2,500 pt Kriege army - Warhammer 40K Fantasy
 

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  1. #1
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    2,500 pt Kriege army

    HQ 1-CCS
    Lascannon
    Plasma gun
    Regimental standard
    Officer of the fleet
    camo cloaks

    HQ 2-CCS
    3x Melta
    REgimental standard
    Camo cloaks

    Elites 1- Thudd gun battery
    3x pieces

    Elites 2- Heavy Mortar Battery
    2x pieces

    Elites 3- Heavy Mortar Battery
    2x pieces

    Troops 1- Platoon
    PCS- 4x grenade launchers
    Squad- Commissar, Lascannon
    Squad- Lascannon
    Squad- Lascannon

    Troops 2- Platoon
    PCS- 4x grenade launchers
    Squad- Commissar, Lascannon
    Squad- Lascannon
    Squad- Lascannon

    Troops 3- Platoon
    PCS- 4x Flamers
    Squad- Commissar, Grenade Launcher
    Squad- Grenade launcher

    Troops 4- Platoon
    PCS- 4x Flamers
    Squad- Commissar, Grenade Launcher
    Squad- Grenade Launcher

    Troops 5- Platoon
    PCS- 4x Flamers
    Squad- Commissar, Grenade Launcher
    Squad- Grenade Launcher

    Fast Attack 1- Rough Riders
    Power Sword
    +5 Riders

    Fast Attack 2- Rough Riders
    Power Sword
    +5 Riders

    Heavy Support 1- Ordnance Battery
    2x Colossus Bombards

    Heavy Support 2- Ordnance Battery
    Medusa

    Heavy Support 3- Ordnance Battery
    Medusa

    2,500pts

    C&C welcome

    Can rough riders gain a cover save by advancing behind infantry?


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  3. #2
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    I believe that all units get saves except Monstrous Creatures.

    Lots of scoring units. But no Leman Russ (hardly an issue, but I like Russes).

    You only combat units are the Rough Riders, and they may have the hitting power on the charge, but after that they leave something to be expected. Perhaps a squad of Ogryns?
    A moment of laxity spawns a lifetime of heresy.
    Never forgive, never forget.

  4. #3
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    Ogryns are a fine unit, but outside the bounds of the Kriege fluff. It's also a choice of preferance. Power weapons at all are a nice addition and in such a concentrated strike. The list uses this advancing wall of bodies to gum up the center and push on objectives while being covered by the gun line and Med/Hev artillery. The rough ridders can cover that entire forward element with two squads and power weapons for the cost of five ogryns. I'm also horridly dependant on redundancies in my guard armies and the two units gives me a bit of wiggle.
    Though most experienced players will say to use those points for more dakka because all the CC options for guard are too many points for too little difference.

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    True about the Ogryns. But aren't Rough Riders reliant on their Hunting Lances for the first chrage, and then reduced to ordinary close-combat weapons?

    I would like to see the results of this list if it ever went up against a Tyranid army, could be interesting.
    A moment of laxity spawns a lifetime of heresy.
    Never forgive, never forget.

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