2nd Attempt at a Guard List. Hopefully better? (1k) comments appreciated - Warhammer 40K Fantasy
 

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    2nd Attempt at a Guard List. Hopefully better? (1k) comments appreciated

    Bought a second battleforce and some more bits and bobs, so my 1k army is looking like:

    HQ
    CCS (Power-weapon. 4x Meltaguns) 100

    Troops
    PCS (Power-weapon, 4x Meltaguns) 80
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65

    PCS (Power-weapon, 4x Meltaguns) 80
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65

    HS
    Leman Russ (lascannon, & Stubber) 175
    Leman Russ (lascannon & Stubber) 175

    Comments appreciated. I mainly play against my friend who has marines and CSMs. I also have 2 sentinels and a couple of mortar squads left over.


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  3. #2
    My backpack has JETS! Ravendove's Avatar
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    545 (x8)

    Quote Originally Posted by pangloss View Post
    Bought a second battleforce and some more bits and bobs, so my 1k army is looking like:

    HQ
    CCS (Power-weapon. 4x Meltaguns) 100

    Troops
    PCS (Power-weapon, 4x Meltaguns) 80
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65

    PCS (Power-weapon, 4x Meltaguns) 80
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65
    10 Troops (Grenade Launcher, autocannon) 65

    HS
    Leman Russ (lascannon, & Stubber) 175
    Leman Russ (lascannon & Stubber) 175

    Comments appreciated. I mainly play against my friend who has marines and CSMs. I also have 2 sentinels and a couple of mortar squads left over.
    I like this a lot, but there are a couple of tweaks you could make to improve it.

    Firstly, I would remove the Lascannon and Stubber from the Leman Russes. Give it a Hull Heavy Flamer instead for some cheap and effective anti-horde just in case something gets close to you. If you're spending a turn shooting the Lascannon at a vehicle, you're wasting the Battle Cannon, it's greatest asset. At it's heart, the Leman Russ is an anti-infantry platform. Doing the above would give you an additional 50 points to spend.

    Secondly, I would also get rid of the Power Weapons in your Command Squads. They look good on paper for some defensive ability in assault, but consider that you are WS3, T3, I3 and 5+. Units assaulting you will almost always attack first. All they need to do is cause 5 wounds and you don't even get to attack back. That's if they don't shoot you up a bit first. Take them off, you now have an additional 30 points.

    Now let's review your list's good points:
    - You have good anti-transport weapons with 6 Autocannons and, in a pinch, 2 Battle Cannons
    - You have great anti-infantry with 2 Battle Cannons, 2 Heavy Flamers, 6 Autocannons and 6 Grenade Launchers
    - You have good anti-tank with 12 Meltaguns
    - You can consolidate your squads to be only 7 Kill Points total
    - You have a large number of squads for siezing Objectives

    And the bad points:
    - All your anti-tank is on three fragile 5-man squads
    - 2/3 of your anti-tank is BS3
    - You have very little mobility in objective games
    - You are vulnerable to template weapons

    How can we go about fixing those negatives? We have 80 points spare.

    First, let's give your CCS some protection. 55 points buys a Chimera with Multilaser and Heavy Flamer. This will allow your CCS to threaten light transports at long range and infantry at close range, something it currently cannot do with just 4 Meltaguns.

    However, this also turns your CCS into a more important target. So let's remove one Infantry Squad and replace it with another Chimera for one of your PCS. You now have two mobile do-it-all units that can either support your infantry gunline or move out to threaten enemy vehicles before they get too close. The anti-infantry and anti-transport capabilities are not lost, only replaced with the Chimera's weapons.

    Personally, I would do this to the other Platoon too. Doing this would give you something like this:

    CCS w/ 4 Meltaguns, Chimera ML HF

    PCS w/ 4 Meltaguns, Chimera ML HF
    Infantry Squad w/ GL AC
    Infantry Squad w/ GL AC

    PCS w/ 4 Meltaguns, Chimera ML HF
    Infantry Squad w/ GL AC
    Infantry Squad w/ GL AC

    Leman Russ
    Leman Russ

    You still have strong anti-transport (4 Autocannons, 3 Multi-lasers) and better anti-infantry (2 Battlecannons, 5 Heavy Flamers, 4 Grenade Launchers). At the same time, your anti-tank (12 Meltaguns) has more mobility and better protection.

    Since your PCS are Troops choices, they can push towards objectives and hold them down against a variety of threats. You are also much less vulnerable to templates as you have troops encased in transports which in turn can provide moving cover to the rest of your units.

    With the list above, you have 45 points left over to upgrade as you like, for flavour.

    I hope that helps a little, at least!

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    hi - that looks great.
    Thanks for being really helpful.
    will have a look around for a few chimeras

    not sure what to spend the 45pts on - maybe a scout sentinel with heavy flamer?
    Last edited by pangloss; January 28th, 2010 at 19:37.

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    Son of LO ArtificiallyEnhanced's Avatar
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    321 (x8)

    Looks a good list from Ravendove there, the scout/HF is a good idea.
    http://www.armyroster.com Check out my ToP WIP in the projects section!


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    yeah, that would be cool as i already have one painted up :-)

    thanks all!!!!!!

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    I personally wouldn't take a scout with HF. Too close range and it will probably get shot to pieces before it gets 1 shot in (even when outflanking). Autocannon scout would probably be more beneficial as it can out flank and can hit tanks in the side and rear armor with 2 S7 shots.

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    ok thats cool, thanks!
    That leaves me with 5pts left which can go on smoke launchers on it.

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    My backpack has JETS! Ravendove's Avatar
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    545 (x8)

    Scout Sentinel with HF is a great addition. Glad things worked out.

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    ps if i was thinking of running this as a 400pt combat patrol game, would this work?

    HQ
    CCS (4 meltas)
    Chimera (ML & HF)

    Troops
    PCS (4 meltas)
    10x (GL & AC
    10x (GL & AC)

    FA
    Scout sentinel (AC & smoke)

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    My backpack has JETS! Ravendove's Avatar
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    545 (x8)

    Quote Originally Posted by pangloss View Post
    ps if i was thinking of running this as a 400pt combat patrol game, would this work?

    HQ
    CCS (4 meltas)
    Chimera (ML & HF)

    Troops
    PCS (4 meltas)
    10x (GL & AC
    10x (GL & AC)

    FA
    Scout sentinel (AC & smoke)
    I think that's a great 400pt list, to be honest. But consider that at 400pts, most armies wouldn't be able to squeeze in more than an HQ and a couple of troops, much less tanks or vehicles. 8 Meltaguns might be a bit overkill, but it would definitely be effective.

    At small games (500pts and below), I think IG is one of the best due to the sheer number of weapons and bodies we can squeeze in.

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