Proving Ground: Round 1 - Battle 1 (Imperial Guard vs. Tyranids) - Warhammer 40K Fantasy
 

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

    Proving Ground: Round 2 - Battle 1 (Imperial Guard vs. Tyranids)

    Scenario: Seek and Destroy
    Gamma Rules: Infiltrate, Deep Strike


    List 11 - 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 3 - Tyranids

    Hive Tyrant:
    - Winged
    - Toxin Sacs
    - Enhanced Senses
    - Twin-Linked Devourer
    - Twin-Linked Devourer

    Hive Tyrant:

    - Extended Carapace
    - Enhanced Senses
    - Lash Whip
    - Bonesword
    - Venom Cannon

    Carnifex:
    Enhanced Senses
    Twin-Linked Devourer
    Twin-Linked Devourer

    Carnifex:
    Enhanced Senses
    Twin-Linked Devourer
    Twin-Linked Devourer

    Lictors [x3]


    Ripper Swarms [x3]:
    - Extended Carapace
    - Leaping

    Ripper Swarms [x3]:
    - Extended Carapace
    - Leaping

    Hormagaunts [x15]

    Hormagaunts [x14]

    Genestealers [x6]

    Carnifex:
    - Enhanced Senses
    - Venom Cannon
    - Barbed Strangler

    Zoanthropes [x3]:
    - Warp Blast
    - Synapse Creature

    Carnifex:
    - Enhanced Senses
    - Toxin Sacs
    - Venom Cannon
    - Twin-Linked Deathspitters

    I would put the Flyrant on a flank, taking shots at anything that might cause a threat to the main force. The Rippers will support the Flyrant, forming a shield of sorts in front of him. The Walking Tyrant will take care of the Elitefexes synapse-wise, accompanying them to within devourer range. The Heavy Fexes, along with a Zoanthrope, will deploy on a hill if at all possible, taking out tanks and heavy armour. And on the opposite flank will be the two squads of Hormagaunts, taking the second Zoanthropewith them. The third Zoanthrope will wander behind the main lines, providing Synapse where needed. As you can see, the two flanks will be advancing rapidly while the centre provides support. Amidst all this, three Lictors will Deepstrike behind enemy lines, drawing fire and taking out the enemy HQ if possible.

    Last edited by hotspike18; April 16th, 2008 at 04:29.
    "If you can wait til I get home, then I swear we can make this last."

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  3. #2
    Chilli Fueled Heretic danjones87's Avatar
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    1329 (x8)

    NIDS have this one, the guard wont be able to cope with the numbers.

    Dan

  4. #3
    Senior Member Steel Nathan's Avatar
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    17 (x1)

    I think the IG have this one. The IG have many weapons that can take out the Monstorus Creatures, teh IG themselves has the weapons to kill the nids and stop them on their tracks. Plus the Basilisk makes a nice nid killer right there.


    >

  5. #4
    Senior Member Orange Dragon's Avatar
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    17 (x1)

    I would have to vote for IG on this one. Because they have enough high strength shots to take out the big bugs. IG also has some large templates to get rid of the little ones. IG also has the two strong counter assault squads, stopping the bugs from getting far into the lines.

    Again, I think IG has this one.




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  6. #5
    Senior Member farmpunk's Avatar
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    59 (x2)

    munch munch

    I'm afraid the Nids will munch on the IG. between the rippers and Horms, there's numbers to tie up the IG before the big guys show up then the Lictors to DS in and munch on some lascannon teams, or the HQ. It's over once the Lictors drop in, and tie up lascannons in CC.

  7. #6
    Son of LO darkreever's Avatar
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    186 (x8)

    I think the IG can pull the win out here; they have more scoring units than the nids, and with concentrated fire can knock out one or two with good rolls. It only takes one good hit or decent scatter from the earthshaker and battle cannon to wipe out a unit of rippers or the genestealers, and if those three units go then the only little guys left would be the gaunts, and even with all their speed they aren't getting into combat right away. (And if they were to try and failed to get into combat, then those broods expose themselves to an awful lot of incoming fire.)

    As for the nids, almost all of their big creatures are slow moving, and only a few have guns with long range that. In the entire list there are three venom cannons and one barbed strangler; if those were taken out, especially the 'fex with barbed strangler, then the nids are going to have a hard time dealing with guard armour outside of close combat. This nid list gives me the impression that its fairly dependent on the little creatures tieing up enough of the enemy for the bigger ones to get in closer to deal some death, which is something that the guard can keep from happening.

    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.

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  8. #7
    One Awesome Dude hotspike18's Avatar
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    283 (x6)

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

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