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Post by steellegion21 on May 7, 2015 6:25:24 GMT -5
Company Command Squad mortar
Platoon Command Squad mortar
30 guardsmen 3 autocannons commissar
30 conscripts priest
10 veterans (required for combined arms detachment) 2 meltaguns
500pts exactly.
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Post by treadiculous on May 7, 2015 7:21:48 GMT -5
looks good,
not sure about the mortars in command squads though, better to have 3 in a separate squad.
who'd you plan to oppose?
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Post by yvain on May 7, 2015 7:28:39 GMT -5
Commissars are junk. There really ins't much of a reason to take one except for the small leadership buff when compared to a priest. Your Veterans are expensive and fragile. First thing I would do is kill them making their meltas pointless. Mortars sucks as well. With a horde you really want to get a lot of bodies in big units out there absorbing fire and charging when needed.
I propose this list instead:
CCS w AC Veterans w AC
PCS 4x Flamer 30 Guardsmen 2x Melta Priest
30 Conscript Priest
The role of the Vets and CCS now is to hang back and target bigger units. They have no real defense except cover so it is better to put them in cover and utilize the CCS senior orders to make the most of those AC and BS4. You now have 2 30 man blobs to run forward. The priest replaces the commissar because orders are less important here. His fearless and CC bonus will help. The PCS hangs with the INF Sqs and the conscripts flaming any leftovers from assaults and giving orders as needed. Guardsmen blob has 2 meltas for added killing power at close range. You can split fire a melta out if need be with an order. Since there are now 30 fearless bodies it is likely those meltas will actually see some use. Conscripts form a front line wall infront of the Guardsmen.
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Post by steellegion21 on May 7, 2015 9:30:57 GMT -5
Thank you for the critique.
I would very much disagree on the commissar point, as, although nowhere near as good as priests, they nonetheless give leadership 9 to guardsmen blobs for orders (although you may be right to make my guardsmen more combat orientated. I will have a think).
Mortars are a bit dodgy, but they remind me to keep my command squads out of sight, and for xx points (you know the points) each they generally get their points back. I was considering swapping them for flamers though.
The list was for general all comers so it was not specifically against any army.
I also was considering taking out the meltaguns and mortars to give my veterans the demolitions doctrine for an anti-tank unit to follow closely behind the cheaper infantry. What do you guys think about this idea?
Regards, steellegion21
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Post by treadiculous on May 8, 2015 2:57:34 GMT -5
yvain has given some very good pointers here.
veterans are fragile so points spent on them should be protecting them and / or giving them mobility before giving them short ranged abilities.
mortars are fantastic but you need lots of them for them to be effective.
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Post by cdrwattz on May 20, 2015 4:26:06 GMT -5
Yvain's list is quite strong and I really like it.
I'd just like to point out a nifty trick that having a commissar over a priest can do for your blob squad. Commissars do give the stubborn buff to the squad but not fearless thou this is not necessarily bad because with a commissar he and the blob squad can go to ground. The priest and his cannot. After going to ground the squad can be ordered to get back in the fight. Really nifty trick. Not so much in this list as it's more geared to assaulting.
Having a 50 man blob squad with a bunch of heavy weapons going to ground behind a defence line then getting up the next turn to unleash hell is a master stroke!!!
Just giving you some ideas!
Good luck Commander!
-Cdr.Wattz-
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