (and any melee oriented short role tanks) to be able to dig themselves out of melee with their sponsons and hull weapons, meaning, I would dump one basilisk and use the 125 points to give both executioner tanks 3 flamers and punisher tank 3 flamers as well. Now, although you shoot d6 times fewer per round with the big basilisks, you have an astonishing 9d6 hits in the scrum that this battlefield will become (minus the 4.5 you lose by giving up heavy bolters to get flamers, so BASICALLY 8d6 but rerolling the number of shots, brings it up to about 32 extra hits on the enemy!, basically every round, and the frontline tank trio can't be quite so completely neutralized by being just touched. You can then give (cause thaqt was 90 of 125 points) out a massive number of hunterkiller missles to the tanks -- something like 7 of them for first round extra firepower so that oyu don't feel undergunned with only 1 basi.)
Well, that's my advice.

And if you do drop one basilisk, you can tank ace your warlord to take -1 damage per hit, instead, or +1 armor save. A no-invuln tank warlord being very high priority shooting target time, in every game I ever played, I lost it when I put one in that role. So it wouldn't hurt!

Spearhead
Stratagems (tank ace-1 cp : full payload, tank ace -1 cp master mechanic on warlord)

HQ
tank commander warlord / master mechanic/ plasma cannon/hull lascannon
tank commander // plasma cannon/hull lascannon

HS
x2 leman rus demolisher with 1 heavy bolter each, 1 leman russ punisher with 2 heavy flamers in sponsons and 1 heavy flammer in hull mount
x2 LRBT executioners with 2 heavy flamer sponsoons and 1 heavy flamer hull mount
2 LRBT (I assume they are battle cannon and hull heavy bolter)
1 basilisk with full payload

7 hunterkiller missles are distributed -- probably to both tank commanders and any 5 of the other leman russes. Yes, its one basilisk short, but realistically, that isn't as critical now that you can't doubletap with emp's wrath detachment. and your front line trio of tanks are much better equipped to get it stuck in up front, so you won't need to rely on the dubious extra 4 shots a roudn from the second backline basi.

Same strategy as you have above -- only with up to 9d6 flamers in or out of melee, which is going to put pressure on people who try tarpit you, more than 1 punisher (40 s5/-/1 and hits 50 percent of time so that's 20 hits at s5/-/1, and 16 autocannon hits at s7/-1/1 ... causing a pile of marines to make some 24 saves, ish, (and 12 of them at no ap) .. vs with the flamers, you pop that up by about 33 saves over the three lead tanks melee firing. So it doubles the firepower of that element if someone tries a bum rush, even with the turrets all three firing, just by having those heavy flamers in play.

This message was edited 2 times. Last update was at 2020/08/05 01:37:42


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Longtime Dakkanaut





Spoiler:
Dukeofstuff wrote:
It looks like you only paid for one of the two tank ace strategems you took.

If it were me, I always split my LRBT into sort of short, medium, long -- shield tanks have a short role, fire support/blast is medium or long range cause not in melee. Your punisher (short) and your demolisher (medium role, but short ranged turret means its stuck in short range) are short range, while your executioners have longer range but the melee defense / short role. -- so all three types are very likely to be in melee at some point despite the demolisher not being a fan of that. Ergo, I would want the demolisher tanks (and any melee oriented short role tanks) to be able to dig themselves out of melee with their sponsons and hull weapons, meaning, I would dump one basilisk and use the 125 points to give both executioner tanks 3 flamers and punisher tank 3 flamers as well. Now, although you shoot d6 times fewer per round with the big basilisks, you have an astonishing 9d6 hits in the scrum that this battlefield will become (minus the 4.5 you lose by giving up heavy bolters to get flamers, so BASICALLY 8d6 but rerolling the number of shots, brings it up to about 32 extra hits on the enemy!, basically every round, and the frontline tank trio can't be quite so completely neutralized by being just touched. You can then give (cause thaqt was 90 of 125 points) out a massive number of hunterkiller missles to the tanks -- something like 7 of them for first round extra firepower so that oyu don't feel undergunned with only 1 basi.)
Well, that's my advice.

And if you do drop one basilisk, you can tank ace your warlord to take -1 damage per hit, instead, or +1 armor save. A no-invuln tank warlord being very high priority shooting target time, in every game I ever played, I lost it when I put one in that role. So it wouldn't hurt!

Spearhead
Stratagems (tank ace-1 cp : full payload, tank ace -1 cp master mechanic on warlord)

HQ
tank commander warlord / master mechanic/ plasma cannon/hull lascannon
tank commander // plasma cannon/hull lascannon

HS
x2 leman rus demolisher with 1 heavy bolter each, 1 leman russ punisher with 2 heavy flamers in sponsons and 1 heavy flammer in hull mount
x2 LRBT executioners with 2 heavy flamer sponsoons and 1 heavy flamer hull mount
2 LRBT (I assume they are battle cannon and hull heavy bolter)
1 basilisk with full payload

7 hunterkiller missles are distributed -- probably to both tank commanders and any 5 of the other leman russes. Yes, its one basilisk short, but realistically, that isn't as critical now that you can't doubletap with emp's wrath detachment. and your front line trio of tanks are much better equipped to get it stuck in up front, so you won't need to rely on the dubious extra 4 shots a roudn from the second backline basi.

Same strategy as you have above -- only with up to 9d6 flamers in or out of melee, which is going to put pressure on people who try tarpit you, more than 1 punisher (40 s5/-/1 and hits 50 percent of time so that's 20 hits at s5/-/1, and 16 autocannon hits at s7/-1/1 ... causing a pile of marines to make some 24 saves, ish, (and 12 of them at no ap) .. vs with the flamers, you pop that up by about 33 saves over the three lead tanks melee firing. So it doubles the firepower of that element if someone tries a bum rush, even with the turrets all three firing, just by having those heavy flamers in play.


Honestly none of my tanks have Side Sponsons, went with the lore from the Siege of Vraks books that Krieg didn't utilize them because of their attrition rates.

19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in us
Longtime Dakkanaut





Well, then my advice was not helpful, and I hope you have as much fun playing it as the army looks like it should be. (It does look fun!)


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Longtime Dakkanaut





Dukeofstuff wrote:
Well, then my advice was not helpful, and I hope you have as much fun playing it as the army looks like it should be. (It does look fun!)



I'm hoping so, going to be trying to get more Turrets to add in some more Punishers and the like. Also can't use the Emperor's wrath in tournaments anymore so going to start playing without it to get used to it.

This message was edited 1 time. Last update was at 2020/08/06 23:24:02


19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in us
Longtime Dakkanaut





The bitterest irony is, I would have suggested conquerer battle tanks .. I just built some. And the DAY I cut down my barrels and made the little stubby battle cannon, all ready for ninth and such, GW got rid of the model. Also my griffins. And my entire elysian army.

So it may not seem like I am seething in rage at the randomness and irresponsibility of the GW plan to "keep gak secret till you buy something then make it worthless" but I am very pissed, and seriously looking at not investing any more money in this hobby.

That being said, demo is a good cannon, and fills the same role that the conquerer does on a bs4 ish tank. I note also the annihilator ididn't get thrown out for some unknown and unknowable reason!

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Longtime Dakkanaut





Dukeofstuff wrote:
The bitterest irony is, I would have suggested conquerer battle tanks .. I just built some. And the DAY I cut down my barrels and made the little stubby battle cannon, all ready for ninth and such, GW got rid of the model. Also my griffins. And my entire elysian army.

So it may not seem like I am seething in rage at the randomness and irresponsibility of the GW plan to "keep gak secret till you buy something then make it worthless" but I am very pissed, and seriously looking at not investing any more money in this hobby.

That being said, demo is a good cannon, and fills the same role that the conquerer does on a bs4 ish tank. I note also the annihilator ididn't get thrown out for some unknown and unknowable reason!


Sadly why I'm offloading almost everything that is from FW, predicting in 2 to 3 editions it will all be useless

19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
 
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