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What I have above is my current list as a 1500 pt army. The idea was to max out stormtroopers and veterans along with Vendettas to form a offensive airborne company. I am open to all sorts of changes, but pretty much I want as many vets and stormies I can bring. I want to keep the Vendettas at three only... they are expensive in $ sense, and being able to play keep away with three is always good against the mass amounts of tyranids and orks I have been facing.Originally Posted by Serran Hussar GMAleron
My biggest problems have been swarm units and MCs. I am thinking missile launchers are a good choice because they can drop plates, and focus high strength shots to cause wounds on MC and the lighter vecs I have seen. Mainly kill kans, and ork choppas.
An Astropath is a must I think, and another commisar could help. Guard veterans I bow to your wisdom!
Autocannon > missile launcher, in every way.
Rather than a platoon... perhaps add a few tanks, we have a lot of good options for tanks and you haven't taken a single one.
For 500 points I'd be tempted to add two demolishers and a Manticore or just 3 Demolishers (hull: HF) and be done with it.
As SonoftheEmperor said the guard has access to great tanks and the templates would help you alot against hordes aswell as pull some attention away from your Vendettas.
I am trying to maintain a 'airborne' feel, and a column of tanks changes that. I would take some sentinels, but my fast attack slots are filled by the vendettas.
From what I see so far though is everyone pretty much recommends tanks. Tanks can give targets for enemies and draw fire I suppose. What about artillery like bassilisks to force my enemy to move around to maximize my deep-strike potential?
In the vendettas put 2 units of melta vets and the PCS armed with 4 flamers.
The CCS can take a standard and AC/GL and keep the platoon happy. Platoon squads need AC/GL rather than just ML as the vendettas and meltaguns can take care of heavy vehicles.
If you use storm troops to deepstrike then fine but if not swap them for inquisition storm troops who come in at only 70 points per squad (5 man with 2 plasma) and they are scoring troop choices.
Quorn! - Protein for the Protein God.
Why flamers? At the point a flamer becomes useful, my PCS can pretty much be written off against the majority of my opponents here. Tyranids devour everything in melee, so a chance to use a flamer is not likely to save the PCS. I could be wrong, again I bow to the wisdom of the guard fanatics here, I am just running on theoryhammer here. The tyranid armies I face here have two full gaunt squads, and then a bunch of deep-striking monsterous critters like Doom of Malenthrope or somesuch, and murlock primes. *names may have been changed to protect the innocent*
Therefore I need a bunch of high strength weapons to pour into them when they rear up to devour me. Flamers might work well if I had some chimera to ride around in.
The vendettas plod around in your backfield firing lascannon at mosterous creatures, or instant killing warriors and zoanthropes. As the Nids approach a vendetta can zoom forewards 12" and fire one weapon. The PCS gets out very close to a huge mob of gaunts or steelers. If each flamer can cover 6-8 models that makes a lot of S4 hits to thin out almost any horde. If another unit joins them in this counterattack sucha s vendetta mounted meltavets the PCS can also give them an order.
It's true that the PCS die next turn but then the horde was going to kill something on that turn anyway and you can bet your bottom dollar that the tyranid player will not want the PCS to survive and fire at him a second time or even get back in the transport. When the nids assault the PCS it dies quickly in one combat round which is a good thing leaving the victors 12" or so in front of your lines. The PCS is only 50 points anyway so you don't loose much. Think how many points of geensteelers they can eliminate in one glorious toasty shot. If you want the PCS to survive attack a horde on one of the enemy flanks then call in firesupport after the flamer shot from any other guard units nearby to finnish off any survivours that are in charge range. A HB HWS can be ideal for this.
The vendetta is vulnerable but the nid player needs to roll a 6 to hit it in combat so it has a good chance of getting away. If you dont want to risk the vendetta just move it flat out and deploy the PCS by deepstrike from along the flight path. It's risky though with scatter and bad landings causing casualties.
Quorn! - Protein for the Protein God.
Sound strategy, though I still have a question or two.
Firstly, where did you find the Inquisitorial Stormies? I do not see them in the codex, and if they are from another codex am I allowed to attach them to a Guard army? As troop choices I might add even more of them to the list. BS4 hotshot lasguns = win.
Chimera. Should I consider mounting my platoons? I know it's generally recommended but would i be better adding LMBTs instead. Not sure where all my point shuffle is going to happen, but assuming I have the points can heavy weapons teams fire from a chimera? Or is the veh moving count as the Hvy team moving as well? And can orders be issued to infantry inside transports?
And again, what would the viability of backfield artillery batteries be over tanks?
IF you don't want to bring Leman Russ Variants for heavy support I'd Vote for Manticores (great Strength, Range and damage output, Poor AP against MEQ armies), Hydras (Good range, very fluffy AA guns, A scoop for 75 pts. Downside is mainly that you'll have to give a lot of money to Forgeworld for the models) and / or either Medusas (medium range but firepower is equivalent to the Demolisher otherwise) or the cheap Griffon for anti horde.
For 500 points you could take:
2 Hydra Flak tanks
Chimera for the PCS (ML/HF)
500 pts spot on and atleast a little fluffy for keeping with the theme.
2 Hydra Flak
Chimera for the PCS
490 pts, 10 points to spare
Chimera for the PCS
That requires 510 pts though and we can only spend 505 with the spare points from your list, so something will have to give somewhere in the list for those 5 points to come about.
Last edited by Darth Bobo; June 12th, 2010 at 09:17.
The idea strategically with this list was for the airborne part of the army to play aggressively from turn one, going for as much alpha strike as possible from the Vendettas and their mounted infantry. Then use the platoons to slowly advance and link up with the forward deployed units as they went. The storm troopers were for deep-strikes mainly to deal with problem units, get into advantageous positions, and otherwise react actively to the enemies plays.
Any additions to this strategy is difficult to place. For instance, the armor could roll along with the platoons to provide mobile cover, draw fire, and otherwise support. Chimeras could allow the platoons to move more rapidly, greatly increasing the chances my vendetta dropped veterans might survive their initial drop.
More platoons or inq stormies could add to the firepower of the reinforcing foot sloggers, making the approaching infantry horde a very nasty prospect in the back of the enemy mind.
I love the Hydras, they would deal with the ork koptas and bikes i have been having issue with, and not require the Vendettas to waste lascannon shots.
Correct me if I am wrong, but the Hydra and manticore both seem to use the chimera chasis.