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Post by Turtleboy(AWOL) on Jul 1, 2007 17:10:54 GMT -5
HQ #1: Command Platoon: 574pts Command Squad: 189pts Heroic Senior Officer +Bolt Pistol +Power Sword +Carapace Armor +Iron Discipline
Sanctioned Psyker +Honorifica Mundanis (same as Honorifica Imperialis, just what it's called when given to a non-guardsman) +Force Weapon
Master Vox, Veteran Guardsman w/ Company Standard, Mortar Team
AT squad 1: 120pts 3x Lascannon Teams, Sharpshooters.
AT squad 2: 115pts 2x Lascannon Teams, 1x Missile Launcher Team, Sharpshooters.
Fire Support Squad: 105pts 3x Autocannon Teams, Sharpshooters.
Special Weapon Squad: 45pts Demo Charge
Troops #1: 1st Platoon: 288pts Command Squad: 86pts Junior Officer w/ Trademark Item & Iron Discipline. 2x Plasmagunners Medic
1st Squad: 104pts Veteran Sergeant w/ Storm Bolter, Vox Caster, Grenade Launcher, Heavy Bolter Team, Sharpshooters.
2nd Squad: 98pts Vox Caster, Grenade Launcher, Missile Launcher, Sharpshooters.
Troops #2: 2nd Platoon: 247pts Command Squad: 81pts Junior Officer w/ Trademark Item & Iron Discipline 2x Grenade Launchers, Sharpshooters.
1st Squad: 81pts Vox Caster, Flamer, Heavy Bolter Team
2nd Squad: 85pts Vox Caster, Plasma Gun, Heavy Bolter Team
Troops #3: Conscript Platoon: 89pts 20x Conscripts, 1 w/ Flamer
Elites #1: Kasrkin (Stormtrooper) Squad 1: 91pts 5x Kasrkins total. Veteran Sergeant w/ Plasma Pistol, 2x Meltaguns, Deep Strike.
Elites #2: Kasrkin (Stormtrooper) Squad 2: 75pts 5x Kasrkins total. Meltagun, Plasma Gun, Deep Strike.
Fast Attack #1: Sentinel: 45pts Multilaser
Fast Attack #2: Sentinel: 45pts Multilaser
Heavy Support #1: Basilisk: 126pts Indirect Fire, Camo Netting
Heavy Support #2: Leman Russ Demolisher: 210pts Hull Lascannon Sponson Plasma Cannons Extra Armor Rough Terrain Modifications Smoke Launchers Pintle Heavy Stubber
Heavy Support #3: Leman Russ Demolisher: 210pts Hull Lascannon Sponson Plasma Cannons Extra Armor Rough Terrain Modifications Smoke Launchers Pintle Heavy Stubber
Total: 2000pts
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Post by twerd on Jul 2, 2007 2:48:44 GMT -5
all i can say WOW you have a great list
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Post by Turtleboy(AWOL) on Jul 2, 2007 5:10:16 GMT -5
hey thanks bud, I really just posted it here so I'd have it published and could copy/paste it to send in for a tournament and still have it verbatim for later (was pressed for time earlier and had to whip it up right quick).
it's honestly not really to it's full potential, I think if I wanted to make it more lethal, a full platoon would come out and a grenadiers squad would go in, then I'd drop some stuff (like a sentinel, maybe both) and add a hellhound. that'd probably be better, but the time I have available I think I'll only get a chance to finish off painting my vehicles - pretty much everything else in the list is painted and finished. adding the grenadiers would be some work so I left 'em out for now. it's all good though, this tournament is 5 vs 5 games where whole clubs face off vs eachother in 10,000pt per side megabattles for a weekend (so not having the ultimate list won't be as bad as it normally would when it's just a 1v1 game).
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Post by Deleted on Jul 3, 2007 9:31:09 GMT -5
crapp....let me just fisrt say....that 10,000 points is a heck lot of points okay lol back to the list....looks like u hav a lot of fire support...plan to do anything special with this list or u gna just pound them to bits....and those that excel in cc acts as counter-attack? i like it.
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Post by Turtleboy(AWOL) on Jul 3, 2007 9:50:30 GMT -5
yep you called it, this is a pound em to bits list I figure I'll use the 2k point armies on either side of me as the hammer part and I'll just be a solid anvil.
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Post by twerd on Jul 3, 2007 21:48:21 GMT -5
with the special weapons squad you can use it as a diversionary unit, for players that now what a demo charge can do my adivce is stick it behind some terain ahead of your army (unluckly scater rolls) and blow up anything stupid enough to go near it.
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Post by Deleted on Jul 9, 2007 1:22:02 GMT -5
Three questions
First, how does the demo charge deviate (ie d6 still 2d6 take the highest if moved)
Second is "Any luck with the demo charge"
Third "How did the conscripts with no heavy weapons work out for you"
please cite examples for all of the above questions ;D
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Post by Deleted on Jul 9, 2007 7:02:59 GMT -5
Interesting choice with the Honerfica Mundanis, i'm curious if the psyker a big hit because their not exactly the hardest hitting unit. Also it is far cheaper to give the Honerifica Imperials to a Juinor Officer. Your tanks are pretty heavily geared up with upgrades as well. Apart from that it a good list.
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Post by Turtleboy(AWOL) on Jul 9, 2007 13:43:33 GMT -5
First, how does the demo charge deviate (ie d6 still 2d6 take the highest if moved) yep, exactly. occasionally but not usually - it's mostly a scare tactic and insurance against having termies deepstruck into your lines. they're brilliant. they typically aren't shot at due to the 'who wants to spend time killing 4pt model' psychology and they crush enemies if used as a counterassault unit. it's the cadian counterassault option - we don't get roughriders or ogryns, we get conscripts. it's also nice if you lead in with them you can choose to deny them the officers leadership bonus if it'd be better that they break and flee so that the enemy is exposed to your fire. you can basically tarpit an enemy then in his turn deny them the officers leadership bonus and make their leadership so horrible that it's pretty much a sure thing they fail it. if they're swept then who cares it was 89 points and now your whole gunline that has got into position can completely annihilate what they were bogging down. they're a great unit. swooping hawks were coming in to kill me up good (this is in 3rd edition where the swooping hawks exarch was an uber melee killy god of death) anyhow, I charged with my conscripts which the eldar player couldn't get around since they were covering so much space then in his turn left them without the officers leadership bonus so ofcourse they broke and fled - when it got back to my turn I pulled up with the hellhound that the swooping hawks were trying to get to and roasted the whole squad of them. good times. I don't have any really good stories about demo charges that come to mind sorry. in the end, I like having that extra pie plate sitting around - it tends to draw alot of fire if the enemy can locate it amongst my sea of guardsmen however
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Post by Turtleboy(AWOL) on Jul 9, 2007 13:47:29 GMT -5
Interesting choice with the Honerfica Mundanis, i'm curious if the psyker a big hit because their not exactly the hardest hitting unit. Also it is far cheaper to give the Honerifica Imperials to a Juinor Officer. Your tanks are pretty heavily geared up with upgrades as well. Apart from that it a good list. well the psyker has the honorifica mundanis because he took on a hive tyrant and hit it twice out of two swings then wounded it successfully with the two hits in the last fight of the last turn where losing my command squad woulda lost me the game. as far as what it does for the squad, my command hq squad now has a total of 10 wounds (3 from my officer, 3 from the psyker, 4 from the command squad). I'm kinda waiting for the new commissar models to add the commissar to the squad - I might break down and add an older model one cuz it's likely those new ones won't be out for some time. having a force weapon and the skill to use it AND the fact that it's a hidden force weapon ain't a bad thing. it encourages my enemy to attack the squad and not just pound my officer to death. adding in the commissar is the next step but I don't have him done yet
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Post by twerd on Jul 17, 2007 4:07:56 GMT -5
HQ #1:1st Squad: 81pts Vox Caster, Flamer, Heavy Bolter Team Whats with the flamer it won't really be effective as the squad will be stationary spends the points will be wasted.
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