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Post by Thorrik on Jan 7, 2013 13:28:25 GMT -5
Hey Guys,
Been a while since I've posted but have been keeping the guard flame alive and I'm starting to come up with a few list ideas as I work through my mode back log.
I've put together the following and would like some C&C as to if it's any good. This is the first list I've written for a force this size and would appreciate any advice.
HQ
CCS with Astropath, Officer of the Fleet and Vox.
Troops
Infantry platoon: PCS with Vox Infantry Squad + Vox Infantry Squad Infantry Squad + Vox Infantry Squad Heavy Weapons Team w/ Mortars Heavy Weapons Team w/ Autocannons
Veteran squad with Grenadiers and 3 Plasma Veteran Squad with Grenadiers and 3 Plasma Veteran Squad with Grenadiers and 3 Melta Veteran Squad with Grenadiers and 3 Melta
Fast Attack
Valkyrie with MRP Valkyrie with MRP
Vendetta Vendetta
Heavy Support
Basilisk Ordnance Battery Basilisk Ordnance Battery
Hydra Flak Battery Hydra Flak Battery
There is no set opponents yet but I'd like your opinions on the list in general. The infantry squad and the CCS would deploy with the Basilisks and Hydras to form an artillery battery of sorts to sit back and blast things while the vets ride in the aircraft and use outflank to cause some mischief.
There is 35 points left to play with out of the 2000 so there is a little extra to play with, although I'm certainly willing to edit this.
'Ducks and runs for cover'
Regards
Thorrik
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Post by Thorrik on Jan 10, 2013 12:05:13 GMT -5
No one? Awww.
Thorrik
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Post by hendrik on Jan 11, 2013 3:35:36 GMT -5
i'm not an aircave player but perhaps you should consider swapping those hydras for something with a bit more alphastrike punch and survivability, such as a leman russ? you've got plenty of anti-flyer units by those two valsk and 2 vendettas and the hydra simply isn't that good anymore as it once was
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Post by Julian Sharps on Jan 11, 2013 13:14:45 GMT -5
I used to mess around with airborne lists back in 5th, although I'm still a little fuzzy on what's changed with them in 6th.
From what I understand, you have to keep your flyers in reserve now, which means either coming on normally, outflanking or Deep Striking; the RT gambit no longer works because you're simply not allowed to deploy flyers of any kind on the table before the game begins. And since you lose automatically if you have no models on the table by the end of the game turn, you'll have to make sure that your on-table firebase survives until the cavalry arrive.
Firstly, I would suggest you consider dropping the Master of the Fleet; Ever since 6th edition introduced its new reserves rules, I've seen fewer reserve-heavy lists on the table, and all-reserve lists have all but disappeared entirely (Space Marine Drop Pod Assault lists are the exception, as half of all drop pods must come in on the first turn). As a result, your Master will see less use than he would have under 5th, and frankly, you'd probably be better off spending those points on a pair of bodyguards instead.
Secondly, get some weapons for those infantry and command squads. The biggest strength of the Imperial Guard (aside from our tanks) is the sheer firepower we can bring to bear, and you'd have to be more than a little foolish to ignore that by not giving each squad at least one weapon upgrade. On that note, I see an unfortunate lack of commissars in your gunline, and your command squad lacks a standard. I would suggest getting a commissar for each blob, a standard for your company command squad, and possibly a lord commissar to help make sure that your orders are followed properly. Other than that, unless you have a planned role for your mortar squad, I would suggest giving them something with a bit more punch.
While I disagree with Hendrik's prescription of getting rid of the Hydras in exchange for a Russ, I would instead advise that you get rid of the Basilisks. The Earthshaker Cannon is about as effective as a Battle Cannon, except that you don't need the extended range and you lose indirect fire capability within 36", while the Basilisk itself is merely a Chimera hull. A standard Leman Russ can do pretty much anything you need your Basilisk to do, but is significantly more survivable, while a Manticore puts out a whole lot of fire for its points. If you want to get rid of the Hydras, feel free; you could probably use another Russ or Manticore, and it's not like you need the extra firepower to get air supremacy. If you still have doubts in that area, swap out the Valkyries for Vendettas.
However, the most important point is to make sure that your gunline can survive until your flyers arrive. The cheapest and probably best way to do that is to get an Aegis Defense Line, and bunker down your troops behind it. If you can spare the points, getting camo netting for your tanks would not go amiss, either; A Russ sitting behind a Defense Line is tough enough to crack as is, buffing its cover save further will likely keep it alive for the duration of the game.
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