drake
Conscript
Posts: 17
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Post by drake on Jun 3, 2013 12:02:10 GMT -5
Ok so I want to do a more mechanized army some tanks, some fast attack and lots and lots of chimeras.
My goal is to have between 2-3 platoons of Guardsmen each consisting of about 20-30 men plus an additional couple of veteran squads now I want to mount the whole lot of them in chimeras. That would give me something like 8-10 chimeras on the field to run around grab objectives shoot and smash. Im also going to try including 3-4 Valkyries/vendettas that can be loaded up with veterans or storm troopers depending on the scenario. I don't think I will include any artillery but I was thinking I would include a few russesand several demolishers and maybe an executioner. I would also like to include a few hellhounds in the mix...
Im thinking the russes would give me long range support while the chimeras drove around capture objectives and harassed the enemy. the demolishers and executioners can move forward and provide close support for the guardsmen. The veterans can drive/fly around take out priority targets..
so my questions.... What would be the best load out for the standard guard squads.... special weapon heavy weapon?
Best load out on the chimeras? Forge worlds autocannon, multi laser, flamer or mix them randomly?
Last but probably most importantly...would this even be a viable army? (my games would likely be rather large 1500pts+)
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Post by WestRider on Jun 3, 2013 12:38:10 GMT -5
It's not the optimal list for 6th Ed, but it can work. With the quantities you're talking about, you're looking at something like 2500 Points off the top of my head, tho.
For the Platoon Infantry Squads, I'd go with Flamer/Autocannon, most likely. The single-shot Weapons are too unreliable when you can't get effective Orders support, and you certainly don't want to be shelling out for a more expensive Heavy Weapon.
Vets want Plasma or Melta. The Flamer PCS is perfect here.
If you can use the FW ones, the best mobile Chimera build is Autocannon/Heavy Flamer. If you're bunkering in them, Autocannon/Heavy Bolter is solid, too.
I'll try to remember to come back when I'm not at work and expand on this later.
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Post by hendrik on Jun 3, 2013 13:40:17 GMT -5
like westrider said flamers will most likely be the best choice. However, i'd like to point out that you'll find yourself lacking serious threats to armour and 2+save models. i'dd try to include at least 1 chimera based plasma veteran squad and 1 chimera based melta veteran squad. in the space you freed up in the vendettas you could put a flmaer special weapon team that you use to contest/grab any distant objectives in the last turn
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Post by WestRider on Jun 3, 2013 22:41:48 GMT -5
OK, expanding a bit: - Infantry Squads: Flamers are good because you don't have to rely on BS3 for a single-shot Weapon, they're cheap, and you're planning to advance with those Chimerae to take Objectives and stuff. Autocannon aren't necessary, but they're pretty cheap, multi-shot so they're still pretty reliable with BS3, and often you're going to want to sit still at some point, either to thin out a more aggressive Army before they get to you or while camping an Objective.
- Veterans: As Hendrik says, at least one PlasmaVet Squad and one MeltaVet Squad in Chimerae are probably a good idea.
- Vendettas/Valkyries: Vendettas are probably the way to go here. Spamming Infantry Squads in Chimerae, plus some Russes, gives you pretty good Anti-Horde, and that's the only think Valkyries do better than Vendettas. Rather than Vets, tho, I'd put PCSs and SWSs in them, probably just maxed on Flamers, but a Demo Charge can be fun.
- HQ: A Primaris Psyker is probably your best bet here. Either roll Telepathy or stick with his basic Codex Powers and just put him in a Squad with an Autocannon to hang back and shoot. A build like this largely wastes the Orders of a CCS, and a the Ld Aura of a Lord Commissar.
- If you're going to use Storm Troopers, give them Chimerae and use Behind Enemy Lines to Infiltrate them along with those Chimerae, to set up a second front or put early pressure on.
- Psyker Battle Squads are also worth considering, if you don't mind the fact that they don't actually operate very well from inside their Chimera. They do, however, operate very well in conjunction with a Chimera-Wall to hide behind, since only one of them needs to have LoS to be able to use either of their powers, and if you use Weaken Resolve, they can still Run afterward to get completely out of LoS.
More or less off the top of my head, you could start with something like this: Primaris Psyker 2xPlatoon: - PCS,4xFlamer, Bolter - 3xInfantry Squad, Flamer, Autocannon, Chimera w/Autocannon, Heavy Flamer Veterans, 3 Meltaguns, Chimera w/Multilaser, Heavy Flamer Veterans, 3 Plasmaguns, Chimera w/Multilaser, Heavy Flamer 2x Vendetta 2x Leman Russ, Heavy Bolter Sponsons 1849 Points, still kind of light against heavy Armour or 2+ Svs, but it's a decent start.
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Post by majordaley on Jun 8, 2013 8:33:18 GMT -5
my main opponent is thousand sons chaos space marines with mark of tzeentch, I keep losing because I shoot the wrong targets with the wrong weapons and before I know it they are in to close combat with me, with deep striking terminators.... poor rolls don't help either. any thoughts on some tactics, i've started putting meltas and plasmas in my command squads as they are just as good as special weapons squads, and trying to keep my ogryns in reserve, to deal with those heavily armoured traitors! 2+ invulnerable save doesn't help though....a priest with my conscripts, and lord commissar with combined squad of 30, a squad of vets in carapace armour with a melta and a plasma.
that's about all I can think of, any suggestions are welcome
and 1 last Q, are standards, company and platoon worth it or am I just wasting a spot for a heavy flamer?
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Post by WestRider on Jun 8, 2013 10:45:06 GMT -5
First off, this should have been its own Thread, not a reply to Drake's thread. You'll get much better responses that way.
Now, 1K Sons should be pretty easy for Guard to deal with. For the basic Marines, just shoot them with lots and lots of Lasguns, and they're exactly like dealing with normal Chaos Marines except that they cost almost twice as much.
Terminators: They just have 2+ Armour, not a 2+ Invul. With the Mark of Tzeentch, they get a 4+ Invul, and a Character with the Mark of Tzeentch and a Sigil of Corruption can get a 3++, but there's no way for Chaos Marines to get a 2+ Invul. Does he shoot after he Deep Strikes, or Run to spread out? If he stands and shoots, a Leman Russ Executioner hitting him while he's still all bunched up like that should sort the problem right out. If he Runs, you want lots of Plasmaguns on Vets and your CCS to rack up those AP2 Wounds.
Ogryns are a mediocre answer to enemy Assaults at best. They just don't have the volume of Attacks to force past 2+Svs. Better is a Platoon with Power Axe Sergeants and a Lord Commissar with PowerFist. You need those AP weapons to deal with the Terminators.
Company Standard can be worthwhile if you're running lots of Vets/HWSs/other Units that don't have Commissars in them. Platoon Standard is almost never worthwhile. Heavy Flamer is hideously expensive. Unless you've got tons of Points left to burn and are running out of Special Weapon slots, buying 4 regular Flamers for the same cost is far better.
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Post by Paradill on Jun 8, 2013 14:25:34 GMT -5
WestRider is correct on all counts, but seriously dude, chose a thread and stick to it. Alternatively make your own thread and stick to it.
Posting it in every thread just makes me irritated because its detailing the topic at hand and your question has already been answered three times in the other threads you pasted it in to.
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