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Discussion Starter #1
So, as a caveat, I'm pretty new to playing the Guard... but, tonight I'm going to try out this list and wanted to see what folks thought... any obvious flaws...

Company Command Squad in Chimera w/ Autocannon team
Company Command Squad in Chimera w/ Autocannon team
Vet Squad with Autocannon in Chimera
Vendetta
Vendetta
3x Sentinels w/ Autocannon
2x Hydra
2x Medusa
2x Leman Russ w/ Battle Cannon
3x Melta Vets Squad in Chimera




 

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The auto cannons in those squads are a bit strange and it would be better for you to have some plasma guns to mess up some termies or marines should they show up (plus you already have 5 AC's on the board) i like the heavy support choice and your fast attack is fairly sound. overall the only thing i may add is guardsman marbo as his demolition charge rips things to pieces and hes where you want him as soon as he comes on. and i just thought that is this is going to be in a tournament then you may want an officer of the fleet as it messes with your opponents reserves and can save you a game easily for only 30 points
 

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It will probably perform very well, but I always build my CCS(PCS) and Vet Squads first, which means giving them their full complement of SW's, and a HW if they're going to be a firebase throughout the game..only then do I build the rest of the list.

CCS/Vets without SW's is missing a trick...ymmv, which is cool.

Hopefully you'll let us know how it went:victory:
 

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Discussion Starter #5 (Edited)
So here was the basic theory around the design of the list. I think that if you're playing a shooty army in 5th, you need to have at least 9 long range threats on the board, or you risk being overshot. I feel pretty good about they theory for Space Marines... but I'm a novice when it comes to the Guard and how the army works. So part of the list is to see if that theory holds true for IG as well. (click here to see the YTTH email I sent in about the theory... The intent was to make list building easy for Marines since we see so many bad lists that attempt to be competative)

So in my guard list I wanted to have at least 9 real threats that shot 36" or more... So I knew I'd max out my Heavy slots.... I kind of wanted to take 3 hydras, but I figured that would be overkill - so I left it at two. The two medusa's were chosen for thier ability to bust armor or MeQs - I figured there 36" range would be enough to reach out and touch someone as long as I have them centrally deployed. The Leman Russ squadron is there to bust light vehicles and MeQs and the stupid long range on the cannon allows me to drop them in a corner and just be firesupport all day (str 8 vs Side armor is a real threat when I get to roll 2d6 and take the highest for armor pen)... Another thought was that I could have dropped them in order to add two more hydras... but I kind of like them and thier big templates are scary to marines - so I guess you'd say they were there for dual role and "synergy" purposes)

For the Fast slots, I chose the Vendettas because I needed some reliable armor busters (think A-10 Thunderbolt) The Sentinals are there because I don't have a 3rd Vendetta. I think that in future itterations of the list I will add in the 3rd Vendetta and reclaim 50 points for an Officer of the Fleet and something else... like to allow me to put a PF on my commander (so I can use the cool forgeworld one I painted - see below)

So at this point, I've filled up two FoCs and only have 6 real threats on the board every turn.... Elites don't have any real good choices for me... so I needed to get three more via my troops and HQ slots. I thought about doing a platoon, and probably will at some point, but I also want a list I can paint in a timely fashion... Also, unless I can get the "bring it down" command off, I think they'd really suffer for that one less BS point. So instead I decided to go with two CCS w/ Autocannon in a Chimera to be firesupport (cause they're cheaper 115) and one Vet squad with a Autocannon - that brings the firepower up to 9 things that have a significant ranged threat every turn... For rest of the points, I really only had the Troops FoC left so, I decided to go with meltavets in order to have them act as linebackers for anything that got too close.

So last night I got the chance to put them on the board against my buddy Brian, we were playing the autotie mission (1 obj each) and Dawn of War. I went first. The table was set up with the center pretty well blocked out. Brian is running the standard Rock army with TH/SS termies in a LR, 2 Razorbacks w/ Full tac squads, Libby, 2 Autolas preds, Vindi, 2 speeders, a MM/HF PodDread and a TLL/ML dread. End result was a tie (though I had him pretty well beat with KP, he took 2 from me and I took more from him) The board set up was your standard 25% with LOS pretty well jacked up in the middle of the table (big solid building)

I made a ton of tactical errors...
I deployed like a dummy. I set my objective in a corner and then surrounded it with the 3 Autocannon Chimeras w/ Hydra's on the end and Medusa's in the middle. Then had the Russes hanging out on the other corner. End result was that he just deployed in the other corner and kept those 4 units from doing much useful (though they did shred his termies) - I was hesitant to move try to refuse flank him due to his preds being really annoying and in range vs my av 12 vehicles. So I took pop shots at them all game (they were 46" away)... Also, I couldn't really move them much cause he was sending his termies that way... so he had me overloaded on one side of the table and I couldn't really react cause I knew I'd have to deal with his termies. But had I done a more central deployment, I would've had much better tactical flexability...

Also, Instead of keeping my Vendettas in reserve or something smart, I turbo'ed them 1st turn and got punished for it when 1 got spotlighted and crashed.... (Doh... Remember it's Dawn of War FTW)

Couple of highlights.
1. Melta vets meltavetting his Vindicator... and it had just got into range too...
2. Vendetta dropping the Land Raider
3. Autocannon love for the Termies
4. Melta Vets kill the remaining Terminator Sgt with TH/SS in close combat... guess he should have worn his helmet.
6. Medusa dropping "the big one" on his libby squad - need to make a nuke marker
7. Multilasers vs. Speeder - sucks to get penned by a flashlight huh?
8. More meltavets meltavetting a Dread from 11"
9. Even more meltavetting vs the speeder setting up for a turn 5-6 objective contest...

So the vets did a great job as linebackers... anything that got too close and threatening was pretty much dealt with. I was happy with the autocannon torrent of fire. The medusa was OK, but not stellar. And I really dug the Leman Russesses who dropped stuff all game cause Brain was afraid to waste valuable las shots vs thier front armor.

Oh, here's my FW Commander...
 

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Discussion Starter #6
Minor tweak to the list... dropped a Sentinel for enclosed crew on the Medusa and a "-1 to your reserve roll" advisor.

Played it last night vs a Shrike list and pretty much tabled it. And that was after the two Russes exploded while going through terrain... At the end of the game, I had immobilized 4 vehicles in terrain (losing the two russes - snake eyes FTL!) but my opponent only had 2 tac squads and I had only lost the Russes..
 

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Yes, I love the Armageddon Medusas that FW make..one of my favourite models.
Well done on the victory..it can pay to have a Dozer Blade or 2 to help with difficult terrain.
 
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