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Post by Gerner on May 8, 2012 5:23:54 GMT -5
Hello fellow guardsmen. I need some feedback on my army list. The goal with the list is to get some competition while having a lot of fun, make sure I try to paint and build a lot of different things. The list is following: Company Command Squad with Power Fist, Heavy Flamer, 3 x Flamer, Carapace Armour, Krak Grenades & 2 x Bodyguard: 155 PointsMinistorum Priest with Shotgun & Eviscerator: 60 PointsVeteran Squad A with 3 x Sniper Rifles or Grenade Launchers, Mortar & Grenadiers: 120 PointsVeteran Squad B with Plasma Pistol, 3 x Plasma Gun, Missile Launchers & Grenadiers: 170 PointsChimera A with Autocannon & Heavy Flamer: 60 PointsChimera B with Autocannon & Heavy Flamer: 60 PointsScout Sentinel Squadron with 2 x Scout Sentinel & 2 x Lascannons: 100 PointsHellhound with Heavy Flamer: 130 PointsLeman Russ Battle Tank with Heavy Flamer: 150 PointsCCS will ride in one of the chimeras. The priest will be attached to them. The CCS with the priest can open tanks and spew fire into them. Veteran Squad A takes cover near a backwards objective and fire, pinning opponents. Veteran Squad B rides in the second of the chimeras and will drive forward and take the middle objective. Generally they will play the middle field. The Scout Sentinels will flank tanks and monstrous creatures. Shoot, move, shoot. Hellhound will take another flank or will flame opponents out of cover. LRMB is the real power fist of the army and should be able to crush most thing, and give a spew of flame if anything comes to close. Hope for some good advises, tactics and general opinions.
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Post by Gerner on May 8, 2012 12:56:25 GMT -5
After a lot of thinking I think I will change the 3 x Sniper Rifles with 3 x Grenade Launchers. But I don't know if I will be wasting their BS 4 then?
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Post by jackdarin on May 15, 2012 11:11:27 GMT -5
Using GL isn't wasting there BS 4 IMO since I usually use krak grenades when I fire GL's as I use them to pop light transports most of them time. The only thing to keep in mind is that GL's have shorter range then Sniper rifles.
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Jacob
Conscript
Posts: 40
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Post by Jacob on May 19, 2012 14:49:51 GMT -5
I've heard some people have been having bad luck with Snipers and Mortar's so you'll have to tell me how they do.
Also I'm fairly certain that you can't give Chimera's Autocannon's.. unless you are playing special rules.
That Leman Russ I assume is a normal Battle tank, the heavy flamer seem's kinda pointless if you ask me, with a range of 72" it isn't often going to be within combat and if it is it's most likely too late so to me it seem's like a little bit of a waste.
Don't forget that Scout Sentinel's can outflank too! Real scary coming in from behind some tanks and Lascannoning the back.
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Post by Gerner on Aug 6, 2012 6:27:17 GMT -5
So 6th edition has arrived and I have convinced two good friends to start painting and playing with me so now I need some new and more feedback on the list before I built everything. My two friends will be playing Dark Eldar and Tyranids, and maybe I will be fighting the occasional Space Marine. The only change I made to the list was giving the CCS Krak Grenades so the Vehicle wrecking will get easier. I have heard a lot of people saying that walkers are a lot weaker now, so I don't know if I should remove the two sentinels and use those 100 points else where? I don't know if I should give Veteran Squad A grenade launchers or sniper rifles to go with the mortar? And I'm not replacing the grenadier doctrine with forward sentries, mostly because of fluff. Is there anything else that needs to be cut loose or changed? jackdarin: Thanks for the advise. @jacob: The chimera autocannon thing is from IA1, and since I'm only going to be playing with friends it won't be a problem. The LR is a standard BT. Yea, I have been thinking a lot about that and I agree. I don't really have the 15 points to upgrade it to a lascannon and I'm trying to keep heavy bolters out of this list.
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Post by krasimirova on Aug 12, 2012 5:22:12 GMT -5
I'll give it a go, only have 20 or so games of 6th at the moment so might be a bit rusty on some of the things thou..
Company Command Squad with Power Fist, Heavy Flamer, 3 x Flamer, Carapace Armour, Krak Grenades & 2 x Bodyguard: 155 Points
Alot of points here, i see where you are going with a counter assault style CCS and in a friendly game this would be a okay setup.. Not 100% optimal as you are loosing out on the BS4..
Ministorum Priest with Shotgun & Eviscerator: 60 Points
Well if you are going to assault tanks/transports with this squad you'll still need a 4+ to glance with the PF, the Eviscerator is better at it ofcause, but still.. You might consider using Krak grenades (Basically the same as a S6 powerfist except the AP2 and less attacks pr. guy) against tanks combined with meltabombs on the Commander.. That will give you 4 Krak grenades and 1 meltabomb on the charge and with the new rules for grenades you'll actually be more dangerous to MC's as well..
The Priest can't take meltabombs, which is a shame, but he is a fluffy unit that works "okay" in the role you have picked..
The idea you had about opening transports via assault and then flaming them won't work very well since you shoot before assault, so i'd properbly give them meltas to open the transport and some heavy flamers on the chimera along with your Hellhound..
Veteran Squad A with 3 x Sniper Rifles or Grenade Launchers, Mortar & Grenadiers: 120 Points
Forward sentries would IMO be a better upgrade than grenadiers, since with the snipers and mortar you'd be standing still.. So stick them in cover and let your opponent waste his shots at them..
Veteran Squad B with Plasma Pistol, 3 x Plasma Gun, Missile Launchers & Grenadiers: 170 Points
These go in a chimera right..? Then they are okay.. The Missile launcher will keep their damage output high in the beginning of the game, along the end game it won't do much.. Question of taste..
Chimera A with Autocannon & Heavy Flamer: 60 Points Chimera B with Autocannon & Heavy Flamer: 60 Points
Autocannon turrets..? I thought that was only for the armoured company FW list.. If so, then you can't have the options you have taken above..
Scout Sentinel Squadron with 2 x Scout Sentinel & 2 x Lascannons: 100 Points
Cheap relentless heavy weapon platforms.. Okay way to use them if you outflank them and get rear/side armor.. Not the most competitive, but works..
Hellhound with Heavy Flamer: 130 Points Leman Russ Battle Tank with Heavy Flamer: 150 Points
These two work as well..
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Generelt your list is a bit all over the place, with the assaulty oriented CCS.. Personally i'd change that to a melta ccs to give you some "real" anti armor..
No anti flyer firepower and not enough weight of fire to bring flyers down.. A Aegis defence line to you foot veteran squad with a Quad gun would synergize very well with their role..
Besides that it seems like you have a very nice little army here..
Hope it helps..
Kras...
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Post by Gerner on Aug 24, 2012 5:02:42 GMT -5
Thanks for the reply Kras! True, but I don't feel like painting 15 more guardsmen so I can have a few flamers. I would like to keep the flamers since I already made the miniatures, but I don't know if it would be better to move them to a vet squad? Good points on the meltabomb and krak grenades! The problem with forward sentries compared to grenadiers is mostly fluff, and I thought that since I would be fitting most against nids and DE it wouldn't be a problem together with that the cover save got a tad worse. Yea, they are riding in a chimera and was supposed to have an autocannon. It is in the IA1, and since it's only friendly I can't see the problem, else I will just run them as multi-lasers. ---------- I'm trying to make a melta free list, and saving my meltas for a later project. My friends haven't been talking about taking any fliers and since it is a 1000 point list I didn't think it would be necessary, but I guess the autocannons can maybe give some hurt. ---------- I tried tweaking the list some to get in a griffon and optimize it. 1000 Points CCS with Power Weapon, Melta Bombs, Heavy Flamer, 3 x Flamer, Krak Grenades, Carapace, Bodyguard: 140 Points Priest with Eviscerator: 60 Points Veteran Squad A with 3 x Sniper Rifles, Mortar & Grenadiers: 120 Points Veteran Squad B with Plasma Pistol, 3 x Plasma Guns, Autocannon & Grenadiers: 165 Points 2x Chimera with Autocannons: 120 Points Hellhound with Heavy Flamer: 130 Points Scout Sentinel with Autocannon: 40 Points LRBT with Heavy Flamer: 150 Points Griffon with Heavy Flamer: 75 Points What do you think?
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Post by krasimirova on Aug 24, 2012 6:28:18 GMT -5
Well bringing Autocannons and heavy flamers both work very well against Nidz and DE, only some of the bigger bugs will need plasma to handle, so that should be okay.. Still not 100% sold on the assaulty element, both nidz and DE have better options cheaper.. But as you say, it is a friendly game so more chances are acceptable.. About the AC turrets, i am sure it is fine in your group, was just pointing it out since some people might call you on it.. Besides that, list looks lean and mean.. Good work on it.. Kras..
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Post by Gerner on Aug 24, 2012 10:36:32 GMT -5
Cool. I could also switch roles so I gave them flamers to the vet squad and plasma to the CCS squad.
So it would be something like this.
CCS with Plasma Pistol, 4 x Plasma Guns, Krak Grenades & Carapace: 145 Points Vet Squad B with Power Weapon, Bolt Pistol, Heavy Flamer, 2 x Flamer, Autocannon & Grenadiers: 152 Points. Saving me three points (I could loose the Bolt Pistol and maybe use the five points better?). I'm loosing a bodyguard, a melta bomb and a flamer, but gaining an extra Plasma Gun.
The big thing for me is if it is better to have the ccs in front (and risk of loosing) or my troop choice (that could get objectives).
Also should the vet b squad get shotguns or lasguns? I suppose lasguns, but could be good to have a "full" assault squad.
And btw the priest will get attached to vet b squad.
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