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JO, iron discipline
Vet, standard bearer
Plasma x 2 87
6 mortars 160
3 heavy bolters 80
3 autocannons 95
6 lascannons 220
2 identical infantry platoons 704
JO, iron discipline
Melta x 2
3 squads with missile launchers and grenade launchers
remnant squad (x5) with grenade launcher
3 lemans with heavy bolter 435
10 ratlings 110
1 hellhound 115
*total 121 guardsmen, 10 ratlings, 4 vehicles
Just a little backdrop for why I like this list and why I think it might work.
I'm trying to bring so much stuff that I can either have two very strong split forces and/or take up all of the good fire lanes and punish my opponent with 32 heavy weapons. If my opponent is actually one that I might not want to take on in a ranged fight (mech tau is the only one I can think of) I can try to muscle him over with 85 guardsmen while the other 36 in the heavy weapon platoons provide support. The three lemans are just for overkill. The hellhound I might actually use defensively. There is only one in this list, I will definitely bring two if I play a 2k game. I will probable place it wherever I think and enemy assault is going to occur or just wherever I feel it can react best to compensate for this lists lack of template weapons.
What really got me thinking about this list was the new dawn of war set up rules. I thought, what if I bring the biggest baddest 1 hq and 2 troop choices I can bring. In the set up phase, with this list and 1/3 of the mission according to the dawn of war set up rules, most of my opponent will probable put down 20-30 guys or so with maybe 2-3 heavy weapons. Then I will put down 121 guys with 24 heavy weapons. I can probable send him reeling first thing. I might be able to decimate each new unit as it arrives. If you think this is cheese then just think of it as a counter balance to us getting nerfed on kill points.
Off topic, fluff, I think this list is fluffy because it looks like a infantry company with attachments. None of my officers are anything special. I wanted to keep my officer squads focused on providing special weapon support and leadership since they will get beat down in most cc anyway. I didn't want to waste a ton of points on them either. I was thinking about saying that the JO commander was put in for a honorifica by somebody for "insert absurd act of heroism" but that it go downgraded to a certificate of achievement by "insert name of higher echelon unit."
Do you think this will work? What problems do you think I might encounter with this list and strategy? Thank you gentlemen scholars.
Just a small thing, but you have too many HQ squads; the top of pg. 38 in codex says you can only have X squads max. It's kinda poopy, because your idea is really good IMO. Maybe drop the mortars, since they're the weakest of the bunch, or the autocannons, since they're the most points inefficient ( paying X points in a line squad and X+Y MORE in a FS squad ).
You might be able to shuttle your points around and get a heavy weapons platoon to supplement what you'd lose, which is also very fluffy - doesn't the USMC do the same thing, or is it just a squad?
The squads are fragile, with hardly any ablative wounds for CC or pieplates, but it's a sound concept to gain local fire superiority to the point where you can blast them off the map as they come on! Just be wary, because your troops are the only ones who can take objectives, not the HQ. You'd be wise to set up strong pockets, with an officer with ID at each, to minimize inevitable DS/Flanking casualties.
You are absolutely right. Right now my codex is in a different time zone but good call, I didn't even know that. I think I will shuffle the points later and either bring another hellhound or sentinels with multilasers. The 5th edition rule book doesn't look to clear on whether or not scouts have to be placed in reserve on a dawn of war mission. If I can use them like I did in 4th edition bring the sentinels would be sticking with the current plan.