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post #1 of 5 (permalink) Old 10-30-13, 02:29 AM Thread Starter
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Default 1K Mech Guard

HQ - 140
Primaris Psyker
Primaris Psyker

Troops - 370
Veterans - x3 Melta, Demolitions Discipline, Chimera
Veterans - x3 Melta, Demolitions Discipline, Chimera

Elites - 60
Ratlings x6

Fast Attack - 260
Bane Wolf - Heavy Flamer
Bane Wolf - Heavy Flamer

Heavy Support - 170
Hydra Squadron (x2) - x2 Heavy Stubbers

Veterans focus on anti tank, Hydra's focus on flyers and skimmers, Everything else is anti infantry.



USMC, Oorah!

Last edited by Tanrel; 10-30-13 at 02:39 AM.
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post #2 of 5 (permalink) Old 10-30-13, 02:37 AM
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Well, this is interesting. I don't think I've ever seen a list like this before (Hydra's, well, aren't mobile. This is mech).

I question the need for two psykers.
Are the veterans in a chimera because if not then this is some weird ass mech...
If yes, ok this list looks alright. 4 tanks in your face will mess with most people, but still not a huge amount of damage output. Wolves have to get in close, and you know what else is close? Meltas. Meltas are close. Vets can deal with tanks pretty well, but if they're stranded they'll just be sitting there. You're also kind of low on scoring units. Ratlings are good (very useful for points, those guys...) and hydras are good if you don't mind sitting back a bit. In general though, I just can't see this list being super competitive. It definitely has potential, though.

I would get those vets chimeras if they don't (based on points, doesn't look like it...) and consider taking more rather than those bale tanks. Flamers on vets is almost as good (though not against SM, and plasma is great against that and better against termis). Remember, the core of your mech guard should be lots of vets in chimeras (or if you want to keep it cheap, IS can work ok...)

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post #3 of 5 (permalink) Old 10-30-13, 02:45 AM Thread Starter
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Yeah, sorry, totally forgot about the Chimera's I just added them. The Psykers are just extra S6 attacks. Can the Nightshroud affect the Chimera that the psyker rides in?



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post #4 of 5 (permalink) Old 10-30-13, 05:51 PM
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I know nothing about rattlings sadly, so I don't know their unit composition. But I feel dropping 2 of them to give your vets autocannons wouldn't be a bad idea. I will give you versatility to be used at far range, more anti vehicles/ monstrous creatures, and they can still be fired on the move. Otherwise if you could find the space for a griffon. Im just not sold on your anti infantry, feel like you need more
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post #5 of 5 (permalink) Old 11-08-13, 05:54 AM
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So this past Tuesday I gave this list a try(to the letter) and here was the end result. I ended up playing 3 games against 2 different types of opponents with mixed results.

In Game 1 I took on my friend and his infamously lethal Tau Battle Group. Thankfully due to the fact that he loves Mechanized as well the many Melta's and Hydra's I had practically annihilated him on the first turn. My Hydra's smashed hit after hit and the Melt'as really did their work 2-3rd turn to finish him off. The Ratlings were only a minor help though, and I would not take them again unless I had a Assassination Mission.

Game 2 and 3 were against my friend with a Space Marine Army; using the Dark Angels Codex. The first game went well even though I lost; the Veterans exacted a heavy toll on the Astarte's. Melta's were key again but Hydra's became useless once I shot down his Land Speeders.

Game 3 was a wreck.....not even going to mention it. In conclusion this list is actually good against Armies that deploy large numbers of vehicles and heavy units. Against Horde Armies this probably would not be as effective.



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