|
Post by hootsmon on Jun 21, 2016 5:08:47 GMT -5
So first off the intent is not to "power play" here, I don't consider myself WAAC, but this is my "business" list as oppose to my fluff list for my Highlanders.
CCS carapace+camo Commissar Master of Ordinance Vox caster
Primaris Psyker Lvl2 Divination
Infantry Platoon PCS - Commissar, Vox Caster -Inf Squad Vox Caster -Inf Squad (combined with above) --Heavy Weapons Squad 3x Autocannon
Infantry Platoon PCS - Commissar, Vox Caster -Inf Squad Vox Caster -Inf Squad (combined with above) --Heavy Weapons Squad 3x Autocannon
3x Armoured Sentinels (multi laster)
2x Banewolves w/ multimelta and recovery gears
2x Leman Russ w/ HB sponsons and recovery gears
1501
Looking for some constructive feedback from those of you who know better than I do how the Guard play on tabletop.
Many thanks for your time.
|
|
|
Post by nutty on Jun 21, 2016 7:21:23 GMT -5
Starting with a little disclaimer: I'm not really an expert when it comes to guard but there are some things that stand out to me. These are a combination of questions aswell as critique though You have 3 commissars and 2 platoons: does the third hang out with the CCS? If he does: what does he add to the squad? Sentinels: I love the miniatures, but to me they are more fluff than 'business'. I'm curious as to what you use them for, would love to use them more myself. Recovery gear: the Russes(?) Should have the range to be able to keep firing should they become immobilized, the devildogs (from my experiences with my Hellhound) are just as likely to get destroyed in a single turn as they are immobilized. So to me this looks like points that could be spent on other stuff. Heavy Bolter sponsons on a regular Russ: I feel they are to expensive, you rarely get to fire them at regular BS. So you have almost an infantry squad worth of points tied up in snapshooting heavy bolters. Personally I would cut one commissar and some upgrades. In order to put in a chimera (perhaps with camo netting) to keep the CCS alive, and maybe put some flamers in the infantry squad. Also wyverns are very business-like: they are crazy good vs infantry & (jet)bikes for their points. And are a great way to deal with enemy units that are holding backfield objectives. So it might be worth considering dropping one sentinel in favour of one of those. The list looks like good fun to play with/against though.
|
|
|
Post by hootsmon on Jun 21, 2016 7:39:45 GMT -5
The Armoured Sentinals are A12, so they require some anti-armour to bring them down. Either my opponent dedicates some anti armour to bringing them down in which case that's heavy weaponry that's NOT being fired at my other assets, or he ignores them in which case the Sentinals start causing havoc in his rear/flanks with 9 S6 shots a turn.
Point taken on the Recovery Gears and the CCS Commissar.
Wyverns are "must brings" for the Guard in my local Meta, and I'm purposefully trying to avoid them precisely because of that.
What weapons do you think the infantry squads would benefit from?
Much thanks for your input.
----------------------
Losing the CCP Commissar, the recovery gears and the three armoured sentinals, and adding a CCP Chimera, leaves me with 109pts which I'm not sure what to do with.
For 100pts I could take two Armoured Plasma Cannon Sentinals which would possibly draw even more fire...
|
|
|
Post by nutty on Jun 21, 2016 8:45:44 GMT -5
Wyverns are considered cheesy everywhere I think.. then again almost every army has a unit like that. I personally stopped caring when people accused my Tau for being cheesy when I used Devilfish transports, but I understand you not wanting to use them.
I think two plasma sentinels could work: they'll attract a lot of attention and can cause some damage if ignored.
I often equip my infantry squads with flamers: the BS3 doesn't matter, they help in overwatch, and are cheap.
|
|
|
Post by hootsmon on Jun 22, 2016 3:04:45 GMT -5
Cheers, thanks Nutty, I'll see if I can fit some flamers in. They're quite nice as they're fluffy for my Guardsmen. The Banewolves/Hellhounds, and Respirator Tam-o-shanter heads and chem-tank backpacks are all meant to be going towards this theme of a smoggy, fog embroiled deathworld where flamers/chem are heavily employed. Kind of a cross between Savlar Chem Dogs and Drookian Fenguard.
|
|
|
Post by mccaptain on Aug 30, 2016 22:29:44 GMT -5
Get rid of the heavy bolter sponsons and throw a heavy flame thrower in all your Russ and chimera hull mounts. If you've never tried it, you'll never believe me on the effectiveness until you give it a go.
For around 100pts you can get a vet squad with camo cloaks x3 grenade launchers and a heavy bolter. Decent for holding objectives, surviving, and freeing up other assets to roam the board v
|
|
|
Post by Rolling Thunder on Nov 29, 2016 18:50:18 GMT -5
I'm going to assume your plan for conducting offensive action is an infantry assault, given you have no heavy weapons embedded in your infantry.
Thus, you're going to need throaway SWS with demolition charges. For...reasons.
Your infantry lack flamethrowers. Personally, I find the prevalence of flamethrowers in 40K to be rather OTT (given the specialized nature of the weapon IRL), but they're pretty much a must-have item.
The multimeltas on the banewolves are redundant to their role as a close support anti infantry platform. Remove them.
The MOO won't hit anything, except possibly your own men. Astropath or Officer of the Fleet.
Armoured Plasma Cannon Sentinels are a hiding to nothing. They'll just get scrubbed off the board for free candy. You want to make the enemy sit up and take notice? Leman Russ Demolisher.
|
|
|
Post by mccaptain on Dec 17, 2016 6:47:43 GMT -5
^YES
|
|