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Post by signalnoise on Apr 14, 2014 7:02:36 GMT -5
I haven't played 40k since 5th edition, and now that the new "Imperial Guard" codex has been released, I'm thinking about getting back into it. I'd like to try a themed army: If I can't make it move by treads, wheels, or wings, I'm not very interested in taking it. The new league I'm about to get into are a mixed bag of all different racial armies and varying levels of competitiveness (from casual to people who will fly long distances to make it into tournaments). I personally would like to win at least half the time but I have no intention of ever entering a GW-sponsored tournament. So without further ado:
HQ: *Tank Commander in Leman Russ Vanquisher with lascannon and multi-melta sponsons (195 points) *Leman Russ Battle Tank in squadron with above (150 points) *Primaris Psyker (50 points) *Primaris Psyker (50 points)
TROOPS: *Veterans with 2 plasma guns in a Chimera (155 points) *Veterans with 2 plasma guns in a Chimera (155 points) *Veterans with 2 plasma guns in a Chimera (155 points) *Veterans with 2 plasma guns in a Chimera (155 points)
HEAVY SUPPORT: *Hydra squadron of 3 Hydras (210 points) *Leman Russ Battle Tank (150 points) *Leman Russ Battle Tank (150 points)
FAST ATTACK: *Devil Dog (135 points) *Devil Dog (135 points) *Devil Dog (135 points)
GRAND TOTAL: 1980 points
I have no idea what to do with the remaining 20 points
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Post by gamma016 on Apr 15, 2014 3:52:25 GMT -5
Looks like a pretty deadly list, one thing tht strikes me as odd though are the primas psykers. How do you plan on running these guys? I feel like you would be better off dropping them, up grading your tank commander to pask and giving your devil dogs multi meltas. The multi meltas on the vanquisher done seem like a great idea to me. Personally I wouldn't want to be running my warlord into melta range. With the points you have left over from my suggestions maybe you could get some camo netting for your command tank squad.
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Post by yvain on Apr 15, 2014 5:40:12 GMT -5
Having double prescience is pretty powerful especially with his large amount of blast templates he can muster. I think those rerolls will be pretty clutch. In addition since the TC rolls a D3 for warlord traits, there is a good chance he will get preferred enemy which is pretty awesome. (not that the others are bad) This list looks pretty great. You should spend those extra points on flamers for your Veterans. Having anti charge insurance is helpful and there is not much else you can do with 20 loose points in a list like yours.
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Post by signalnoise on Apr 15, 2014 5:53:09 GMT -5
Thanks for the advice so far you guys! Definitely some things to consider.
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Post by Gunny O'Grady on Apr 16, 2014 17:02:51 GMT -5
Hey there signalnoise! Sexy list. This is what I would change:
DROP: -The Lascannon and the Sponson Mutli-Meltas: this is a bit of a personal preference thing about running Russes without extra frills. I'm mainly dropping them for the points, and you'll see why later. -The Hydras: the models are pretty, but the rules are trash. They're tragically fragile and shoot poorly against anything on the ground. Save those points. -The Devil Dog: I like the idea of the fast Melta vehicle as well, but other units in the 'Dex do AT better.
ADD: -1x Leman Russ as your last Heavy Support Slot (that's 5 in total?) -3x Vedettas, one for each Fast Attack slot. (They do AA better than the Hydra, and AT better than the Devil Dog.)
REVISED LIST: HQ *Tank Commander in Vanquisher *Leman Russ Battle Tank (in Squadron with Tank Commander) *Primaris Psyker *Primaris Psyker
TROOPS *Veterans with 2 plasma guns in Chimera *Veterans with 2 plasma guns in Chimera *Veterans with 2 plasma guns in Chimera *Veterans with 2 plasma guns in Chimera
HEAVY SUPPORT *Leman Russ Battle Tank *Leman Russ Battle Tank *Leman Russ Battle Tank
FAST ATTACK *Vendetta *Vendetta *Vendetta
1995 Points 42 Footsloggers 4 Chimeras 5 Leman Russes 3 Vendettas A Whole lotta Dakka
What do you think?
-Gunny
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Post by signalnoise on Apr 16, 2014 19:59:25 GMT -5
That's an absolutely FANTASTIC list. Here's my one and only problem with it, though: If all my fliers are going to start in reserve, I'm very paranoid about being able to crack Land Raiders open in time before they roll up to me and do damage. This happened all the time back when I played 5th edition, and most of the players in my area were some flavor of space marine (but as stated in my OP, I've moved to a different city with a more varied player base). Have any advice on how a list like yours would be able to compensate for that? Admittedly, I probably won't have to worry about being assaulted as much as I was in 5th so maybe when I start playing, those Land Raiders are going to just park themselves behind cover the whole game. I don't know.
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Post by gamma016 on Apr 17, 2014 3:46:20 GMT -5
I think if you are really that worried about land raiders turn one that you should switch out your LRBT in you command squa for a second vanquisher. With tank orders you will be able to fire at two targets with them meaning most likely two dead vehicles a turn. And with any left over points maybe add lascannons to the vanquishers, just to be safe.
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Post by signalnoise on Apr 17, 2014 12:08:16 GMT -5
Thanks for the advice. I think it's not just Land Raiders I'm worried about, but 2+ armor saves and especially Monstrous Creatures. Now admittedly, I have absolutely no idea how Monstrous Creatures work in this edition so I don't know if they are something I should be genuinely worried about or not. But I heard almost every single other Codex has one, except IG/AM.
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Post by rodross on Apr 21, 2014 16:24:01 GMT -5
Relic playing on your tanks if you've got points spare, worth the 3 points per squadron.
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Post by gamma016 on Apr 21, 2014 18:56:06 GMT -5
Relic playing on your tanks if you've got points spare, worth the 3 points per squadron. After playing Tyranids, I 100% agree with this. 5+ deny the witch on warp lances, yes please
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Post by Purple Dice on Apr 27, 2014 6:22:03 GMT -5
With a Vanquisher and 3 Vendettas I wouldn't be concerned with Land Raiders in this edition. They have 4 hull points and armour 14 all around yes, but that doesn't stand up to 9 twin-linked lascannons and a vanquisher cannon. You could most likely take one out in a single turn with what you have. Also, I wouldn't be concerned about your Vendettas not coming in, reserves now come in on a 3+ turn one so most of the time they will be around turn one or two, plenty early to take out Land Raiders.
As for AP 2 I would suggest swapping a Leman Russ for an Executioner. I know everyone seems terrified that you will glance your own tank to death, but if you Prescience it with one of your Primaris Psykers you can re-roll any ones, and if one does get through you will need to roll below a 4 to damage the tank. Totally worth it for 3 strength 8! AP 2 blast templates that can instagib Paladins and plenty of TEQ Characters, if you ask me. To do this you will need to find some points, I would suggest swapping the Command Sqd Russ for an Exterminator or Vanquisher and then giving your command vanq an hull lascannon as it is totally woth 10 points. A fantastic back-up if your main gun misses. If you are still concerned about rolling a 1 you can always use your Psyker's Prescience to re-roll that 1. (Get's Hot and Re-rolls BRB pg 37 last line).
- Dice
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