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View Full Version : Proving Ground: Round 3: Battle 1 (Chaos vs. Imperial Guard)


hotspike18
April 28th, 2008, 21:27
Gamma Rules: Infiltrate, Deep Strike
Scenario: Recon

List 19 - Chaos:

Chaos Sorceror:
- Mark of Slaanesh
- Wings
- Lash of Submission

Greater Daemon

Noise Marines [x6]:
- Sonic Blasters (x6)

Noise Marines [x6]:
- Sonic Blasters (x6)

Noise Marines [x6]:
- Sonic Blasters (x6)

Raptors [x8]:
- Icon of Khorne
- Meltaguns [x2]
- Aspiring Champ w/Powerfist & Meltabombs

Bikes [x4]:
- Aspiring Champion
- Icon of Chaos Glory
- Meltaguns (x2)

Bikes [x4]:
- Aspiring Champion
- Icon of Chaos Glory
- Meltaguns (x2)

Havocs [x8]:
- Icon of Chaos Glory
- Autocannons (x4)

Havocs [x8]:
- Icon of Chaos Glory
- Lascannons [x3]

V.S.

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

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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.

Steel Nathan
May 3rd, 2008, 00:37
Oh snap I almost forgot about this!!!

I think the IG have an advantage here. It would only be a matter of time before the chaos have to fail some of the saves. Sonice blasters may pose a problem though, but the heavy weapons should be able to take care of them.

farmpunk
May 3rd, 2008, 01:21
Rcon kind of makes this a difficult choice for me. Neither army seems real mobile to me. Chaos has some nice bikes, but IG could pound the bikes into non-scoring.

I think in the end, the Imp. Guard might have brought enough big guns to handle both the Demon and the marines. I think this one will come down to victory points and who tears apart who rather than who gets more units to the other side.