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Made in us
Been Around the Block





As the title suggests this is the list I am working on for 2007 Gladiator.

HQ: Command Platoon
   0 Command Platoon
      0 Command Squad
         Drop Troops
         1 Junior Officer
            Drop Troops; Honorifica Imperialis; Close Combat Weapon; Laspistol
            1 Honorifica Imperialis
         3 Guardsmen
            Drop Troops; Lasgun (x3)
            1 Standard Bearer
               Drop Troops; Lasgun
      6 Fire Support Squad
         Lasgun (x3); Heavy Bolter (x3)
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)

HQ: Grey Knight Hero
   0 Grey Knight Hero [OM]
      Grandmaster
      1 Grand Master [OM]
         Nemesis Force Weapon; Storm Bolter; Auspex; Terminator Armour
         1 Terminator Armour [OM]

Elite: Inquisitor
   1 Inquisitor [OM]
      Bolt Pistol (x1); Close combat weapon (x1); Emperor's Tarot
      1 Mystic [OM]
         Laspistol; Close Combat Weapon
      1 Mystic [OM]
         Laspistol; Close Combat Weapon

Troops: Infantry Platoon
   0 Infantry Platoon
      0 Command Squad
         1 Junior Officer
            Close Combat Weapon; Laspistol
         4 Guardsmen
            Lasgun (x3); Heavy Bolter
      9 Infantry Squad
         Close Order Drill; Lasgun (x8); Autocannon
         1 Sergeant
            Drop Troops; Lasgun
      9 Infantry Squad
         Close Order Drill; Lasgun (x8); Autocannon
         1 Sergeant
            Drop Troops; Lasgun
      9 Infantry Squad
         Close Order Drill; Lasgun (x8); Autocannon
         1 Sergeant
            Drop Troops; Lasgun
      9 Infantry Squad
         Close Order Drill; Lasgun (x8); Autocannon
         1 Sergeant
            Drop Troops; Lasgun
      9 Infantry Squad
         Close Order Drill; Lasgun (x8); Autocannon
         1 Sergeant
            Drop Troops; Lasgun

Troops: Conscripts Platoon
   0 Conscripts Platoon
      10 Conscripts
         Close Order Drill; Lasgun (x10)
      10 Conscripts
         Close Order Drill; Lasgun (x10)
      10 Conscripts
         Close Order Drill; Lasgun (x10)

Fast Attack: Rough Rider Squad
   4 Rough Rider Squad
      Laspistol (x4); Hunting Lance (- CCW) (x4)
      1 Veteran Sergeant
         Laspistol; Hunting Lance

Fast Attack: Rough Rider Squad
   4 Rough Rider Squad
      Laspistol (x4); Hunting Lance (- CCW) (x4)
      1 Veteran Sergeant
         Laspistol; Hunting Lance

Heavy Support: Heavy Weapons Platoon
   1 Heavy Weapons Platoon
      0 Command Squad
         1 Junior Officer
            Close Combat Weapon; Laspistol
         4 Guardsmen
            Lasgun (x3); Heavy Bolter
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)

Heavy Support: Heavy Weapons Platoon
   1 Heavy Weapons Platoon
      0 Command Squad
         1 Junior Officer
            Close Combat Weapon; Laspistol
         4 Guardsmen
            Lasgun (x3); Heavy Bolter
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)
      6 Anti-Tank Squad
         Lasgun (x3); Lascannon (x3)

Total Roster Cost: 1999

My strategy is pretty simple. The command HQ will hide providing leadership while the Hvy weapons squads shoot. The Grand Master will join the conscripts and will advance to claim/contest objectives. the RR will act as counter-charge/objective claimers while the platoon squads will start out laying down surpressing fire and will move out as needed to claim objectives.

All told I have:
  1. 24 Lascannons
  2. 6 Hvy Bolters
  3. 5 Autocannons
  4. 149ish guardsmen

Thoughts? Advice? Suggesstions?
Brave Rifles
   
Made in us
Awesome Autarch






Las Vegas, NV

Nice list, lots of scoring units, good utility for forcing target priority checks and blocking charges from the conscripts and plenty of flak and anti armor/heavy infantry. The GK grand master is a beast in HtH as well, and adds some punch.

my one question is are you dropping the infantry platoons? seems counter to their wargear layout, i would assume you would want them firing those auto cannons every turn possible.

but with the option to drop they could prove very useful and more versatile.

beyond that, maybe add a plasma death drop squad or two for some punch.

the only pain could be set up and movement and breakdown in a timed game tourney setting

but on the whole, very nice list, IMHO.

   
Made in us
Been Around the Block





I am not planning on dropping them but if the situation presents itself I figured it might be nice to have the flexibilty.

Brave Rifles
   
Made in us
Awesome Autarch






Las Vegas, NV

true, against a static army, dropping a little 80 point gaurd squad on an objective can win the game, its a good call, and free, so why not?

but a plasma death command squad to drop with can be a real punch in the face as well, and not that expensive.

   
Made in us
Been Around the Block





I agree reecius, I am just having a difficult time finding the points. I thought about dropping the Hvy Bolter squad to get 2 plasma suicide squads but dropping 9 shots per turn for 16 shots in one turn (i would think these guys would get smoked pretty quick after they unload) Also I am a bit concerned about that i9f the scenario doesn't allow for DS these command squads are fairly ineffective until the enemy closes to 12".

Brave Rifles
   
Made in us
Awesome Autarch






Las Vegas, NV

good point, and when you have multiple targets putting out shots, you force your opponant to prioritize his targets.

but, at 85 points, a plasme squad can give you a huge return. drop them behind a tank and pop it and they double their points. same for termies, expensive dev or command SM squads, TMC's, etc. They can also always just drop onto an objective and hide, plus if you roll alpha missions, they are effective at 24 inches, just not the bes tshots in the universe. But then, they could always deviate and die on the deepstrike and be a total waste. it is a bit of a gamble.

   
Made in us
Longtime Dakkanaut




Your list heading says this is for the 2007 Gladiator, I assume it is for the Adepticon Gladiator then?
If so, then there a few things you need to make sure you can do.

First you need to be sure you can finish the game in 2.5 hours. It might take almost an hour to finish deployment. That will severely hamper your chances of finishing the game and claiming all the objectives needed. It takes a long time to set up, deploy, and move that many troops. Heaven forbid a CC insues and you get multiple squads in HtH. I don't see you finishing past turn 3-4 and that means you miss out on a bunch of points.

Second the Grey Knight character is a game killer for you against most daemons. Any game with 1 or more mounted daemonettes or Furies will mean those fast moving daemon units will come back over and over again, usually on the side table edge, to kill swathes of guardsman in HtH. It doesn't need to be a big daemon summoning army either. Take an ordinary chaos army and add in 2 squads of 8-man furies (120pts each) and that alone should be enough to wipe out everything within two feet of either board edge.

I say lose the Grey Knight for sure and next either get some vehicles in there so you can move the army faster or playtest like a madman so you can deploy and move quickly against anything you might face. The last thing you ned to do is start looking up the orbital lander rules in the middle of deployment because the Khorne army brought 5 of them and you're not sure how they work. It will be bad enough when your opponent takes a long time to set up each unit of theirs on the table, don't make it longer.
   
Made in us
Been Around the Block




Posted By DarthDiggler 08/17/2006 5:48 PM
Your list heading says this is for the 2007 Gladiator, I assume it is for the Adepticon Gladiator then?
If so, then there a few things you need to make sure you can do.

First you need to be sure you can finish the game in 2.5 hours. It might take almost an hour to finish deployment. That will severely hamper your chances of finishing the game and claiming all the objectives needed. It takes a long time to set up, deploy, and move that many troops. Heaven forbid a CC insues and you get multiple squads in HtH. I don't see you finishing past turn 3-4 and that means you miss out on a bunch of points.

Second the Grey Knight character is a game killer for you against most daemons. Any game with 1 or more mounted daemonettes or Furies will mean those fast moving daemon units will come back over and over again, usually on the side table edge, to kill swathes of guardsman in HtH. It doesn't need to be a big daemon summoning army either. Take an ordinary chaos army and add in 2 squads of 8-man furies (120pts each) and that alone should be enough to wipe out everything within two feet of either board edge.

I say lose the Grey Knight for sure and next either get some vehicles in there so you can move the army faster or playtest like a madman so you can deploy and move quickly against anything you might face. The last thing you ned to do is start looking up the orbital lander rules in the middle of deployment because the Khorne army brought 5 of them and you're not sure how they work. It will be bad enough when your opponent takes a long time to set up each unit of theirs on the table, don't make it longer.


Correct this is for the 2007 Adepticon Gladiator. I have been thinking about time and deployment. I have some ideas to speed things up like magnetic trays so I can pick up and deploy more then a single unit at a time.

I am going to have to look at the GK rules again. I would hate to create a situation where I allow more CC then I have to. I could always replace him with an indepent commisar. Not as good of a fighter but will keep the conscripts fighting until the last.

Thanks for the feedback.
Brave Rifle
   
Made in us
Been Around the Block





What do you think about replacing the GK Grand Master with a Cannoness? I'll lose a little CC ability and a little armor but will maintain the leadership and will not that the issue with the deamons. Also if she is in the unit of consripts she cannot be targeted and as long as she is toward the middle of the horde she will get her CC attacks and be protected with guardsmen as armor

Brave RIfles
   
Made in us
Awesome Autarch






Las Vegas, NV

That is a good point with the deamons, they will keep coming on, and that is bad news for the IG. the cannoness is good and cheap, but you dont really want the IC to be in HtH, if they die, that squad is running and likely to get run down, your best bet is to take the commisar and keep him smack in the middle so that he wont get into base to base, you need him to keep the squad fighting.

but the points saved from the Gk can go to good use.

   
Made in us
Been Around the Block





Thats a good point about the IC. I dropped the GK Grd Master and added 1 suicde plasma command squad and another Hvy Bolter support squad. I am wondering if 2 more suicide support squads would be better then the 3 Hvy Bolters though.

Here is what I have right now. I had to drop COD to make room for commissar

Doctrines:
Independent Commisar
Drop Troops
Rough Riders
Conscripts
Hvy Weapons Platoons

HQ: Command Platoon
0 Command Platoon
0 Command Squad
Drop Troops
1 Junior Officer
Drop Troops; Honorifica Imperialis; Close Combat Weapon; Laspistol
1 Honorifica Imperialis
3 Guardsmen
Drop Troops; Lasgun (x3)
1 Standard Bearer
Drop Troops; Lasgun
6 Fire Support Squad
Drop Troops; Lasgun (x3); Heavy Bolter (x3)
6 Fire Support Squad
Drop Troops; Lasgun (x3); Heavy Bolter (x3)
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)

Elite: Commissar
1 Commissar
Drop Troops; Close Combat Weapon; Laspistol

Elite: Inquisitor
1 Inquisitor [OM]
Bolt Pistol (x1); Close combat weapon (x1); Emperor's Tarot

Troops: Infantry Platoon
0 Infantry Platoon
0 Command Squad
Drop Troops
1 Junior Officer
Drop Troops; Close Combat Weapon; Laspistol
4 Guardsmen
Drop Troops; Plasmagun (x4)
9 Infantry Squad
Drop Troops; Lasgun (x8); Autocannon
1 Sergeant
Drop Troops; Lasgun
9 Infantry Squad
Drop Troops; Lasgun (x8); Autocannon
1 Sergeant
Drop Troops; Lasgun
9 Infantry Squad
Drop Troops; Lasgun (x8); Autocannon
1 Sergeant
Drop Troops; Lasgun
9 Infantry Squad
Drop Troops; Lasgun (x8); Autocannon
1 Sergeant
Drop Troops; Lasgun
9 Infantry Squad
Drop Troops; Lasgun (x8); Autocannon
1 Sergeant
Drop Troops; Lasgun

Troops: Conscripts Platoon
0 Conscripts Platoon
10 Conscripts
Lasgun (x10)
10 Conscripts
Lasgun (x10)
10 Conscripts
Lasgun (x10)

Fast Attack: Rough Rider Squad
4 Rough Rider Squad
Laspistol (x4); Hunting Lance (- CCW) (x4)
1 Veteran Sergeant
Laspistol; Hunting Lance

Fast Attack: Rough Rider Squad
4 Rough Rider Squad
Laspistol (x4); Hunting Lance (- CCW) (x4)
1 Veteran Sergeant
Laspistol; Hunting Lance

Heavy Support: Heavy Weapons Platoon
1 Heavy Weapons Platoon
0 Command Squad
Drop Troops
1 Junior Officer
Drop Troops; Close Combat Weapon; Laspistol
4 Guardsmen
Drop Troops; Lasgun (x3); Heavy Bolter
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)

Heavy Support: Heavy Weapons Platoon
1 Heavy Weapons Platoon
0 Command Squad
Drop Troops
1 Junior Officer
Drop Troops; Close Combat Weapon; Laspistol
4 Guardsmen
Drop Troops; Lasgun (x3); Heavy Bolter
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)
6 Anti-Tank Squad
Drop Troops; Lasgun (x3); Lascannon (x3)

Total Roster Cost: 2000

What do you thnk?

Brave Rifles
   
Made in us
Awesome Autarch






Las Vegas, NV

I think that your list is very solid.

The only last critique i could add would be to rethink the inquisitor. If i remember correctly, emperor's tarot adds one to your roll unless you tie, in which case it subtracts one.

if so, that actually LOWERS your chances of going 1st. Unless i am remembering this wrong (dont have codex at work)

you are more likely to roll the same number as your opponant than you are to roll exactly one less than he rolled (the only time the tarrot's +1 helps), because the range is lower to roll one less, ie, 1 through 5 the result of (6 would be a tie), whereas you can tie on a larger range, 1 to 6.

therefore, you actually decrease your chances of going first, or at least winning the roll. So, unless i am remembering this incorrectly, it is actually a detriment.

But othe than that, i think you have a solid list, but Darth Diggler has a good point about the time limits, that is smothing i had not considered.

Good luck!

   
Made in us
Been Around the Block





Actually you a roll a dice prior to the first turn dice. If they come up the same then you have -1 to your roll to go first, if they are different then you get a +1

So it is more likely that you will have a +1 to your roll to go first then not.

Brave Rifles
   
 
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