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post #1 of 6 (permalink) Old 03-19-13, 01:54 PM Thread Starter
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Default 1000 point Catachan.

Going to a friendly tournament in a few days; my buddies usually play Vanilla Marines, Chaos Space Marines and Dark Eldar......I'm pretty new to guard, any advice?

996 Total

HQ

Company Command Squad (82pts)
-3x Sniper Rifle, Vox Caster
-Company Commander (12pts): Bolt Pistol, Power Weapon


Elites

Guardsman Marbo


Troops

Infantry Platoon (290pts)
-2x Heavy Weapons Squad 3x Autocannon
-2x Infantry Squad, Flamer
-Platoon Command Squad 4x Lasgun


2x Veteran Squad (284pts total)
-Forward Sentries, 3x Meltagun
-Veteran Sergeant (12pts): Bolt Pistol, Power Weapon


Fast Attack

Armoured Sentinel Squadron (140pts)
2x Armoured Sentinel, Lascannon


Heavy Support

Ordnance Battery (135pts)
Basilisk
-Pintle Storm Bolter

Prisoners? What are those?
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post #2 of 6 (permalink) Old 03-20-13, 05:59 PM
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I would recommend you drop the power weapons as you don't have the infantry to protect your characters with them, also drop the stormbolter from the basilisk as it'll only ever be snap firing. This gives you enough points to put a vox in every infantry and veteran unit and still have enough points to allow you to add either 2 grenade launchers, flamers or sniper rifles to your platoon command.
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post #3 of 6 (permalink) Old 03-21-13, 02:42 PM Thread Starter
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Made some changes; what you recommended and a little more...

Total 999

HQ

Company Command Squad (92pts)
Lascannon, Sniper Rifle, Vox Caster
Company Commander (12pts)
Boltgun, Power Weapon


Elite

Guardsman Marbo


Troops

Infantry Platoon (252pts)
3x Autocannon
2x Infantry Squad
Flamer, Vox Caster
Sergeant
Close Combat Weapon, Laspistol

Platoon Command Squad (57pts)
Krak Grenades, 3x Sniper Rifle, Vox Caster
Platoon Commander (2pts)
Boltgun, Close Combat Weapon

2x Veteran Squad (140pts)
Forward Sentries, 3x Grenade Launcher, Lascannon, Vox Caster
Veteran Sergeant
Close Combat Weapon, Laspistol


Fast Attack

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Camo Netting

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Camo Netting

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Camo Netting


Heavy Support

Manticore Rocket Launcher (160pts)
Heavy Bolter

Prisoners? What are those?
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post #4 of 6 (permalink) Old 03-22-13, 11:14 AM Thread Starter
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Took some advice from Dakka Dakka and this is what got; are Dakka Dakka's musings........heretical?

Total: 997 points

HQ

Company Command Squad (72pts)
Lascannon, 2x Lasgun
Company Commander (2pts)
Boltgun, Close Combat Weapon


Elites

Guardsman Marbo


Troops

Infantry Platoon (250pts)
Heavy Weapons Squad
3x Lascannon
2x Naked Infantry Squads
No upgrades on sergeant

Platoon Command Squad (45pts)
3x Lasgun, Plasma Gun
Platoon Commander: no upgrades


2x Veteran Squad (150pts each)
Forward Sentries, Lascannon, 4x Lasgun, 3x Meltagun
Veteran sergeant
Close Combat Weapon, Laspistol


Fast Attack

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Hunter-killer Missile

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Hunter-killer Missile

Scout Sentinel Squadron (50pts)
Scout Sentinel
Autocannon, Hunter-killer Missile


Heavy Support

Manticore Rocket Launcher (160pts)
Heavy Bolter

Prisoners? What are those?

Last edited by Whitewash808; 03-22-13 at 11:17 AM.
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post #5 of 6 (permalink) Old 03-22-13, 07:47 PM
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One amendment a Company Commander cannot have a bolter, so will have to have a bolt pistol.

Also I recommend dropping the Commanders power weapon (I don't see it being any use to you) use the points to add a flamer to both platoon squads and give the platoon officer a bolter (yes he can have one but the company commander can't).

Use your platoon squads to screen more valuable firepower units and keep the flamer at the back to maximise it's effect when they get charged.
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post #6 of 6 (permalink) Old 03-27-13, 04:35 PM
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I like that list. There are just a few things, that I would like to point out.

Heavy weapon teams are very nice. However be aware, that they flee very easily because of their low leadership and instant deaths. (One team gets wiped out by for instance an autocanon and rest of them fail their ld test and flee). That is why I usually have a lord commissar near their positions. It is also useful when giving orders to them.

I would avoid combining meltaguns with heavy weapons of any kind. Due to their short range, units with meltas have to be mobile (I don't think your opponent will voluntarily run his Land raider near your melta squad ;) ). That means that heavy weapons shoot only snapshots, which is quite a waste. If you want to combine special and heavy weapons, Id advise you either grenade launcher for bolters/autocanons and plasma gun for lascanon.

In blobs, I sometimes also combine flamers with heavy weapons to protect my units from getting charged. Thanks to their over watch rule, an enemy will think twice before charging a blob with 5 flamers.

The Emperor protects.
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