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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ Yo, I'm in a painted <span class="glossaryitem" onmouseover='gp(150);'>wysiwyg</span> escalation 'league' (only 2 other commanders so far), and I've got my second level engagements vs. Orks and Space Marines tomorrow.  I've been so, so lazy, I haven't laid a lick of paint on anything since the 500 pt battle, where I had finally laid down fully painted infantry for the first time ever - 2 vets, a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span>, and marbo.  I filled it out with a <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>/<span class="glossaryitem" onmouseover='gp(80);'>LC</span>.  I lost to the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and fought the Ork to a draw, but both were close so I wasn't disappointed.  Here's the link to that list discussion with mini-battle report: <a href="http://www.dakkadakka.com/dakkaforum/posts/list/443024.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/443024.page</a>  <br /> <br /> For this one, I'm pretty much forced to draw from my motor pool, which is mostly painted, as I'm not  finishing these 10 guys by morning, methinks.  I've got a <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>/<span class="glossaryitem" onmouseover='gp(80);'>LC</span>, LRD/<span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(331);'>PC</span>, Basilisk, Hellhound, plasma sent, and 2 boats.  We're allowing one proxy, so I don't have to take the sponsons on the demolisher, or could play a vehicle or some infantry as something else, etc.  That's my least desirable option, however (see my sig).  The hellhound can play as any variant or as a <span class="glossaryitem" onmouseover='gp(336);'>HF</span> turret Chimera.  No plasma/power weapons for the infantry, only one meltagun (sitting on sprues/need to convert - too lazy), though again, proxy allowed.  Marbo didn't impress me - blew himself up one time, killed 3 orks the next - so he's on the bench I think.<br /> <br /> <br /> <b>Here's the list I'm leaning towards:</b><br /> <br /> <i>Company Command Squad (Lascannon, Meltagun)<br /> <br /> Veteran Squad x2, (3x Grenade Launcher, Missile Launcher)<br /> <br /> Leman Russ Battle Tank (Lascannon)<br /> <br /> Hellhound <br /> <br /> Armoured Sentinel (Plasma Cannon)<br /> <br /> Maybe against the ork switch the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s for <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s or <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s</i><br /> <br /> <br /> <b>Against the Ork I'm tempted to run:</b><br /> <br /> <i>Company Command Squad (Lascannon, Meltagun)<br /> <br /> Veteran Squad x2, (3x Grenade Launcher, Missile Launcher)<br /> <br /> Basilisk<br /> <br /> Hellhound<br /> <br /> Chimera (Multilaser, Heavy Bolter)<br /> <br /> Chimera (Multilaser, Heavy Flamer)<br /> <br /> Maybe against the ork switch the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s for <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s or <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s</i><br /> <br /> <br /> There are other possible permutations as well, like the russ + 3 boats or the russ + 2 boats and the sent (although I'm kinda sick of the boats).  More if you start considering a proxy.  I have all of the heavy weapons, so those could be changed in the squads.  I'm allowed to tailor my list for each opponent.  Last time against the orks I switched the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s for <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s and a <span class="glossaryitem" onmouseover='gp(380);'>GL</span> for a flamer.  The <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s worked well, but I think I'd rather them have a <span class="glossaryitem" onmouseover='gp(380);'>GL</span> than a flamer.  For some reason at this level I think I should keep the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s anyways.<br /> <br /> Whaddaya think?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2012 10:23:34]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>Re:Escalation Guard - 650 pts</title>
				<description><![CDATA[ always always always give your tanks spoosons  also armoured sentiels by it self will seem defenslis if this is kill points but in squads of 3 they do better  and when fighting orks it depends on what the orks have but its usually best to go the spam tank wrought and make him cry but not leman russ but chimeras and put all your infantry with meltaguns in them]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2012 17:16:39]]> GMT</pubDate>
				<author><![CDATA[ jbsnv]]></author>
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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ Thanks for the input, jbsnv.  I don't have alot of meltaguns, and I only have 3 chim chassis, so I can't spam either of those.   I like to leave the sponsons off the basic russ, to keep it lean and focused.]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2012 19:23:00]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>Re:Escalation Guard - 650 pts</title>
				<description><![CDATA[ but you give a russ sposons for more firepower  <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0">  only if you cant squeeze the points in do you take it off]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2012 19:25:36]]> GMT</pubDate>
				<author><![CDATA[ jbsnv]]></author>
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				<title>Re:Escalation Guard - 650 pts</title>
				<description><![CDATA[ @jbsnv there was a debate in another thrad about sponsons, he wont budge.<br /> <br /> @murdog I personally would drop the lone sentinel and try to get your vets some transports. I don't think the Basilisk will do much good in your second list. You are porbably better off trying to get a leman russ in there but I like the hellhound choice. A very underrated vehicle <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. Atleast many lists do not bring them.<br /> <br /> 1x <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span><br /> 2x Vets in Chimeras<br /> 1x Hellhound<br /> 1x Russ<br /> <br /> would look pretty good. Not sure if you have the point room though.]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2012 19:32:14]]> GMT</pubDate>
				<author><![CDATA[ Silentway]]></author>
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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:  <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>: lascannon, melta, <span class="glossaryitem" onmouseover='gp(373);'>MoO</span>- 110<br /> <br /> Elite:<br /> Marbo- 65<br /> <br /> Troops: <br /> 2x Vets, 3x grenade lanchers, missile launcher Chimera- 310<br /> <br /> Heavy:<br /> Leman Russ, <span class="glossaryitem" onmouseover='gp(80);'>LC</span> -165<br /> <br /> -650 points<br /> <br /> Keep your <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> back and in cover if possible let your Master of Ordnance bomb the crap out of everything! Then move forward with your chimeras and Russ, park your chimeras on objectives and let that <span class="glossaryitem" onmouseover='gp(328);'>ML</span> rip.<br /> <br /> Marbo is a great unit. Yeah, you can drop him in and just let his bomb loose, but he's like an Eversor for <span class="glossaryitem" onmouseover='gp(69);'>IG</span> if you give him half a chance, drop him behind cover and let him charge the enemy through the cover and jump right back in. He's a beast if used right!]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2012 20:02:17]]> GMT</pubDate>
				<author><![CDATA[ TheLordOfSins]]></author>
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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ K tx guys.  Silent the only way to rock that list would be to run virtually naked vets, I'm not sure I'm prepared to do that.<br /> <br /> LordofSIns, that list is definitely tempting.  I do have a model I could use for the <span class="glossaryitem" onmouseover='gp(373);'>MoO</span>, my only concern is that the points are too low to have the troop concentrations he needs to hit.  <span class="glossaryitem" onmouseover='gp(401);'>BiD</span> vs. vehicles would be decent at least, however.  I'll think about it - game is not 'till later tonight.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Silentway, I just read your private message to me, the one where you call me an idiot and tell me to L2P - here, you can go on ignore if that's how you want to conduct yourself on here.]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2012 21:43:54]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ <blockquote><div><cite>murdog wrote:</cite>K tx guys.  Silent the only way to rock that list would be to run virtually naked vets, I'm not sure I'm prepared to do that.<br /> <br /> LordofSIns, that list is definitely tempting.  I do have a model I could use for the <span class="glossaryitem" onmouseover='gp(373);'>MoO</span>, my only concern is that the points are too low to have the troop concentrations he needs to hit.  <span class="glossaryitem" onmouseover='gp(401);'>BiD</span> vs. vehicles would be decent at least, however.  I'll think about it - game is not 'till later tonight.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Silentway, I just read your private message to me, the one where you call me an idiot and tell me to L2P - here, you can go on ignore if that's how you want to conduct yourself on here.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> that was sent  long before I posted here.<br /> <br /> But trading 3 grenade launchers for a hellhound might be worth it, otherwise you lose the hellhound and make up points elsewhere. At 650 points most people will struggle with your Armor.<br /> <br /> Could look at this.<br /> <br /> 1x <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, 4x <span class="glossaryitem" onmouseover='gp(380);'>GL</span>- 70<br /> 2x Vets, 6x <span class="glossaryitem" onmouseover='gp(380);'>GL</span>, 2x Chimeras w/ <span class="glossaryitem" onmouseover='gp(336);'>HF</span> - 280<br /> 1x Hellhound - 130<br /> 1x Leman Russ <span class="glossaryitem" onmouseover='gp(80);'>LC</span>  - 165<br /> <br /> Only thing you lose is the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> but may not need it.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 12 May 2012 01:45:25]]> GMT</pubDate>
				<author><![CDATA[ Silentway]]></author>
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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ When you can, post what your list was and how the battle went! I'm curious! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 12 May 2012 17:53:56]]> GMT</pubDate>
				<author><![CDATA[ TheLordOfSins]]></author>
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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ Well, I used the first list against both opponents. In the end I really wanted to see how those three vehicles would perform. I forgot I only had 4 <span class="glossaryitem" onmouseover='gp(380);'>GL</span>'s painted, so each squad had 2x <span class="glossaryitem" onmouseover='gp(380);'>GL</span> + Flamer. <br /> <br /> Against the Space Marine the list worked well. He brought a captain, 5 tacs and a <span class="glossaryitem" onmouseover='gp(51);'>HB</span> razorback, 5 scouts with SR's/<span class="glossaryitem" onmouseover='gp(51);'>HB</span>, a <span class="glossaryitem" onmouseover='gp(330);'>MM</span> dread with a drop pod, and dual whirlwinds. The mission was spearhead seize ground, and he went first, deploying his tacs in cover on his objective, his scouts on some central terrain, his razor/captain behind that and ready to attack, and the two whirlwinds packed in behind a large <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>-blocking building. My objective was in a large piece of area terrain, basically in a corner, I deployed my two vet squads so that they were in cover and scoring, with 'tails' extending out each side to provide bubblewrap for my vehicles. The <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> was in there as well, with a few guys trailing back for bubblewrap as well.  The <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> I put on the right edge of the table, planning to get into sight of the <span class="glossaryitem" onmouseover='gp(477);'>WW</span>'s.  The <span class="glossaryitem" onmouseover='gp(320);'>HH</span> went on on the back edge (the left of my formation).  A <span class="glossaryitem" onmouseover='gp(85);'>los</span>-blocking building anchored my left, and I planned to go around behind it and attack his scoring troops.  I put the sent in back middle, sort of a reserve.  <br /> <br /> I was hoping to limit the dreads options for dropping by using bubblewrap, terrain, and the board edge.  I was a little sloppy about it though, putting the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> too far forward, and so in the end he dropped in front of my men and was about an 11" away from the hellhound, letting loose a double pen shot first turn - but missed!  I immobilized it in my turn (can't remember with what), cruising past it with the hellhound along the back edge, to start heading towards his troops.  Popped smoke as I was still in range, but he missed turn 2 as well! The whirlwinds hit virtually every turn - 2 incendiary rounds per turn on the infantry, plus a couple of rounds of fire from the scouts razorback, and dread meant that by the last turn all my troops were dead.  They actually lasted longer than I thought they would - the whirlwinds were hitting but not getting huge amounts of wounds.  That plus fairly decent spacing on my part meant only a couple-few per turn went down.  I drove my russ up the board edge, and was shooting at the whirlwinds with it turn 1 (they had a 3+ cover first turn, but by second it was clear shots.)  In the first three rounds it only managed to immobilize one (the only result that I didn't want), on round 4 it blew one up.  Rounds 5 and 6 I was ignoring the remaining one to concentrate on his tacs. The sent destroyed his rhino, which drove up to drop the captain off, who was apparantly going to charge my formation single-handedly.  He ended up turning around to cut my hellhound off once he realized where it was going.  The sent + hellhound wiped out the scouts in one round.  My command squad's melta gun failed to hit the immobilized dread 2 or 3 times. In the end, he had one <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine left on his objective, and before my shooting, where I had the russ and sent in range, I passed a terrain test to drive the hellhound up onto the rocks to contest for the draw.  I was basically happy, as I didn't expect 20 squishies to last long once I saw the dual whirlwinds.  I probably should have tried to spread the squads apart more, with the plan of moving to score at the end.  Also my spacing, while decent, could have been better.  I thought all the vehicles did well.<br /> <br /> Against the ork it was a different story.  He brought a big mek (powerklaw, no <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>), and attached him to a 20-boy mob.  He had 2 other mobz (one was 15 boyz, not sure if the other was 20), and 2 squads of 2 koptas with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkits.  The mission was pitched capture and control, with three objectives.  We played the same board to save time, and two of  the objectives basically went in the same spot as the first game.  The third I placed in the open in the middle.  I ended up deploying in almost the same place as the first battle, of course limited by pitched.  He deployed the big mek mob across from me, another mob behind the <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>-blocking building on his side and in position to capture the middle objective within two turns of movement.  The third mob went way over in his right corner, to capture the objective there.  His koptas went in the middle, using their scout move to race across the board and position themselves to come around and hit me in my left flank, where the hellhound was.  <br /> <br /> I won the roll-off and went first, which was a mistake I think.  In three rounds of fire I failed to destroy the big mek's mob.  I stupidly advanced the infantry into scoring position, failing to properly stagger the lines, both of which contributed to a turn 3 multicharge by the remnants of the big mek's mob (maybe 8 or 9 orks).  Although they lasted a couple rounds, in the end the orks ground one squad down (who had rolled snake-eyes to stick around) while the other ran off the board.  The hellhound, battle cannon, and plasma cannon struggled with the mob's excellent spacing and cover saves (there was some tank traps providing cover for his advance - this guy makes awesome run and terrain rolls every game.)  I ignored the koptas, which I think is the right thing to do, given past experience.  I find they are hard to take down and don't really do much without a power klaw anyways.  True enough, they didn't.  One round, he managed to hit the hellhound with fire from all 4 koptas, only to roll snake-eyes for the pens - twice!  On the fourth round they finally destroyed it though, and with my troops gone and <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> about to go down to the big mek (I had it join the assault in the hopes of winning it - ya right!), with two whole mobs scoring on two objectives and a few orks on the other one, and the koptas having only taken one wound I conceded.  It was late anyways.<br /> <br /> My main mistake there was advancing the infantry.  When am I going to learn?  I guess I was pretty sure I was going to destroy the mob.  The last round of fire I failed two furf-n-surf orders, although that would have only given me 8 more lasgun shots anyways.  My other mistake I think was choosing to go first - I probably would have been better off going second, to leave him guessing as to my deployment. Mainly I think I should have used a different list.  I think the boats would have helped give the infantry more mobility to stay away from the mob, plus more anti-horde firepower.  The sent and russ were basically point sinks.  And one thing I was struggling to compute about the hellhound was the fact that until the waagh is called, I realized that to fire the inferno cannon at a mob means its in danger of being charged by that mob next round.  (12" + plus template, meanwhile the orks have a potential 18" charge with waagh.)  I ameliorated this by using it to attack the mob from the side, so that if they did decide to charge it at least they were no longer advancing toward the objective. <br /> <br /> All in all, a fun night of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.  Painted armies on a nice board rocks, win or lose! Next level is 800 points - feel free to post suggestions in here, but I'll probably make a new thread once I have a list or two.  Probably won't play for awhile now - long weekend coming up and then a vacation in Italy - sweet!  Thanks for the input...]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2012 08:51:05]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>Escalation Guard - 650 pts</title>
				<description><![CDATA[ <blockquote><div><cite>murdog wrote:</cite> The whirlwinds hit virtually every turn - 2 incendiary rounds per turn on the infantry, plus a couple of rounds of fire from the scouts razorback, and dread meant that by the last turn all my troops were dead. They actually lasted longer than I thought they would - the whirlwinds were hitting but not getting huge amounts of wounds.</div></blockquote><br /> <br /> Which is exactly why people use Chimeras. Rolling pillboxes. Vets without transport is kind of a waste.]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2012 15:25:16]]> GMT</pubDate>
				<author><![CDATA[ Silentway]]></author>
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