Post by Laughing Man on Jan 27, 2011 3:19:38 GMT -5
Here's our first set of lists courtesy of our fine writers.
This week the list is 1000 points of seige guard
First up is Trickstick
Company Command Squad - Company Standard, Vox Caster - 70pts
Ratlings x 7 - 70pts
Aardvark Platoon:
Platoon Command squad - Lascannon - 50pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Meltagun - 60pts
Infantry Squad - Meltagun - 60pts
Heavy Weapon Squad - 3 x Autocannon - 75pts
Babel Fish Platoon:
Platoon Command squad - Lascannon - 50pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Meltagun - 60pts
Infantry Squad - Meltagun - 60pts
Heavy Weapon Squad - 3 x Autocannon - 75pts
Ordnance Battery - 2 x Griffon, Heavy Flamers - 150
---
Ok so there you are, the glorious Tvashtan newly trained in the subtle art of siege warfare. I have never attempted a list like this outside of the standard 3rd/4th edition gunlines and I always took russes back then, never artillery.
I feel the need to explain some of my choices. I really tried to squeeze a commissar into this list but could not really justify the points or the role. Maybe with a higher points value a commissar could be justified but at 1k a standard will have to do. The ordnance battery may seem odd in a squadron but this is done to increase both the accuracy and the amount of fire that could land on one target reliably. I chose griffons over basilisk as they seem better suited to the scale of conflict (also why the lord commissar never made it in), I could also get two of them.
The ratlings are there to support the feel of a WWI trench warfare unit. As well as giving covering fire to deal with monsters, or using rending to pick off marines, they also aquire items for troopers, bored and looking for some entertainment. They are more sort of hangers on. Plus, who else is going to cook "Rat au Chimera"?
Command squads omitted the usual special weapons as they should be standing back and giving orders or covering support. The vox is just for fun, someone needs to tell command that everyone is about to die and order an "Emperor's Wrath" basilisk company to fire on their coordinates.
---
Tactics
The general plan is pretty basic, as befits the idea of protracted trench warfare. The platoons deploy in such a manner as to protect the ordnance and standard, utilising cover if at all possible. Infantry squads are all separate, to provide a collapsible defence, unless kill points are in effect when they will form twenty man squads. The platoon command squads and heavy weapon squads anchor the flanks to possibly get side shots on transport vehicles and also to separate the heavy weapons into two parts, protected by infantry.
Capturing objectives outside the deployment area will be a pain so an infantry wave tactic will be employed. The enemy will be whittled down until the moment comes to hop the barrier and order the men to move as fast as possible to suitable objectives. Timing is crucial, lest the men be gunned down by going early, or never reach their objective if late.
The biggest weaknesses I see with the list are deep striking lists, which may be able to swamp my gunline before the can be gunned down. Hopefully clever use of cover and expendable squads can alleviate this.
There you are then. Loads of fun thinking outside my comfort zone. No chimera squads rushing to objectives. No demolishers to deal with everything and drive through buildings. Not even a stormtrooper to hog all the glory. Just one hundred and twenty two souls ready to die for the Emperor.
Second is StillaNoob
HQ (205)
CCS (120) w/ 4x Sniper Rifles, Camo Cloaks
+MoO
Lord Commisar (85) w/Powerfist
Troops (510)
Platoon 1 (255)
PCS
IS1
IS2
IS3
HWS w/ 2xHeavy Bolters, Autocannon
Platoon 2 (255)
PCS
IS1
IS2
IS3
HWS w/ 2xHeavy Bolters, Autocannon
Heavy Support (280)
Medusa w/ Bastion Breacher Shells
Medusa w/ Bastion Breacher Shells
Total=995
Objectives Games
The Lord Commisar will role with the Combined squad (Platoon 1). Their job will be to run across the board and charge the enemys home objective/any objective. With enough bodies and the LC PF it should take out alot of troops. The HWS will give supporting fire and control any objective that has been swept by the Combined Squad. Platoon 2 will stay individualy squadded and will walk around taking objectives cleared by Platoon 1. Their HWS will stay on the home objective, along side the CCS who will target MC and expensive hq units. Hopefully they will be incover and getting at least a 4+ save. The MoO gives a good fat template for dropping. The Medusa target vehicles primarily, it's 48" range allowing it to hit most things on the board.
Kill Points
LC and P1 blob up. They sit and gunline against an assault army, and charge across the board against shooties. Platoon 2 will also blob, and follows the example of P1. (Note: Keeping P2 behind P1 will allow keep them from taking as many casulties, which P1 will be able to take, thanks too the LC.) The HWS's will camp back in home base if possible and just lay down covering fire. The CCS will do the same as last time. Medusa same also.
Explanations
The LC is a fluffy choice as well as gaming choice, because a typical seige regiment would of course have commisars. Giving a LC to the Platoon allows it to take more wounds, and still move forward, as well as the good hitting power of his PF. Blobbing the platoon that charges is a good gaming choice (orders), also a whole siege unit would just rush the enemy stronghold, in one huge charge. There were always reserves to help hold the line or to consolidate on a breakthrough, which is second platoon. The HWS are there for fire support, which any decent commander needs. The CCS I figure in a siege regiment (other than DKOK) would want to be at the back, co ordinating. Using Snipers in the squad will allow him to still be effective, while the MoO would be considered the link to the artillery battery at the back of the lines. Giving them Camo Cloaks, would be a gaming explanation of them moving into a concealed position before the assault. The Medusa are obvious. Siege guns for the Siege Regiment!
Cheers,
SaN
third is Krasimirova
HQ: CCS
2 x Melta (10), Powerfist (15)
Troops: PCS
4 x Flamer (5)
Inf squad # 1
Commissar (35), 2 x Powerweapon (10), Vox (5)
Inf squad # 2
1 x Powerweapon (10)
Inf squad # 3
1 x Powerweapon (10)
Inf squad # 4
Autocannon (10), Vox (5)
Inf squad # 5
Autocannon (10)
Troops: Veteran Squad # 1
Missile Launcher (15), 3 x Grenade Launchers (5), Vox (5)
Troops: Veteran Squad # 2
Missile Launcher (15), 3 x Grenade Launchers (5), Vox (5)
Heavy: Colossus Siege Mortar
Heavy Flamer
Heavy: Manticore
Heavy Flamer
1000 point on the mark.. 80 infantry models (75 scoring) and 2 Chimera chassis tanks..
Tactics:
Pretty strait forward;
- Infantry squads 1 - 3 combines, as does infantry squads 4 - 5.
- Infatry blob 1-3 is now the anti assault, tarpit unit, but also our cover save generating unit for the veteran squads and Infantry blob 4 -5
- Vets and Infantry Blob 4 - 5 is placed in cover.. (see above)
- PCS and CCS function as respons units + order giving units for the firebase..
- Colossus and Manticore is placed as far back as possible, preferably in cover.
- From here on it is just point the right gun at the right stuff..
Misc notes:
I would have prefered to put the veterans in chimeras to give the Colossus and Manticore cover saves, but since chimeras isn't really siege infantry style, those where left at base..
I left out Plasma all together because at 1000 points, normally you would be able to drown 2+ save guys with torrents of fire from the 80 models..
Same with AV 13 - 14, havn't got much against those (Manticore and 2 meltas) but at 1000 points you don't see many of AV 13+..
Hope this was kind of what the challenge was about..
Cheers, and good morning.. -Kras
good luck to our contributors. The poll will stay open for a week, vote and discuss these fine lists.
This week the list is 1000 points of seige guard
First up is Trickstick
Company Command Squad - Company Standard, Vox Caster - 70pts
Ratlings x 7 - 70pts
Aardvark Platoon:
Platoon Command squad - Lascannon - 50pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Meltagun - 60pts
Infantry Squad - Meltagun - 60pts
Heavy Weapon Squad - 3 x Autocannon - 75pts
Babel Fish Platoon:
Platoon Command squad - Lascannon - 50pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Flamer - 55pts
Infantry Squad - Meltagun - 60pts
Infantry Squad - Meltagun - 60pts
Heavy Weapon Squad - 3 x Autocannon - 75pts
Ordnance Battery - 2 x Griffon, Heavy Flamers - 150
---
Ok so there you are, the glorious Tvashtan newly trained in the subtle art of siege warfare. I have never attempted a list like this outside of the standard 3rd/4th edition gunlines and I always took russes back then, never artillery.
I feel the need to explain some of my choices. I really tried to squeeze a commissar into this list but could not really justify the points or the role. Maybe with a higher points value a commissar could be justified but at 1k a standard will have to do. The ordnance battery may seem odd in a squadron but this is done to increase both the accuracy and the amount of fire that could land on one target reliably. I chose griffons over basilisk as they seem better suited to the scale of conflict (also why the lord commissar never made it in), I could also get two of them.
The ratlings are there to support the feel of a WWI trench warfare unit. As well as giving covering fire to deal with monsters, or using rending to pick off marines, they also aquire items for troopers, bored and looking for some entertainment. They are more sort of hangers on. Plus, who else is going to cook "Rat au Chimera"?
Command squads omitted the usual special weapons as they should be standing back and giving orders or covering support. The vox is just for fun, someone needs to tell command that everyone is about to die and order an "Emperor's Wrath" basilisk company to fire on their coordinates.
---
Tactics
The general plan is pretty basic, as befits the idea of protracted trench warfare. The platoons deploy in such a manner as to protect the ordnance and standard, utilising cover if at all possible. Infantry squads are all separate, to provide a collapsible defence, unless kill points are in effect when they will form twenty man squads. The platoon command squads and heavy weapon squads anchor the flanks to possibly get side shots on transport vehicles and also to separate the heavy weapons into two parts, protected by infantry.
Capturing objectives outside the deployment area will be a pain so an infantry wave tactic will be employed. The enemy will be whittled down until the moment comes to hop the barrier and order the men to move as fast as possible to suitable objectives. Timing is crucial, lest the men be gunned down by going early, or never reach their objective if late.
The biggest weaknesses I see with the list are deep striking lists, which may be able to swamp my gunline before the can be gunned down. Hopefully clever use of cover and expendable squads can alleviate this.
There you are then. Loads of fun thinking outside my comfort zone. No chimera squads rushing to objectives. No demolishers to deal with everything and drive through buildings. Not even a stormtrooper to hog all the glory. Just one hundred and twenty two souls ready to die for the Emperor.
Second is StillaNoob
HQ (205)
CCS (120) w/ 4x Sniper Rifles, Camo Cloaks
+MoO
Lord Commisar (85) w/Powerfist
Troops (510)
Platoon 1 (255)
PCS
IS1
IS2
IS3
HWS w/ 2xHeavy Bolters, Autocannon
Platoon 2 (255)
PCS
IS1
IS2
IS3
HWS w/ 2xHeavy Bolters, Autocannon
Heavy Support (280)
Medusa w/ Bastion Breacher Shells
Medusa w/ Bastion Breacher Shells
Total=995
Objectives Games
The Lord Commisar will role with the Combined squad (Platoon 1). Their job will be to run across the board and charge the enemys home objective/any objective. With enough bodies and the LC PF it should take out alot of troops. The HWS will give supporting fire and control any objective that has been swept by the Combined Squad. Platoon 2 will stay individualy squadded and will walk around taking objectives cleared by Platoon 1. Their HWS will stay on the home objective, along side the CCS who will target MC and expensive hq units. Hopefully they will be incover and getting at least a 4+ save. The MoO gives a good fat template for dropping. The Medusa target vehicles primarily, it's 48" range allowing it to hit most things on the board.
Kill Points
LC and P1 blob up. They sit and gunline against an assault army, and charge across the board against shooties. Platoon 2 will also blob, and follows the example of P1. (Note: Keeping P2 behind P1 will allow keep them from taking as many casulties, which P1 will be able to take, thanks too the LC.) The HWS's will camp back in home base if possible and just lay down covering fire. The CCS will do the same as last time. Medusa same also.
Explanations
The LC is a fluffy choice as well as gaming choice, because a typical seige regiment would of course have commisars. Giving a LC to the Platoon allows it to take more wounds, and still move forward, as well as the good hitting power of his PF. Blobbing the platoon that charges is a good gaming choice (orders), also a whole siege unit would just rush the enemy stronghold, in one huge charge. There were always reserves to help hold the line or to consolidate on a breakthrough, which is second platoon. The HWS are there for fire support, which any decent commander needs. The CCS I figure in a siege regiment (other than DKOK) would want to be at the back, co ordinating. Using Snipers in the squad will allow him to still be effective, while the MoO would be considered the link to the artillery battery at the back of the lines. Giving them Camo Cloaks, would be a gaming explanation of them moving into a concealed position before the assault. The Medusa are obvious. Siege guns for the Siege Regiment!
Cheers,
SaN
third is Krasimirova
HQ: CCS
2 x Melta (10), Powerfist (15)
Troops: PCS
4 x Flamer (5)
Inf squad # 1
Commissar (35), 2 x Powerweapon (10), Vox (5)
Inf squad # 2
1 x Powerweapon (10)
Inf squad # 3
1 x Powerweapon (10)
Inf squad # 4
Autocannon (10), Vox (5)
Inf squad # 5
Autocannon (10)
Troops: Veteran Squad # 1
Missile Launcher (15), 3 x Grenade Launchers (5), Vox (5)
Troops: Veteran Squad # 2
Missile Launcher (15), 3 x Grenade Launchers (5), Vox (5)
Heavy: Colossus Siege Mortar
Heavy Flamer
Heavy: Manticore
Heavy Flamer
1000 point on the mark.. 80 infantry models (75 scoring) and 2 Chimera chassis tanks..
Tactics:
Pretty strait forward;
- Infantry squads 1 - 3 combines, as does infantry squads 4 - 5.
- Infatry blob 1-3 is now the anti assault, tarpit unit, but also our cover save generating unit for the veteran squads and Infantry blob 4 -5
- Vets and Infantry Blob 4 - 5 is placed in cover.. (see above)
- PCS and CCS function as respons units + order giving units for the firebase..
- Colossus and Manticore is placed as far back as possible, preferably in cover.
- From here on it is just point the right gun at the right stuff..
Misc notes:
I would have prefered to put the veterans in chimeras to give the Colossus and Manticore cover saves, but since chimeras isn't really siege infantry style, those where left at base..
I left out Plasma all together because at 1000 points, normally you would be able to drown 2+ save guys with torrents of fire from the 80 models..
Same with AV 13 - 14, havn't got much against those (Manticore and 2 meltas) but at 1000 points you don't see many of AV 13+..
Hope this was kind of what the challenge was about..
Cheers, and good morning.. -Kras
good luck to our contributors. The poll will stay open for a week, vote and discuss these fine lists.