Proving Ground: Round 1: Battle 8 - Warhammer 40K Fantasy
 

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  1. #1
    One Awesome Dude hotspike18's Avatar
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    283 (x6)

    Proving Ground: Round 1: Battle 8

    Scenario: Secure and Control (5 Loot Counters)
    Gamma Rules: Infiltrate, Deep Strike


    LIST ELEVEN: Imperial Guard

    “VICTORY FLANK”

    Heroic Snr Officer:
    - Plasma Pistol
    - Power Sword
    - Carapace Armour
    - Iron Discipline
    - Biotics

    Command Squad
    - Plasma Gun
    - Veteran w/Company Standard

    Platoon 1 Command:
    Jnr. Officer
    - Bolt Pistol
    - CCW
    - Iron Discipline
    Command Squad:
    - Autocannon
    - Meltaguns [x2]

    Platoon 1 Squad 1:
    - Autocannon
    - Grenade Launcher

    Platoon 1 Squad 2:
    - Lascannon
    - Plasma Gun

    Platoon 1 Squad 3:

    - Autocannon
    - Plasma Gun

    Armoured Fist Squad:
    - Missile Launcher
    - Flamer
    - Chimera
    ---Turret Multi-Laser
    ---Hull Heavy Bolter
    ---Smoke Launchers
    ---Extra Armour

    “SACRIFICIAL FLANK”

    Platoon 2 Command:
    Jnr. Officer
    - Laspistol, CCW, Iron Discipline
    Command Squad:
    - Lascannon
    - Plasma Guns [x2]

    Platoon 2 Squad 1:
    - Autocannon
    - Grenade Launcher

    Platoon 2 Squad 2:
    - Lascannon
    - Plasma Gun

    Platoon 2 Squad 3:
    - Autocannon
    - Meltagun

    Armoured Fist Squad:
    - Missile Launcher
    - Flamer
    - Chimera
    ---Turret Multi-Laser
    ---Hull Heavy Bolter
    ---Smoke Launchers
    ---Extra Armour

    “COUNTER ASSAULT”

    Rough Riders [x6]:
    - Hunting Lances
    - Vet Sarge w/Hunting Lance and CCW

    Ogryns [x5]:

    - Chimera
    - Turret Multi-Laser
    - Hull Heavy Bolter
    - Extra Armour

    Leman Russ:
    - Hull Heavy Bolters
    - Sponson Heavy Bolters
    - Extra Armour

    Basilisk:
    - Indirect Fire

    Doctrines:
    - Close Order Drill
    - Iron Discipline
    - Ogryns
    - Rough Riders

    ---------------------------------------------------------------------------------------------------
    Basically, every unit does what their category suggests. Otherwise, this army uses Split Deployment, in which the Victory Flank goes on one extreme corner of the Table Quarter, and the Sacrificial Flank sits on the other. Way at the back sits the Basilisk (pretty much touching the back corner) and the Russ sits just in front of the Basilisk. The Ogryns and RRs sit back in reserve, ready to pound anyone who gets too close.

    The whole army sits still until Turn 5, when the Victory/Sacrificial Flanks move out into a new table quarter (to claim those VPs). Shooting priorities depends on the opponents.

    V.S.

    LIST TWENTY NINE: Chaos

    Chaos Lord:
    (Attached to Berserker Squad)
    - Daemon Weapon

    Chosen Chaos Marines [x9]:
    - Aspiring Champion
    - Powerfist (NOT on Champion)
    - Icon of Khorne
    - Meltaguns (x2)

    Chaos Space Marines [x10]:
    - Aspiring Champion w/Powerfist
    - Meltaguns (x2)
    - Icon of Chaos Glory
    - Rhino

    Chaos Space Marines [x10]:
    - Aspiring Champion w/Powerfist
    - Meltaguns (x2)
    - Icon of Chaos Glory
    - Rhino

    Khorne Berserkers [x8]:
    - Skull Champion w/Power Weapon
    - Rhino

    Predator:

    - Autocannon
    - Lascannon Sponsons

    Vindicator:
    - Daemonic Possession

    Defiler:

    - (+2) DCCW

    Greater Daemon

    Lesser Daemon Pack [x8]

    Everything pretty much rushes forward and assaults (using Meltaguns for the big stuff/armor). The Daemons (of both varieties) are meant to be summoned and to hold down enemy units, etc. Greater Daemon will use the Chosen Champion for summoning.

    "If you can wait til I get home, then I swear we can make this last."

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  3. #2
    Painting Machine! Tekore's Avatar
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    542 (x8)

    I believe this will be close. I think this is an army that is good for the Guard to pound on. There's Guard have enough guns to seriously slow the rush down, and can whittle Chaos down to having few enough scoring units to capture the Loot Counters. However, the Guard will have real problems getting their units into position near the end of the game if Chaos has anything left, as this Chaos army will chew through them if they get close enough.

    At the end of the day, I'm going with the Guard's ability to reduce a Chaos marine force down savagely in a fight like this, and give a slim nod to List Eleven.

    Tekore

  4. #3
    King of Librarium's Tombs Phoenix's Avatar
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    579 (x8)

    Guard. Their anti tank and heavy fire will hurt the advance of Chaos too much for them to rip up the Guard in combat.

  5. #4
    Senior Member farmpunk's Avatar
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    59 (x2)

    Guard a-go-go

    I think this one will be close, and there are a few tricky points in this one.

    I think the guard will pound away at the chaos, and whittle them down. winning through a war of attrition. I think the guard will be able to kill the transports, and then chew up the chaos at leisure. sure, the demons will be trouble, but I think they can be contained.

    go go gadget GUARD GUNLINE

  6. #5
    Son of LO darkreever's Avatar
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    186 (x8)

    I think the IG will take the win in this one, the chaos force has two daemon units which aren't present right away as well as the vindicator and a walking chaos marine squad (all of which are not priority targets in the first few turns.) That just leaves a predator and three stock rhino's for the IG guns to take out, and they do have a great deal of anti armour or high strength weapons for doing just that. (IG have no less than fifteen weapons that can take out the rhino's, half of which can stop the predator.) However, that defiler isn't going to be so easy to hurt and is going to cause no end of trouble unless it is taken out quickly. (It won't win chaos the game, but it sure will help to make a mess of things.)

    Odds are that chaos will not be able to sit back or hug cover if they want to get a couple of loot counters, so they are going to have to come out into the open at some point, and thats not going to be good for them.

    Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.

    "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
    Member of the Fluff Masters Clan

  7. #6
    Senior Member Courtsloth's Avatar
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    22 (x1)

    Chaos could almost pull it off, rotating rhino smoke screen and dump even 1 or 2 squads into the line, but the vindicator, lesser daemons, and defiler are wastes that are going to cost him. You can out-rush a gunline, but this list won't get there. IG
    Two's to kill. Ahh, sweet sweet music.

  8. #7
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    1 (x1)

    I will go with Imperial Guard, as the lack of Extra Armor on the Rhinos means they have a greater chance of being stopped. Also, the large amount of heavy weapons means few marines will reach close combat combat, and if they do, the Rough Riders and Ogryns should be able to hold them.

  9. #8
    Now 17% more helpful gingerninja's Avatar
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    262 (x7)

    The Chaos rhinos are going to be popped too early in the game, and then the chaos army have to advance into one of the nastiest gunlines in the votewar. They won't survive it.

    IG will take this

    :ninja: out
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  10. #9
    One Awesome Dude hotspike18's Avatar
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    283 (x6)

    XXX_MATCH CLOSED_XXX
    "If you can wait til I get home, then I swear we can make this last."

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