Post by RedsandRoyals on Oct 17, 2017 0:22:55 GMT -5
Since I can't sleep but I'm too groggy to get work done, I thought I'd draw up a very silly list. It will probably not get first turn.
Imperial Guard Brigade Detachment - Vostroya
HQ
Leman Russ Punisher Command Tank
- Heavy bolter sponsons, hull heavy bolter
Company Commander
- Power Fist
Tempestor Prime
- Chainsword, Stick of Orders
Troops
Infantry Squad
- Voxcaster, Sgt with power maul and laspistol
Infantry Squad
- Voxcaster, Sgt with power maul and laspistol
Infantry Squad
- Voxcaster, Sgt with power maul and laspistol
Scions
- 5 w/ x2 meltaguns
Scions
- 5 w/ x2 meltaguns
Scions
- 5 w/ x2 volley guns
Elites
Special Weapon Squad
- x3 Plasma gun
Special Weapon Squad
- x3 Plasma gun
Platoon Commander
- Power Sword
Fast Attack
Armored Sentinel Squadron
- x3 with lascannons
Scout Sentinel
- Chainsaw, heavy flamer
Scout Sentinel
- Chainsaw, heavy flamer
Heavy Support
Leman Russ Punisher
- heavy bolter sponsons, hull heavy bolter
Heavy Weapons Squad
- x3 mortars
Heavy Weapons Squad
- x3 mortars
Adeptus Mechanicus Battalion- Stygies
HQ
Techpriest Dominus
- Volktie Blaster and Phosphor Serpentia
Techpriest Enginseer
Troops
Skitarii Rangers
- x2 arquebii, omnispex
Skitarii Rangers
- x2 arquebii, omnispex
Skitarii Rangers
Heavy Support
Onager Dunecrawler
- Neutron laser, x2 Heavy Stubbers
Onager Dunecrawler
- Neutron laser, x2 Heavy Stubbers
Total: 1991 points, 15 CP, all of the bullets.
-------------------------------------------------------------
First and foremost, this list is WYSIWYG, hence some of the odd choices like the fist on the company commander and the random smattering of voxcasters.
Second, the strategy here is fairly self evident. Sit back and shoot everything ever. The scions are there as a nod to objective grabbing, but the list is built on the principle that (to paraphrase a post someone made on DakkaDakka), smears of thin red paste can't hold objectives. Vostroya gives everything extra range just to make the gunline that much more effective, and to help boost the range of the Punishers. Speaking of punishers, that's 80 shots at 30in and another 18 at 42in. Thanks to orders, both will be hitting on roughly 3+. If that wasn't enough horde shredding, the mortars can mop up infantry or harass units on objectives.
The infantry squads are screens (hooray for being able to fire their lasguns in CC!), backed up by the special weapon squads. The Scions are mostly drop suicide squads to nuke hiding vehicles or infantry, but might also grab an objective if they can. I'm not really expecting much from any of these squads, but they fill the required FOC slots while still serving a purpose in the list. The sentinels are sort of the same, but have added benefits. The scout sents push back enemy infiltrators from the gun line, while the lascannon sents can take potshots to finish off/degrade enemy vehicles. All of them can run additional interference for the gunline as well by tying up enemy units in CC.
The Mechanicus battalion is the wine pairing with the Guard's cheese. The onagers handle long ranged AT, and can do fairly good AA duty thanks to the Dominus allowing rerolls of 1 to hit and the Mechanicus strategem of boosting their BS by +2 for a single CP. The rangers have extremely potent sniper rifles that can pull double duty as anti tank, and the techpriests keep both the onagers and the Russes alive. Just to make it that much harder to remove the support the Mechanicus gives, units over 12in away suffer -1BS to hit them.
Strengths: There's a strong degree of redundancy in this list. There's at least two of most units, and usually another unit that can play the same roll in a pinch, if not quite as well. There's also quite frankly a ridiculous amount of firepower in this list. I think this list generates a maximum of ~300 shots a turn if we're being generous and assuming everything is in range and rolls sixes. Despite not using conscripts, there's a large number of bodies to chew through before people can lock the scary units in close combat. The vehicles are also much tougher thanks to the techpriests.
Weaknesses: No dedicated AA may hurt a bit, especially considering how magical the Icarus Array option is. Despite having a silly amount of firepower in the 30-50in range zone, after that there's very little that can reach out and touch things, and the list does not reward maneuvering to get closer. Ranged AT in particular feels weak, although it's shored up somewhat by the sentinels and the melta scions. If I play around with the sentinels and/or downgrade the dominus to a regular techpriest, I can fit in a Basilisk, Manticore, or another Leman Russ. Alternatively I can take a regular Russ or the cool looking but slightly lackluster Vanquisher instead of the second punisher. This will also be a VERY closely deployed list, given that units need to be within range of the Dominus or the officers to take advantage of their buff. An additional platoon or company commander couldn't hurt. Lastly, I have no dedicated CC. Mostly it's just units to throw in the way. Probably not a huge problem, but still something to remember.
Imperial Guard Brigade Detachment - Vostroya
HQ
Leman Russ Punisher Command Tank
- Heavy bolter sponsons, hull heavy bolter
Company Commander
- Power Fist
Tempestor Prime
- Chainsword, Stick of Orders
Troops
Infantry Squad
- Voxcaster, Sgt with power maul and laspistol
Infantry Squad
- Voxcaster, Sgt with power maul and laspistol
Infantry Squad
- Voxcaster, Sgt with power maul and laspistol
Scions
- 5 w/ x2 meltaguns
Scions
- 5 w/ x2 meltaguns
Scions
- 5 w/ x2 volley guns
Elites
Special Weapon Squad
- x3 Plasma gun
Special Weapon Squad
- x3 Plasma gun
Platoon Commander
- Power Sword
Fast Attack
Armored Sentinel Squadron
- x3 with lascannons
Scout Sentinel
- Chainsaw, heavy flamer
Scout Sentinel
- Chainsaw, heavy flamer
Heavy Support
Leman Russ Punisher
- heavy bolter sponsons, hull heavy bolter
Heavy Weapons Squad
- x3 mortars
Heavy Weapons Squad
- x3 mortars
Adeptus Mechanicus Battalion- Stygies
HQ
Techpriest Dominus
- Volktie Blaster and Phosphor Serpentia
Techpriest Enginseer
Troops
Skitarii Rangers
- x2 arquebii, omnispex
Skitarii Rangers
- x2 arquebii, omnispex
Skitarii Rangers
Heavy Support
Onager Dunecrawler
- Neutron laser, x2 Heavy Stubbers
Onager Dunecrawler
- Neutron laser, x2 Heavy Stubbers
Total: 1991 points, 15 CP, all of the bullets.
-------------------------------------------------------------
First and foremost, this list is WYSIWYG, hence some of the odd choices like the fist on the company commander and the random smattering of voxcasters.
Second, the strategy here is fairly self evident. Sit back and shoot everything ever. The scions are there as a nod to objective grabbing, but the list is built on the principle that (to paraphrase a post someone made on DakkaDakka), smears of thin red paste can't hold objectives. Vostroya gives everything extra range just to make the gunline that much more effective, and to help boost the range of the Punishers. Speaking of punishers, that's 80 shots at 30in and another 18 at 42in. Thanks to orders, both will be hitting on roughly 3+. If that wasn't enough horde shredding, the mortars can mop up infantry or harass units on objectives.
The infantry squads are screens (hooray for being able to fire their lasguns in CC!), backed up by the special weapon squads. The Scions are mostly drop suicide squads to nuke hiding vehicles or infantry, but might also grab an objective if they can. I'm not really expecting much from any of these squads, but they fill the required FOC slots while still serving a purpose in the list. The sentinels are sort of the same, but have added benefits. The scout sents push back enemy infiltrators from the gun line, while the lascannon sents can take potshots to finish off/degrade enemy vehicles. All of them can run additional interference for the gunline as well by tying up enemy units in CC.
The Mechanicus battalion is the wine pairing with the Guard's cheese. The onagers handle long ranged AT, and can do fairly good AA duty thanks to the Dominus allowing rerolls of 1 to hit and the Mechanicus strategem of boosting their BS by +2 for a single CP. The rangers have extremely potent sniper rifles that can pull double duty as anti tank, and the techpriests keep both the onagers and the Russes alive. Just to make it that much harder to remove the support the Mechanicus gives, units over 12in away suffer -1BS to hit them.
Strengths: There's a strong degree of redundancy in this list. There's at least two of most units, and usually another unit that can play the same roll in a pinch, if not quite as well. There's also quite frankly a ridiculous amount of firepower in this list. I think this list generates a maximum of ~300 shots a turn if we're being generous and assuming everything is in range and rolls sixes. Despite not using conscripts, there's a large number of bodies to chew through before people can lock the scary units in close combat. The vehicles are also much tougher thanks to the techpriests.
Weaknesses: No dedicated AA may hurt a bit, especially considering how magical the Icarus Array option is. Despite having a silly amount of firepower in the 30-50in range zone, after that there's very little that can reach out and touch things, and the list does not reward maneuvering to get closer. Ranged AT in particular feels weak, although it's shored up somewhat by the sentinels and the melta scions. If I play around with the sentinels and/or downgrade the dominus to a regular techpriest, I can fit in a Basilisk, Manticore, or another Leman Russ. Alternatively I can take a regular Russ or the cool looking but slightly lackluster Vanquisher instead of the second punisher. This will also be a VERY closely deployed list, given that units need to be within range of the Dominus or the officers to take advantage of their buff. An additional platoon or company commander couldn't hurt. Lastly, I have no dedicated CC. Mostly it's just units to throw in the way. Probably not a huge problem, but still something to remember.