How many men can you have and still be competitive 2000 - Warhammer 40K Fantasy
 

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  1. #1
    jy2
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    How many men can you have and still be competitive 2000

    The general concept behind this army is to overwhelm the enemy with sheer numbers in terms of infantry and still be competitive.

    HQ

    Company Command Squad - Camo Cloaks, Lascannon, Master of Ordnance, Officer of the Fleet - 150

    TROOPS
    Platoon Command Squad - Camo Cloaks, Lascannon, Commander Chenkov - 120
    5x10 Infantry Squad - Lascannon, Meltagun, 1x Commissar w/Power weapon - 445
    40x Conscripts - Send in the Next Wave - 235

    Platoon Command Squad - Lascannon - 50
    5x10 Infantry Squad - Lascannon, Meltagun, 1x Commissar w/Power weapon - 445
    40x Conscripts - Send in the Next Wave - 235

    10xPenal Legionnaires
    10xPenal Legionnaires
    10xPenal Legionnaires
    10xPenal Legionnaires

    Total - 2000

    1 Ordnance
    11 Kill Points
    13 lascannons + 13 meltas
    18 scoring units
    224 models

    The Penal Legionnaires will outflank to reach far-away objectives.
    In annihilation games, I would combine the infantry squads into 2 massive 45-man units w/commissars.

    The conscripts will probably get wiped out completely in close combat, but they are to act as meat shields and mass lasgun-fire. I will put them either on the flanks (in case the opponent outflanks) or in front so that they are assaulted first.

    Do I stand a chance with this army?


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  3. #2
    Member muukip's Avatar
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    Lascannons and meltaguns are a strange combo, I'd stick with longer ranged special weapons. I'm fond of sniper rifles personally since they have longer range than grenade launchers and some synergy with the lascannon when shooting at monstrous creaures.

    Penal Troops don't appeal to me due to their dubious cost efficiency, nor do Conscripts due to their poor leadership. My main concern is that when your 120 conscript/legionnaire's make it to the other side of the table they won't have anything valuable to contribute to the battle.

    I think if you are set on footslogging then regular guardsmen with a commissar are the best option. They are stubborn leadership 9 with a reroll and are more likely to benefit from orders due to their higher leadership, especially since you can have a command squad following in the wake of each platoon to give them the benefit of orders like FRF!SRF!

  4. #3
    Torn ACL FTL ==Me=='s Avatar
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    I don't like Chenkov. Stubborn hurts a lot as your enemy can stick in combat to avoid getting shot up.

    Melta/las is a weird combo, go for plasma.

    Penal Troops are a fun unit, but not really killy on their own.

    Hordes could give you problems. The massed lascannons can get backed up with autocannons to go after infantry and light tanks. To help heavy tanks, DSing Stormies would be nice.
    Check out ==My== blog: www.bnhblog.blogspot.com

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    RAWR! KROXIGOR!! kroxigor01's Avatar
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    With no mounted troops, no tanks, only LD8 and no Lord Commissars I think leadership will be a big problem for this army (10 wounds on the conscipts in 1 turn and they are gone for good). Also, the command squads have no vehicles to take cover behind so will die quickly (even with 3+ cover). Even so, this army will still be an incredible force on the table top.

    Few armies will be able to worry you in objective missions (180 shoota Ork armies being the only exeption).

    In KP missions however you will be more troubled. If you don't combine squads you have to many easy KPs to win. If you do combine then you only have 2 units that can dish out any firepower. This means that you can only deal with 2 threats each turn. The enemy can simply charge your huge units with combat specialists/stubborn units to kill/take them out of the game.

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    Born from Tears of Angels WraithGuardian's Avatar
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    I admit, I love this list - simply because it will make very short work of pretty much anything on turn one AND you can pretty much beat a swarm nid player in combat. I would however switch the meltaguns out for plasma guns simply becasue of the range difference, yoo have a 48" anti tank weapon next to a 12" anti tank weapon? Plasma gun still packs a mighty punch against vehicles and infantry, both weapons have ap2 so 2+ wont save your opponent.

    By the way does Chankov grant the send in the next wave rule to all platoons or just his? I dont have my codex with me...

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    Senior Member Dire's Avatar
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    I'd like to see Mediced and Bodyguarded Straken in CCS so that most of these fragiles get Counter-Charge and Furious Assault. Tht'd be freakin' awesome.

    And I see outflankers, but with run I tihnk you'll need only 30. Get 15 and something more for Straken. Create some anti-lgiht vehicle Plasma/Auto squads, some uber-elite Plasma/Las squads, lest you melt squads together commissar is useless, and meltes squads are best when 30+3 PW+3Meltagun + Comm with PW.
    Unless you have Straken. Then I'd even think about PW in Auto/Plasma Squad.

    I'd get some veterans to just fluffily hold the line where it is endangered with their accuracy just making the difference.

    EDIT:

    I forgot, two squads of 5 stormies with 2 meltas each are costly, but almost 100% surely blow the Land Raider on turn 2. And with most other a few Lascannons and many autocannons can deal. A good deal.

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    ....coookies... GDMNW's Avatar
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    288 (x6)

    I think

    I think it's great that people are thinking horde.

    The new codex rewards people who think in this way as it is possible to field a very large number of men and still take a couple of tanks at 1500 points.

    How would you deploy this many men?



  9. #8
    jy2
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    Quote Originally Posted by Zarahemna View Post
    I think it's great that people are thinking horde.

    The new codex rewards people who think in this way as it is possible to field a very large number of men and still take a couple of tanks at 1500 points.

    How would you deploy this many men?
    Obviously, the Penal Legionnaires will outflank. My primary goal for them is to capture objectives while the opponent is busy with my main army (though they could provide support). As most people would be trying to get into assault as soon as possible, my front lines would consist of conscripts surrounding the main army. Thus if they assault, they would have to go through the conscripts. They will cause the conscripts to break in CC, but that's ok. Now they are within rapid fire range of the rest of my guys. And next turn when my conscripts recycle, that'll be 120 rapid fire FRFSRF lasgun shots from them.

    C = conscripts
    X = infantry squad
    Y = platoon command squad
    Z = company command squad

    CCCCCCCCCCCCCCCCCCCC__CCCCCCCCCCCCCCCCCCCCCCC
    C_XXX_XXX_XXXXXX_XXX_XXX_XXXXXX_XXX_XXX_XXXXXX_XXX_C
    C_XXX_XXX_XXXXXX_XXX_XXX_XXXXXX_XXX_XXX_XXXXXX_XXX_C
    C_XXX_XXX___YYYY__XXX_XXX__ZZZZ___XXX_XXX__YYYY__XXX_C
    C_XXX_XXX_________XXX_XXX__________XXX_XXX________XXX_C
    Last edited by jy2; May 18th, 2009 at 18:43.

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