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| | #1 (permalink) |
| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 103 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. Mission Type - Cleanse Mission Rules - Victory Points Chaos Black Legion Chaos Lord: Mark of Khorne; Daemonic Stature; Venom; Flight; Aura; Feel No Pain; Collar of Khorne 3x Obliterators Deep Strike; Body Weapons 7x Plague Marines: Infiltration; True Grit 4x Bolters; 2x Meltaguns; Aspiring Champion w/ Plague Sword & Bolter; Daemonic Strength; Mutation 8x Khorne Berserkers: 7x Chain Axe & Bolt Pistol Aspiring Champion w/ Powerfist & Bolt Pistol; Talisman of Burning Blood; Daemonic Mutation 8x Chaos Space Marines: Mark of Chaos Undivided; Infiltration 5x Bolt Pistol & CCW; 2x Meltaguns Aspiring Champion w/ Powerfist & Bolt Pistol; Daemonic Mutation 8x Bloodletters Summoned; Hellblades 5x Chaos Space Marines: Mark of Chaos Undivided; Infiltration 3x Bolter; 2x Plasma Gun 5x Chaos Space Marines: Mark of Chaos Undivided; Infiltration 3x Bolter; 2x Plasma Gun 8x Havocs: Mark of Chaos Undivided; Tank Hunters 4 Autocannons; 4x Bolter 8x Havocs: Mark of Chaos Undivided; Tank Hunters 4 Missile Launchers; 4x Bolter ----------------------- Kaiorab's Last Defense 235th Imperial Infantry Regiment Imperial Guard Doctrines: Iron Discipline Independent Commisars Conscripts Platoon Close Order Drill Drop Troops Command Platoon 5x Guardsmen 3x Lasguns; 1x Heavy Bolter Veteran w/ Company Banner Heroic Senior Officer w/ Iron Discipline; Laspistol;CCW 2x Commissars - (Usually go with conscripts) Laspistol; CCW Infantry Platoon 1 5x Guardsmen 3x Lasguns; 1x Autocannon Junior Officer w/ Iron Discipline; Laspistol and CCW 10x Guardsmen 8x Lasguns; 1x Autocannon Sergeant w/ Lasgun 10x Guardsmen 8x Lasguns; 1x Autocannon Sergeant w/ Lasgun 10x Guardsmen 8x Lasguns; 1x Lascannon Sergeant w/ Lasgun 10x Guardsmen 8x Lasguns; 1x Lascannon Sergeant w/ Lasgun Infantry Platoon 2 5x Guardsmen 3x Lasguns; 1x Autocannon Junior Officer w/ Honorifica Imperialis; Iron Discipline; Laspistol; CCW 10x Guardsmen 8x Lasguns; 1x Autocannon Sergeant w/ Lasgun 10x Guardsmen 8x Lasguns; 1x Autocannon Sergeant w/ Lasgun 10x Guardsmen 8x Lasguns; 1x Lascannon Sergeant w/ Lasgun 10x Guardsmen 8x Lasguns; 1x Lascannon Sergeant w/ Lasgun Infantry Platoon 3 5x Guardsmen 2x Lasguns; 1x Grenade Launcher; 1x Heavy Bolter Junior Officer w/ Iron Discipline; Laspistol and CCW 10x Guardsmen 7x Lasguns; 1x Heavy Bolter; 1x Grenade Launcher Sergeant w/ Lasgun 10x Guardsmen 7x Lasguns; 1x Heavy Bolter; 1x Grenade Launcher Sergeant w/ Lasgun 50x Conscripts Lasguns 50x Conscripts Lasguns Basilisk Earthshaker Cannon; Hull Heavy Bolter; Indirect Fire Basilisk Earthshaker Cannon; Hull Heavy Bolter; Indirect Fire Note: Both Close Order Drill and Drop Troops are there for when the situation best suits each doctrine. This in no way restricts the army to use each doctrine in every game. |
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| | #2 (permalink) |
| Half man,half anime. ![]() Join Date: Mar 2006 Location: Brighton,England Age: 24
Posts: 1,115
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This will be very hard for the guard player as they have hardly any AP3 weapons to cut down the marines and have no way to get to the choas deployment zone unless they deep strike there but this means less firepower in the gunline and also they cant fire there heavy weapon the turn they land so any choas troops left behind will be on them fast. No deep strike means that the guard can only draw this game and never win unless they all do a mad charge at the choas army and somehow beat them in close combat which would only be a last resort atfer they see there weapons fail to penetrate the choas marines power armour. The Obliterators will hang back to hold the choas area and while the combat is going on which the guard cant win they can just sit there and the guard have no AP2 weapons that can get to them. Even if the Conscripts tie up the choas close combat squads and lord all game they still cant get any troops past them and the combat will close the bored off for any ranged attacks at whatever choas leaves behind to hold there deployment zone. Chaos
__________________ "Hey sarge, this lasgun is heavy. I wish we had something lighter." FF7: ABOUT RANDOM BATTLES |
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| | #3 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
Posts: 3,462
Rep Power: 62 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Almost no ap2/3 firepower in the guard list. Lascannons are the only things and they aren't really effective. There are bassies I guess but they can't live forever. Infiltrating plasma guns are quite effective against them. The only thing I'm not sure about is this tar pit. Its quite a but bigger than the tyranid one and will be taking less shooting (havocs will be trying to silence the heavy weapons and oblitz drop near the bassies). However the mission is cleanse and that favours chaos I think so I'm voting rather weakly for them now. Chaos
__________________ Check out my Codex: Farmyard Animals here! If anyone wants any kind of help writing fluff for any kind of GW army just ask. Fluffmaster Anzac Clan |
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| | #4 (permalink) |
| Member Join Date: Jul 2006 Location: NY Age: 23
Posts: 215
Rep Power: 29 ![]() |
A lack of AP 2/3 is really going to hurt the IG alot. Because of this I can see the Chaos list just steamrolling over the IG list. Having around 1/2 of the chaos list being able to infiltrate hurts the IG list even more. On top of that 4 autocannons and 4 heavybolters will just mow down a squad a turn. Now whats even worse is the fact that the IG list only has 2 conscript squads so that will tie down 2 chaos squads. This will still leave with to many chaos models on the board to just run up and smack the IG list around. Im sorry to say but Chaos will win :cry:
__________________ In the rule book, on page 5, it says: "The most important rule about playing games of Warhammer 40K is to have fun!" |
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| | #5 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
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IG do have bassies and the 5 man chaos marines aren't big enough to beat conscripts in cc. (why don't the commissars have power weapons? that would win conscripts many cc's).
__________________ Check out my Codex: Farmyard Animals here! If anyone wants any kind of help writing fluff for any kind of GW army just ask. Fluffmaster Anzac Clan |
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| | #6 (permalink) |
| Half man,half anime. ![]() Join Date: Mar 2006 Location: Brighton,England Age: 24
Posts: 1,115
Rep Power: 43 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Because if they were that close then they would get picked out and then the conscripts would run the first chance they get.
__________________ "Hey sarge, this lasgun is heavy. I wish we had something lighter." FF7: ABOUT RANDOM BATTLES |
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| | #7 (permalink) |
| Member Join Date: Jul 2006 Location: NY Age: 23
Posts: 215
Rep Power: 29 ![]() | That is true, 2 of the 3 infiltrating are only 5 man squads. But you use the 8 man infiltrate squad to tie the conscripts in battle and use them as cover. The other squad(s) moves around and assaults the closest unit. All it will take is one unit to get into CC with the IG and a lot of damage will be done.
__________________ In the rule book, on page 5, it says: "The most important rule about playing games of Warhammer 40K is to have fun!" |
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| | #8 (permalink) |
| Senior Member ![]() Join Date: Aug 2005 Location: Guelph (Canada) Age: 28
Posts: 671
Rep Power: 47 ![]() ![]() ![]() ![]() ![]() ![]() |
No infiltrating here, but still only 18 inches appart. But wow... cleanse mission for the guard with 170 troops and 2 tanks... how are they actualy going to fit in there? Once combat starts there is going to be NO LOS for shooting here. Conscripts will tie up well, but if the commisar ever makes it to the front, they'll fold. The guard will be packed in their quarter with no room at all... I thought deploying 90 mutants would be hard, immagine if Chaos forces the guard back into their quarter... even if Guard gets to deploy first, I wonder if they will put the bassy right at the front. Chaos for the win over the sardine guardsmen. |
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| | #9 (permalink) |
| Shadow of shadows ![]() Join Date: Sep 2004 Location: NJ, U.S. Age: 20
Posts: 4,950
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xrix1 if both sides are 18 apart then the turn anything chaos moves forward they get into rapid fire distance of the IG in front of them. A lasguns pathetic vs power armour, but would you really want to subject any chaos squad to taking on entire squads of double lasgun fire? (Even those conscripts are killing 3.9 marines out of cover, let alone what two or three squads of guardsmen with heavy weapons and better aim can do to them as well.)
__________________ 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 |
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| | #10 (permalink) |
| Senior Member ![]() Join Date: Aug 2005 Location: Guelph (Canada) Age: 28
Posts: 671
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Well it's a sad fact of life for any CC troop without movement upgrades that they have to spend a round hanging around in rapidfire range, this particular senario is no different. However the troops start 18+ away, so Chaos will move to 12+ on it's first turn. This means that if the guardsmen want to get into double tap range on turn 1, they have to move up, ensuring that any chaos survivors can then get right into CC. The nurgle marine will probably be on point to take the las fire, unless the zerkers pass them, in which case the zerkers will have a 2nd turn charge anyway. If the guard doesn't move foarward to get into rapid fire range, then the prince should have a turn 2 charge anyway, to block LOS and shut down a lot of the Guard's firepower. A standard board contains 1/4 cover, and the guard don't have to option of being choosy about where they deploy. There is going to be LOS blocking terrain that the guard will be behind on turn 1. Next time anyone is near a game table, I suggest trying to actualy fit 170 models + 2 tanks into a table quarter, and see what happens if Chaos pushes them back into their quarter. I really don't see the guard using a bassy to do this to Chaos. The vechicle will block LOS for the guardsmen, and put it up front where it is likely to die. As such I would suggest that the guard are going to be back in their quarter every game there isn't an ideal piece of terrain right by the centre. |
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