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This is my first post so if i get anything wrong feel free to shoot me xD
Im new to 40k, used to play it in my younger years and have recently got back into it, Im looking for advice on my existing 1500 list , i usualy face alot of guard tanks (fun), and necrons. Thou i know no list can be perfect, i have other units i dont use that could be used depending on the army i face.
My current list is......
10 Man Assault Squad, Sergeant with power sword, melta Bombs
10 Man tactical Squad with Flamer, Lascannon
10 Man tactical Squad with flamer and multimelta, Rhino
10 man Scout Squad - 10x Sniper rifles, 10x Camo Cloaks
Predator - with Twin linked lascannons and heavy bolters
6 Sternguard with 2x Combi meltas, Sergeant with Lightning claw and Rhino
Models i have but arnt in the list.....
Devastator Squad - 2x lascannon, 2x Missile Launchers
10 Man Tactical Squad
10 Scouts with Shotguns, bolters, missle launcher, heavy bolter
Dreadnought with Multi melta
Most of these are left overs from Black reach, and my battle force.
tactic against guard is to infiltrate shrike 18" from a guard platoon to make sure turn one there going to die, or atleast keep the heavy weapons from firing at my tanks. (this has proved very effective).
Sternguard and tactical rhinos push 12" blowing smoke to give a cover save from the incoming Russ fire i can gurantee that is
coming, lascannon tactical squad deployed with a clear line of sight on the russ to try and get rid of it (always deployed in cover), Scouts also with the tactical to pin mortar teams, or deal with infantry not in cover.
predator also aims for the russ as this is a major pain when my units are not in cover or if shrike and the assault squad are in the
Vindicator (ussualy fires last) just incase the russ remains or to try and pop anything it can reach, Whirlwind rains death from above on any squad that is deemed a threat.
Thats turn 1.
After much success from turn 2 onwards it usually goes wrong, the guard has 3 sentinals, valkerie (with Storm troopers) Outflank, and last time my sternguard and tacticals got smashed from both sides from ogryns and the stormtroopers rapid fire of death.
From then on unless ive dealt a killer punch in turn 1, russ dead ect there is just to many armoured targets to bring down and all are closing in around me, tanks are gone by turn 4, and last match it was shrike and 2 scouts vs a armoured force and somehow shrike survived to draw the match and make sure nothing held a objective.
Am i missing some key elements in my force? or am i focusing on the wrong targets.
Any advice would be apperciated.
p.s Dont flame the noob xD
Last edited by Raven guard noob; April 4th, 2010 at 03:27.
welcome to raven guard. they were my first army so I'll give you my insights on maybe improving your list.
Melta bomb seems nice on the sergeant but with 1 attack, it might take a while before the tank goes down. Why not switch the power weapon and the melta bomb for a power fist? this way, you get 3 swings at STR8 on the charge. Against IG tanks, it should do the job better then the melta bomb and 1 squad of assault + Shrike is already enough to kill IG troops pretty well.
As for your tactical squad with the las cannon, maybe combat squad it? That way, the 5 men with the flamer are much more useful. Add a rhino and they r good to go.
Personally I would take out the whirlwind and switch to either another vindicator or maybe another predator.
The sternguard's role is to shoot, so I suggest taking out the lightning claw.
And if your playing against heavy mechanize army, keep your units inside of the rhinos as you can still fire out from it and they do provide you a nice armour. You might kill less stuff with them due to lack of fire points but once the tanks are gone, you can pop out and take care of the infantry with ease.
second target should be the command squad and removes those pesky orders.
Just remember that you have fleet and against almost all IG infantry, they aren't that good in melee except for the ogryn and even then, you should still have the upper hand.
A good tactic i find very useful right now against IG is to just stun or shake up their tanks. Once you shaken them up, you can move on to the next target as for their next turn they are just sitting there.
For infantry such as a mortar team, kill one dude and they have to take a leadership. with their leadership value, its a pretty good chance they will run.
Same thing goes for the sentinals, if they are in a squadron, one shake or stun will effect the entire squad.
Ogryns are low leadership, have the snipers pin them. they cant assault you now.
You can sort of ignore the regular infantry since at bs, ws, str, and their guns are all 3's, they aren't the targets shrike should go for on turn one.
Hopefully this might help you better against whoever your playing against
If your're facing a lot of Guard then I think your men need to be faster. Shrike & Friends aren't going to last long unsupported and a two-Rhino reinforcement isn't hard for Guard to stop, so I would recommend using Drop Pods instead of Rhinos. Consider replacing the Vindicator with the MM Dread in a pod as well; that'll give you two drop pods right at the start and the Dread will generally perform better with this sort of strategy.
The sniper rifles aren't likely to deliver. Most Guard armies are either mechanized or have plenty of Commissars so they're surprisingly resistant to pinning. Damagewise, sniper rifles are actually weaker than bolters against Guardsmen. What you really want in your Scout Squad is Telion; his ability to snipe out the Commissars in large-blob units is both invaluable and satisfying. Make sure to keep some antitank around your Scouts as well; IG Hellhounds wil be a greater threat than Leman Russes. Combat squads are probably the way to do this.
You will rarely see Ogryns or heavy weapon squads. Most Guard generals spam meltaguns everywhere rather than use orders or specialist units. It would be better to set your army towards cracking medium armor rather than Russ armor, and then task your infiltrating Assault Marines with close combat vs. the couple Russes your opponent is likely to field.No. Glances and penetrations are assigned in a similar fashion to wounds against infantry. Results that have implications for the whole squadron--stunned and immobilized, specifically--are resolved as the rulebook describes.Same thing goes for the sentinals, if they are in a squadron, one shake or stun will effect the entire squad.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
thanks for the replys........
The guard army i face is..........
Morter team, there are 3 mortars.
Command unit, order giving ect.
Valkerie with storm trooper squad plasma weapons on 2 of them.
2 Ratling Squads.
3 Sentianls 2 with missle launcher and 1 with heavy flamer.
2 Guard Platoons, grenade launchers lascannon, heavy bolter (size unknown but they arnt huge)
1 Pshyker and 1 commasar in the 2 seperate squads.
Guard transport with 4 ogryns.
The mortar vehicle guard whirlwind basically. (unsure on name but it isnt a basilisk)
Sorry i dont know the names but tbh its hard to remember my own xD
Valkerie, sentinels outflank, rest is deployed. The squads arnt that big and shrike can KO 1 in a turn with his assault squad for certain.
Ive revised a list with the advice offered here.......
---> 10 Man Assault Squad, Sergeant with Power Sword, melta Bombs
10 man tactical Squad - meltagun, Multi Melta - Drop Pod
10 man tactical Squad - Flamer, Lascannon
5 man scout squad - 4x Sniper Rifles 1x Missile Launcher, 5x Camo Cloaks
Dreadnought - Multimelta, Close combat arm with storm Bolter - Drop Pod
8 Man Sternguard Squad - 2x Combi Meltas Sergeant with Lightning claw - Drop Pod
This list's effectiveness in turn 1 will need me to go first,
Shrike if able deplys 18.1" from command squad, Dreadnought and the tactical squad Drop in via Drop pod, Dread drops behind russ ready for melta to knock it out, tactical squad depending on deployment Drops either with Dread for extra insurance its going to get knocked out, if needed the tactical squad can be used to rapid fire the mortar team effectivly wiping out the squad, or even the mortar tank with the melta gun.
Scouts deploy with the other tactical squad (combat squads if its objective) Lascannon and flamer in seperate squads, with the snipers to secure the objective and also to cover the whirlwind or vindicator with its lascannon from the incomming outflanking guard units also limits the storm troopers killing field as 3 5 man squads is better than a 10 man tactical getting nailed.
Sternguard will Arrive from reserve and will aim for anything big that needs taking (idealy after the stormtroopers but thats luck depending) combi meltas can destroy any light armour and there rapid fire will certainly deal a major blow to any squad it finds.
Hopefully by the time the reserves arrive the guards troop choices are down and also most of its anti armour it deployed, then its just a case of mopping up the reserves and if needed cramming the tacticals onto objectives and digging in while shrike plays around jumping anything near him.
Thou this depends alot on first turn, deployment and stratagy will have to change, im playing thursday so hopefully ill have fead back then.
Comments and suggestions are welcome xD
Your list looks good. That Guard list is an extremely inefficient one; I don't forsee much difficulty for you anyway. TWO Ratling squads plus Ogryn in a 1500 list? He doesn't have the firepower he needs, especially if his Sentinels miss the first couple turns while outflanking.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard