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Post by vradchuck on Oct 27, 2014 4:05:32 GMT -5
Hi.
I've been playing fantasy for 7 years noe, and want to try a litle 40k.
I found some old catachan metal models on the attic and bought some tanks.
I'm playing against my friend on sunday and need a litle help creating a 750 points list that can take out his space wolfs.
He's rolling with:2 drop pods, terminators, psyker, dreadnaught og 2 squads infantery, dunno how they are equiped.
I was think of:
cmd squad in chimera with autocannon og vox.
Psyker lvl2.
Infantry platoon with dobbel melta & dobbel autocannon in 2 infantry squads and a cmd without anything.
veteran squad in chimera.
Bane wolf
wyvern.
I have no idea if this is a good list or not.
The models I have at the moment is:
2 captains, 3-4 officers (old lieutant and sergenants. 20ish metal lasguns 4 plasmaguns 4 melta guns 3 heavy flamers 4 autocannon 2 misilelaunchers 1 flamer 1 heavy cannon 3 chimera 2 hellhounds with magnitized weapons 2 wyvern 2 leman russ with magnitized weapons 1 sentinel with magnitized weapons Every tip I can get to make a solid list is wanted
Marius
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Post by vradchuck on Oct 27, 2014 7:34:00 GMT -5
I forgot to mention that i also have 40 plastic catachans in bits and 4 snipers. Pluss 3 lasconnons incomming from ebay and a culexus assassin
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Post by xsquidz on Oct 27, 2014 11:29:02 GMT -5
Since you are just learning guard, I would suggest try a bit of everything and see what you want. The main thing you have to worry about with drop pods is melta guns! They can make short work of any of your vehicles. It means you either want to spread out and let him take out 1-2 targets and hope you can recover, or you take a bunch of infantry and try to surround your vehicles so he can't drop too close and get in the double damage range of the meltas. If you load up in chimeras it means he has to get through them before he gets to the weaker troops. I would just say bring the list you made up for game 1 and see what happens. However, veterans can take 1-3 special weapons and you always want to maximize that if you can. Plus your command squad only needs a vox, if the other squads have them and IMO they are too many points.
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Post by Casiarius on Oct 27, 2014 16:38:12 GMT -5
The trouble with deep striking Space Vikings is that they put you on the defensive right away. They appear out of nowhere and meltagun your vehicles. If you bubble-wrap the vehicles with infantry, then they beat you up in hand-to-hand and you can't shoot them. If you don't have any decent hand-to-hand units, you need to hit them with maximum firepower on the turn they arrive, so they never reach hand-to-hand. It can be beneficial in a situation like this to have intentionally-weak infantry units that will lose immediately in hand-to-hand so shooting can resume.
Bane Wolves are excellent at killing whole squads of Space Marines, you just need to keep them alive long enough to get a shot off. A Bane Wolf with its back to the table edge and surrounded by infantry should withstand the initial deep strike and then can use its template weapon to dissolve the Marines while they're still standing around their drop pod. The 12 side armor can be a real life saver.
If you are going to be facing a lot of Space Wolves in the future, especially deep striking ones, you will need to give hand-to-hand some thought. Imperial Guard have a well-deserved reputation as pushovers in hand-to-hand, but they can hold their own if they have to. An Infantry Platoon that's combined into one big squad and backed up by a Priest and a Psyker can be quite chewy. If you give the sergeants power weapons (ideally axes) and have the whole mess led by Commissar Yarrick, they can give as good as they get in melee. The alternatives to this plan are: A) Use small Guard squads that die easily in hand-to-hand. They will die or run away and leave the attackers exposed to more shooting, or B) Use allies like Space Marines that are good in hand-to-hand to deal with this sort of threat.
Still, for your first game, trying everything and seeing what works is certainly a valid plan. As xsquidz says, you may just want to take some precautions to avoid the deep striking meltaguns, like surrounding your favorite tanks with a layer of infantry.
Edit: I think vox casters are worth the points if you have a big infantry blob and want to make sure they follow orders. Even a 50-man blob only requires one vox, plus one for the HQ; that's cheap. They may not be such a good deal if you try to provide vox coverage for a large number of small squads.
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