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				<title>1250 pt. Imperial guard - Sieze Ground/Annihilation</title>
				<description><![CDATA[ Looking forward to your opinions.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - 115<br /> Company Command squad<br />  -Astropath<br />  -Officer of the Fleet<br />  -Vox<br /> <br /> TROOP 1 - 145<br /> Infantry Platoon<br />  -<span class="glossaryitem" onmouseover='gp(331);'>PCS</span> with vox<br />  -2x Infantry Squad with vox<br /> <br /> TROOP 2 - 415<br /> Infantry Platoon<br />  -<span class="glossaryitem" onmouseover='gp(331);'>PCS</span> with Al'Rahem, vox, 3x flamer, and chimera<br />  -Infantry Squad with vox, melta, and chimera<br />  -Infantry Squad with vox, melta, and chimera<br /> <br /> ELITE - 195<br /> Storm Trooper Squad<br />  -Sgt. with power weapon<br />  -9x Storm troopers<br />  -1x Plasma Gun<br />  -1x Flamer<br /> <br /> FAST ATTACK 1 - 130<br /> Vendetta<br /> <br /> FAST ATTACK 2 - 105<br /> 3x Sentinels with multi-laser<br /> <br /> FAST ATTACK 3 - 145<br /> 2x Sentinels with lascannon<br /> 1x Sentinel with missile launcher<br /> <br /> <br /> The basic plan is to ensure my reserves come in early, and my opponent's are delayed.  I then have Al'Rahem's platoon coming in on one side, the multi-laser sentinels on the other, forcing the enemy to divide his forces to deal with both threats.  Al'Rahem's squad and one infantry squad will come onto the board at cruising speed, disembark, and utilize "like the wind."  The other infantry squad will also enter at cruising speed, disembark, and then run towards the nearest terrain.<br /> <br /> My lascannon/missile launcher sentinels will come in along my table edge and take pot shots at enemy armor while working their way into forward cover, and supporting the infantry platoon's advance toward the objectives.<br /> <br /> The storm troopers will go forward in the vendetta, grav-chute in near the enemy (and survive with with the scatter re-roll and any amount of luck), and rapid fire/flame them to death.<br /> <br /> The vendetta will then start attacking remaining armor, etc.<br /> <br /> Comments and criticism are, as always, welcome.]]></description>
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				<pubDate><![CDATA[Sun, 29 Apr 2012 14:58:29]]> GMT</pubDate>
				<author><![CDATA[ Nocturn]]></author>
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				<title>1250 pt. Imperial guard - Sieze Ground/Annihilation</title>
				<description><![CDATA[ <br /> <br /> Fun! Working on the eldar equivalent of this list <span class="glossaryitem" onmouseover='gp(258);'>atm</span>. Outflank gives you a butt-load of board control.<br /> <br /> I'll make recommendations considering you may scale to 15 or 1750.<br /> <br /> Outflank walkers are nice, side armour shots, can also be great for tying up foot squads in combat.<br /> <br /> You've banked way too many pts in the stormies squad. Split that into 2 squads and simply deepstrike them. 2 meltas each. You could even round this down to one squad, but 2 gives you control. Or just add marbo.<br /> Throw a <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> with flamers into the vendetta for scoring/flexibility.<br /> <br /> I'm sure you've given a lot of thought to your sentinel layout.<br /> If I were you, I would probably just swap out everything for autocannons (+the odd hunter killer missile).<br /> <br /> Multi-laser and heavy flamer on your outflanking chimeras.<br /> <br /> bs3 with no bring it down isn't amazing for lascannons.<br /> <br /> Have you thought about adding Harker vet squad to your outflank? Gives you a nice BS4 weapons pit: relentless heavy bolter, (3 plasma guns/grenade launchers/meltas + autocannon if you like). They have stealth and move through cover! Why not give them demolitions doctrine?<br /> <br /> You should prob outflank your vendetta, as a delivery system for your <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> to support your flank force. 90% sure <span class="glossaryitem" onmouseover='gp(36);'>faq</span> says astro, mof powers still work off board (worth a check).<br /> Could make the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> a plasma/melta weapons pit if you like.<br /> <br /> If you scale this up to 1750/2000 take Creed to give outflank to a squadron of Lehman Russ. <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>...<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>: 190, Astro, Creed, Cloaks<br /> <br /> Elite<br /> <br /> Stormtroopers: 105, 2x Melta<br /> <br /> Stormtroopers: 105, 2x Melta<br /> <br /> <br /> Troops<br /> <br /> Vets: 200, Harker, Demolitions, 3 Plasma Guns<br /> 55: Chimera<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>: 115, Alrahem, Grenade Launchers<br /> 55: Chimera<br /> <br /> 65: Infantry Squad, flamer, Autocannon<br /> 55: Chimera<br /> <br /> 65: Infantry Squad, flamer, Autocannon<br /> 55: Chimera<br /> <br /> 50: Specials Squad, Grenade Launchers <br /> <br /> 50: Specials Squad, Grenade Launchers <br /> <br /> <br /> <br /> Fast Attack:<br /> <br /> 120: Sentinel Squadron [3], Autocannons<br /> <br /> 140: Vendetta, Heavy Bolters<br /> <br /> 140: Valkyrie, MRP, Heavy Bolters<br /> <br /> <br /> <br /> Heavy Support<br /> <br /> 180: Demolisher, lascannon<br /> <br /> <br /> <br /> 1745 <br /> <br /> <br /> All starts off board.<br /> Outflank platoon, sentinels, harker vets, demolisher (via creed), valk (dropping off <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>).<br /> Vendetta deepstrikes<br /> Stormies deepstrike<br /> <br /> Creed has the reach to help stormies with bring it down + harker vets as they advance. Go to ground- get back in the fight shennanigans. Specials squads for some side armour and infantry dispersion, mostly cheap scoring]]></description>
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				<pubDate><![CDATA[Mon, 30 Apr 2012 05:37:48]]> GMT</pubDate>
				<author><![CDATA[ optimus-prime-time]]></author>
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				<title>1250 pt. Imperial guard - Sieze Ground/Annihilation</title>
				<description><![CDATA[ Sorry for the delay in responding, but the interwebs were down at my house.<br /> <br /> My initial thought was to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> the storm troopers, but I changed my mind because I wanted them to definitely be there when they were needed, and not having to worry about getting them from reserves or not.<br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, I wanted them to be near my infantry to prevent any fleeing squads from running off the board, and as a backup to secure objectives that my infantry couldn't hold.<br /> <br /> I wanted to some of my sentinels be geared towards anti-armor because opponents tend to prioritize the vendetta, and the meltaguns in the outflanking infantry platoon weren't a sure thing (as far as timely arrival goes).<br /> <br /> I played a seize ground mission a few days ago, and the list fared pretty well.  At the end of turn four, I had lost one of the outflanking infantry squads, half of the other, and three each of my foot infantry.  I also lost one outflanking sentinel (immobilized, squadron rules).  I destroyed three <span class="glossaryitem" onmouseover='gp(330);'>MM</span> attack bikes, a regular bike squad of four, two rhinos, a dreadnought, seven of a ten man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, and put two wounds on their captain.<br /> <br /> My opponent and I each held one objective, and the objective in the middle was contested( my opponent had three <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines, I had seven guardsmen, and nine storm troopers that could have moved in to assist).<br /> <br /> I am confident that had the game continued on for another turn or two, I would have pulled out a victory.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 5 May 2012 12:18:09]]> GMT</pubDate>
				<author><![CDATA[ Nocturn]]></author>
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				<title>1250 pt. Imperial guard - Sieze Ground/Annihilation</title>
				<description><![CDATA[ How much use are you getting out of your vox network.  With all your units in boats, I'd drop it and arm the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>/1st Platoon.]]></description>
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				<pubDate><![CDATA[Sat, 5 May 2012 17:22:41]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>1250 pt. Imperial guard - Sieze Ground/Annihilation</title>
				<description><![CDATA[ Actually, the Vox's worked quite well.  The Chimera's in the outflanking platoon were just there to quickly get to the objectives, dump the infantry, and act as shields for the forces running towards the center objective.<br /> <br /> I re-rolled three orders successfully, and the shooting resulting from that was quite effective (took out a bike squad w/power weapon that was rapidly approaching the center objective[which I had control of]).<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If I didn't kill those bikes, it's really likely that I would have been swept off the center objective and taken a loss.]]></description>
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				<pubDate><![CDATA[Sun, 6 May 2012 14:26:33]]> GMT</pubDate>
				<author><![CDATA[ Nocturn]]></author>
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