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Hello everyone, I've decided to try and expand my 500 point army, i would like to take on bigger and more aggressive armies, and as such i've devised a first list, which is of course open to change, here goes!
CCS:- 2 melta, chimera- 105
vet squad 1: - 3 grenade launchers, chimera-140
vet squad 2: - 3 plasma, chimera -170
2 Sentinel Scout Squadron: smoke launchers, auto cannons- 90
1 Leman Russ Punisher Tank: heavy bolter side sponsons, heavy stubber - 230
1 leman russ vanquisher Tank: lascannon, plasma cannon side sponsons, heavy stubber, - 220
TOTAL - 955 Points
i will use a tank rush smoke launcher tactic, with my scout sentinels drawing fire and advancing, the punisher and vanquisher are specified to take out heavy armor, and one for infantry, but i think i may have invested too many points. I read around, and some people believe your points choice of a unit, should be able to kill as much as it costs.
in this case, i'm not too sure, i am quite eager to use the punisher (mainly becuas it looks pretty badass) but i'm always up for change, and opinions, thoughts or ideas will be greatly appreciated, many thanks
Ok then, Thats a good first attempt!
In Mounted armies these guys are basically just another Veteran Squad, Another Melta gun here wouldn't hurt. 4 would be very very nasty and make things very dead.
Only 2 Scoring units in 1000pts. you're going to need to be very very careful with these guys. Possibly loose a Russ and grab a 3rd squad.
These guys don't need the Smoke Launchers. With Flank/Scout they can possition themselves into any cover and then stay there till they need to move. Smoke just means you're not shooting them and lets face it, If anyone shoots at them they'll die anyway.
Over half your points are in these 2 guys. The problem with a list like this (trust me i have one) Is that things that stay still tend to die. You've got no infantry to hang back with these tanks to protect them from assaulters or infantry with nasty guns. This means they'll be on the move, keeping up with the vets and keeping away from the enemy. You'll hardly ever get to use those sponsons. I know it's nice saying that the punisher has 32 shots. But 20 of those are range 24" meaning you need to go get targets. Oh and the Punisher is 210pts not 230pts
The Vanquisher really needs Pask. BS3 and one shot just isn't reliable and lets face it guard can many reliable tank killing units like the Vendetta or Melta vets. Ditch the Sponsons and the Stubber and you have Pask.
Personally i'd ditch one of the Russ and grab 2 Hell hound Varients to do the Same job. If you say loose the Vanquisher, 2 Devil Dogs can do the same job and 2 Bane hounds can do the same job as the Punisher. They can keep up with the Chimeras and given them a little better protection.
Last edited by Lord Borak; August 10th, 2009 at 08:20.
hmm, yeah i am very fond of a fast armored flaming fist!
do armored fist armies usually have hellhounds and the like (i am clearly not aware)?
i was thinking 2 hell hounds and 2 devil dogs, lose the smoke launchers on my scouts, should i put them on my hell hounds and dogs instead? (kinda cool that they all pop smoke at once) or any other addons to my hellhound/dogs?
if i do take two of each, that does kinda restricts my points so add-ons will be minimal
in terms of placement, should i put them surrounding my chimeras? like a turtle style defending all around, or just two up front, and one on each side?
I'd probably keep one Russ as it tends to attract all the nasty Anti-tank fire that might otherwise come the Chimeras way.
Bane hounds and Hell hounds both have their good and their bad points.
The Bane hounds have a nastier template that can trash pretty much anything going. Wounding on a 2+ and AP3 means you can kill Marines and hoards easily. As it's a template it ignores cover as well so it really IS a nasty nasty little tank. It's Chem Cannon is also only str1 in regards to movement restrictions ((so it counts as a defensive weapon)) allowing it to move 12" and still fire it's hull H-Flamer and the Chem Cannon.
However, the Bane hound needs to get close to the enemy to hurt them. And i mean really close. this obviously leaves it open to assault by the survivors or leaving it's weaker armour open to being shot at. The Hell Hound, while it's cannon isn't as hurty, can happily stay far away and still toarch it's opponents so stay free from assaults. Against anythind other than Marines the Hell Hound is just as Deadly. Str6 AP4 ignoring cover isn't something to be turnign away to easily.
2 of either tank is 260pts. So, Lets say you lost the Punisher You'd have to find 30pts from somewhere. Dropping the Vanquisher to something like a Demolisher with just a Hull H-Flamer would be one idea. Sorry i just love Demolsihers lol. Str10 AP2 means you can splat Terminators and Landraiders easily.
If you care to look this is my own Mechanised Guard army, It's 2000pts but it gives you an idea as to what i use. It's more themed than competitive but it should be able to hold it's own against most things out there. http://www.librarium-online.com/foru...-redemers.html
well let me first start off by saying that i am extremely impressed by your colonel, very very impressive
demolishers are quite good, but i'd rather not get too close, unless i position it behind the other tanks before firing, what about using just a lain leman russ tank?
i think i'll take 2 hell hounds and either demolisher/lemans russ, but still don't quite know what to put on them, with 2 hell hounds and either demoliser/standard russ, i will have spare points left over (either 410 or 425) and will have spare points to spend on the hounds or tank. I would like to know which is most useful
how should my hell hounds and lemans russ's move? take the front or suport form the back? i was thinking hell hounds around the front with smoke suporting the chimeras, and the tank in the centre back, giving off its major shots and suporting with fire when possible
You didn't mind the Punishers short range True, You really Can't go wrong with a Plain Russ. The Russ is basically the Jack of all trades. It can do everything alright but doesn't specialise in anything. Having said that though for killing Marines you don't really get much better. The Range would help the list as well.
I'd keep it free of Sponsons and just grab the Hull H-Flamer. Keep it moving with the rest of your army. If it gets pinned down it's dead.
Putting your Russ Slap bang in the middle to scare you're opponents usually keeps them occupied with that while your other units can position them selves. If you can try and grab some cover to keep the worst of the enemy fire at bay.
The hounds are good on the flanks as they can deter assaulters and their higher Side armour means they can protect the weak side armour of the Chimeras.
could i use the tactic of denied flanks (i think that's what it's called) whre i only attack the enemy flanks to make the enemies have to re-assemble their firing lines? i was intending of putting my formation of something like this:
....HH CH CH CH HH
HH CH CH HH
then i use this formation to attack their flanks
oh, and i'm teaming up with another guard using an artillery type army, 1000 pts each, against a 2000 pt necron player, we either go capturing objective, or total annihilation
Last edited by kgunso; August 11th, 2009 at 08:23.
The 2nd Formation is probably something i'd do. With the CCS at the Rear. However some missions prevent you from either setting up like that (try fitting that into a 12" deployment zone) or Forcing you to leave Heavy/Fast in reserve untill the start of your 1st turn.
The 'Denied' Flank is pretty good, Remember you need to grab objectives though, so setting your force up in one corner might mean you can only take one or two objectives.
The amount of games i've trashed my opponent only to have Drawn/Lost due to objectives is to many to count.