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I don't play guard, but I've been seeing a couple of lists thrown around on different sites. I haven't seen any like this one that I've been thinking of, though:
Company Command Squad w/ MoO, Astropath, Meltagun -> 120pts
3x Vets with 3x Meltagun -> 3x100pts
3x Vets with 2x Flamer and Heavy Flamer -> 3x100pts
Fast Attack: 780
2x Vendetta -> 260pts
2x Vendetta -> 260pts
2x Valkyrie w/Missile Pods -> 260pts
This comes to exactly 1500pts. Each pair of vendettas will on average kill an MC or frag most tanks. The pair of valks will kill a lot of horde. Each flamer unit can easily kill of most of a horde, and they are capable of killing some marines, too.
Against Nidzilla, this can kill 4 MCs without much trouble the turn it comes in. Against hordes, it will mostly destroy 3-4 units, and all of this will be without even being touched first because they outflank, and you've also got transports with a 24" move and 6 troop choices. Maybe its because I play nids (non-zilla) and SW, but this seems a bit overpowered. What are some other opinions on this?
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
your entire force is transported in AV12 vehicles that crash when immobalised (and as the miniatures go, they're pretty big to hide)
you also can't start in them (not dedicated transports).
So no, i'm not threatened by it.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Only an idiot fights a war on two fronts. Only the heir to the throne of the kingdom of idiots would fight a war on twelve fronts.
Actually the only time you can't start in is if it's someone elses dedicated transport. A general transport like the Valk/Vendy, anyone that can fit can go in.you also can't start in them (not dedicated transports).
Blais's Paint Studio-Getting broken armies good soft scores since 2009
It's a bunch of AV12 skimmers that get destroyed by immobilized results. A fun gimmick, but far from cheesy.
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I don't think the MoO is worth it. I also think another Command Squad (for the Astropath) would be most useful.
Before everyone makes there judgement on this list using the "oh they're all AV12" it must be remembered that:
- The Skimmers have 48" range and can come out anywhere on a 48" long table edge. Few armies have any real threat out to 48". Only Imperial armies, CSM and Tau are known for large amounts of long ranged light armour killing weapons.
- This Guard list will ALWAYS get the first strike and should be aiming to take out as much of the enemies AV12 killing firepower as possible.
- This army cannot lose objective missions. The enemy will have 4-5 shooting phases to have ago at 6 AV12 (if necesssary obscured) skimmers who only have to come withing 24" of the objectives on turn 5" (so the will almost never be within range). In the last turn they can turbo boost and contest/claim/rapid fire enemy scoring units to bring about a win.
The reason this list is very strong is very simple they are av12 units with scout, which allows you to move them before the game starts granting you that ever important cover save before the dice even start falling. This makes it tough really tough. My self I started working on my second vendetta for my IG. Still I like having the av14 lemon on the table, well atleast one or two. They help keep your skimmers alive by soaking up incoming fire. Hope that helps, it's not cheesey you just having 6 objective scorers and only 10 kill point which is great for guard got to try and stay under 12 kp in my opinion.
Isn't That Just Peachey
The vendetta is limited by its speed. If it moves 6.01"-12" it can only fire 1 lascannon, and if it goes flat-out, it can't shoot at all.
Also, there are several disadvantages about squadrons. Firstly, you allocate wounds just like you do with regular infantry units. So 1 vendetta that is hit twice could potentially mean both could be wrecked. Secondly, if 1 vehicle in a squad is immobilised, it is considered wrecked until only 1 vehicle remains (at which point it follows regular damage rules). Finally, all vehicles must target the same unit. While this may be ok if you're firing at a Monolith or Monstrous Creature, 6 TL-lascannon shots is overkill against a single rhino.
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
Chessy, in theory. In practice, hit and miss. Try this against another standard gun heavy guard army. There are so many guns shooting at you, your bound to lose a transport or two first turn, even if you go first. AV12 is good, but far from indestructible(ask the Tau or eldar).
Secondly, you get one shot at doing it right. You dont have the troops to withstand any counter attacks really. And horde armies tend to have a lot of troops that can easily swamp your men who would most likely be spread out.
Thirdly and this is the most important reason many people wont play this list, 6 valk models = over $350(plus conversion work for the Vends) in new models. I rather spend that money else where.
Id be fun to run the list proxi'd for a local tournament or something, but Ill stick with my tired and true list of tanks and infantry.