Post by Aeon on Jun 10, 2014 0:32:35 GMT -5
First off, hello. Again. Many agains. It has been quite some time, hasn't it?
Well I've got the money and the interest back, and I've been writing army lists and experimenting on Vassal 40k for about 2 weeks now, and have been trying to figure out how to best spend my money in order to get an effective fighting force, while still getting the absolute best bang for my buck.
So i'll start off with my purchasing list:
Imperial Guard Cadian Defense Force ($165)
- 20x Plastic Cadians
- Cadian command squad
- 3x Heavy weapon teams
- Leman Russ kit
- Chimera
Old metal Kasrkins model (unknown)
I'm buying these from a very good old friend, who also happens to be a Board member here. Price has not be determined yet, but i'll be getting 10 of the old metal Kasrkins, 1 is a sergeant and 9 have rifles, and i'll be scouring ebay for the ones with Melta guns, but in the mean time, proxies shall do the trick
What I already own and plan on using for this list:
- 1 Leman Russ Battle Tank
- Several random and assorted Guardsmen, mostly looking like veterans with lots of extra bits. They'll stand in for regular guardsmen until I can actually buy more "regular" looking guardsmen, and use these guys as actual veteran troops
Here's the list. Once I buy the defense force, and the kasrkins off of my dear friend, my list will look like this:
Cadian 10th Shock Trooper Regiment
H.Q:
Armored Command
Leman Russ Executioner
Knight Commander Snow , Plasma cannon sponsons
Camo netting, Heavy stubber, Recovery gear
-240
|
Leman Russ Main Battle Tank
Heavy Bolters, Recovery gear
-175
Troops:
Infantry Platoon Alpha 1-1
Platoon Command
Medic, Plasma gun
-60
|
20x Guardsmen
2x Grenade launchers
-110
|
Heavy weapons team
3x Missile launchers
-90
Troops:
10x Kasrkins
Carapace armor , 3x Melta guns
-105
|
Chimera
Recovery gear
-70
Total: 850
Now, knowing that I have limited money to work with, and have to use only what's in the Cadian Defense Force, plus 10 metal Kasrkins and a Leman Russ, could any of you good chaps pick apart my list and possibly tell me how you might equip them differently to be well rounded (not Meta game, not over powered, just well rounded and good all around, able to have a decent chance at beating any foe). I want you to look at it and try to notice some things that I might not have thought of.
I'll summerize my thought process on the list:
The list's backbone is my tank HQ squadron. Pask in an Executioner is a good choice because he can re roll his "Gets Hot" rolls because of Old Grudges, plus, a tank HQ is much more durable for Purge The Alien games. Much harder for the enemy to get a Warlord kill, and thus, the extra kill point
The Heavy 3 executioner gun is so ridiculously overpowered, couple with 2 more S7 AP2 blasts at that awesome range, makes the Executioner an expensive, but extremely deadly can opener, and MEQ/TEQ slayer, perfect for an HQ unit. With Pask in it, the 3 shots out of the Executioner plasma cannon will blind my targets, and honestly, I haven't even read the rules for it yet, but I assume it means they have to snap fire in the next shooting phase, can't fire at all, or suffer a penalty to ballistic skill. I could target real heavy hitters with this, like Devastator squads, or Tau Riptides, to keep them from killing the tanks or my foot sloggers as easily.
The Leman Russ tank attachment is there because the list requires HQ tank commanders to have at least 1 other tank with the, and because I already own a regular Leman Russ. Also, the Executioner having all S7 shots, means that having a S8 blast might become necessary the higher the points go, so I'm bringing along a regular leman russ because they're not too expensive.
The heavy bolters are on there to help prevent Weapon destroyed results from having such a devastating effect. There will more of a chance to keep my main gun on there and working
The infantry platoon's job will be typical of guard: advance and secure objectives, or advance and get close enough to fire at rapid fire range, as well as using the First Rank Fire, Second Rank Fire order, to get 3 shots per trooper. The grenade launchers are there for a little extra strength against higher toughness enemies, and some extra templates against hordes like Orks and 'nids
The platoon command squad packs a plasma in there because they'll be with the infantry platoon at all times, and I wanted the platoon to have access, at least for a few shots, to a higher strength weapon to soften up a really heavy target as they get closer, such as a Space Marine tactical squad. It sucks firing 20 shots in a turn and having the enemy make successful armor saves against every single one of your wounds!
The vets are there for extremely mobile anti tank and MEQ/TEQ H.Q hunting. They've got 'pace so when they disembark, they won't be instantly mowed to pieces in the folling phase, as well as it being correct in the fluff (that's what Kasrkins wear).
So what do you all think? Is there any major tactical oversight I'm missing here? The one thing I've thought about is maybe choosing a different tank than the Executioner, just because it has a tendancy to draw a lot of fire, and glance itself to death with the Gets Hot thing. I figure Pask will help with that, but what is ya'lls experience with Executioners, especially in small points games? Should I perhaps take a cheaper tank?
Thank you for any insight, old friends
Well I've got the money and the interest back, and I've been writing army lists and experimenting on Vassal 40k for about 2 weeks now, and have been trying to figure out how to best spend my money in order to get an effective fighting force, while still getting the absolute best bang for my buck.
So i'll start off with my purchasing list:
Imperial Guard Cadian Defense Force ($165)
- 20x Plastic Cadians
- Cadian command squad
- 3x Heavy weapon teams
- Leman Russ kit
- Chimera
Old metal Kasrkins model (unknown)
I'm buying these from a very good old friend, who also happens to be a Board member here. Price has not be determined yet, but i'll be getting 10 of the old metal Kasrkins, 1 is a sergeant and 9 have rifles, and i'll be scouring ebay for the ones with Melta guns, but in the mean time, proxies shall do the trick
What I already own and plan on using for this list:
- 1 Leman Russ Battle Tank
- Several random and assorted Guardsmen, mostly looking like veterans with lots of extra bits. They'll stand in for regular guardsmen until I can actually buy more "regular" looking guardsmen, and use these guys as actual veteran troops
Here's the list. Once I buy the defense force, and the kasrkins off of my dear friend, my list will look like this:
Cadian 10th Shock Trooper Regiment
H.Q:
Armored Command
Leman Russ Executioner
Knight Commander Snow , Plasma cannon sponsons
Camo netting, Heavy stubber, Recovery gear
-240
|
Leman Russ Main Battle Tank
Heavy Bolters, Recovery gear
-175
Troops:
Infantry Platoon Alpha 1-1
Platoon Command
Medic, Plasma gun
-60
|
20x Guardsmen
2x Grenade launchers
-110
|
Heavy weapons team
3x Missile launchers
-90
Troops:
10x Kasrkins
Carapace armor , 3x Melta guns
-105
|
Chimera
Recovery gear
-70
Total: 850
Now, knowing that I have limited money to work with, and have to use only what's in the Cadian Defense Force, plus 10 metal Kasrkins and a Leman Russ, could any of you good chaps pick apart my list and possibly tell me how you might equip them differently to be well rounded (not Meta game, not over powered, just well rounded and good all around, able to have a decent chance at beating any foe). I want you to look at it and try to notice some things that I might not have thought of.
I'll summerize my thought process on the list:
The list's backbone is my tank HQ squadron. Pask in an Executioner is a good choice because he can re roll his "Gets Hot" rolls because of Old Grudges, plus, a tank HQ is much more durable for Purge The Alien games. Much harder for the enemy to get a Warlord kill, and thus, the extra kill point
The Heavy 3 executioner gun is so ridiculously overpowered, couple with 2 more S7 AP2 blasts at that awesome range, makes the Executioner an expensive, but extremely deadly can opener, and MEQ/TEQ slayer, perfect for an HQ unit. With Pask in it, the 3 shots out of the Executioner plasma cannon will blind my targets, and honestly, I haven't even read the rules for it yet, but I assume it means they have to snap fire in the next shooting phase, can't fire at all, or suffer a penalty to ballistic skill. I could target real heavy hitters with this, like Devastator squads, or Tau Riptides, to keep them from killing the tanks or my foot sloggers as easily.
The Leman Russ tank attachment is there because the list requires HQ tank commanders to have at least 1 other tank with the, and because I already own a regular Leman Russ. Also, the Executioner having all S7 shots, means that having a S8 blast might become necessary the higher the points go, so I'm bringing along a regular leman russ because they're not too expensive.
The heavy bolters are on there to help prevent Weapon destroyed results from having such a devastating effect. There will more of a chance to keep my main gun on there and working
The infantry platoon's job will be typical of guard: advance and secure objectives, or advance and get close enough to fire at rapid fire range, as well as using the First Rank Fire, Second Rank Fire order, to get 3 shots per trooper. The grenade launchers are there for a little extra strength against higher toughness enemies, and some extra templates against hordes like Orks and 'nids
The platoon command squad packs a plasma in there because they'll be with the infantry platoon at all times, and I wanted the platoon to have access, at least for a few shots, to a higher strength weapon to soften up a really heavy target as they get closer, such as a Space Marine tactical squad. It sucks firing 20 shots in a turn and having the enemy make successful armor saves against every single one of your wounds!
The vets are there for extremely mobile anti tank and MEQ/TEQ H.Q hunting. They've got 'pace so when they disembark, they won't be instantly mowed to pieces in the folling phase, as well as it being correct in the fluff (that's what Kasrkins wear).
So what do you all think? Is there any major tactical oversight I'm missing here? The one thing I've thought about is maybe choosing a different tank than the Executioner, just because it has a tendancy to draw a lot of fire, and glance itself to death with the Gets Hot thing. I figure Pask will help with that, but what is ya'lls experience with Executioners, especially in small points games? Should I perhaps take a cheaper tank?
Thank you for any insight, old friends