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  1. #1
    LO Zealot Korona's Avatar
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    340 (x6)

    1750 for friendly club tourment

    We're going to have a tournament around Christmas and it should be a lot of fun. The local meta is pretty varied. I think most the races will be present but the best player recently picked up a filthy mechanised eldar army that I've really struggled to beat. Overcoming this threat has really been the focus of my listbuilding.

    Anyway this is where I'm at with my list.

    HQ:

    CCS
    Straken, Company Banner, 3x GLs, Astropath, Chimera w/ dozer blade 280


    Elites:
    8x Sanctioned Psykers, Chimera 155

    5x Stormtroopers, 2x Melta, Chimera 160
    5x Stormtroopers, 2x Melta, Chimera 160


    Troops
    Vet Squad, 3x Melta Guns, Chimera 155
    Vet Squad, 3x Melta Guns, Chimera 155

    Vet Squad, 3x Plasma Guns, Chimera 170


    Fast Attack:
    10x Rough Riders 105
    3x Scout Sentinels w/ Multilasers 105

    Heavy Support:
    Hydra Flak Tank w/ Heavy Bolter 75
    Hydra Flak Tank w/ Heavy Bolter 75

    Leman Russ w/ Lascannon 165


    It's an oddball list but I think everything that's there has a really definite job.

    The idea of the list is to envelop the enemy. Ideally I'll go second and use my shooting to bait him forward. That lets me get outflankers behind his position where ST6 spam can really screw him up. It also pulls him into range of my Rough Riders arriving from reserve on my board edge.

    Against Eldar it shuts down their movement game because hopefully on turn two he'll be in range of either my outflanking multilasers or my main force with the TL autocannons. Hydras should make a mess of wave serpents and multilasers defiantly make a mess of AV10 rear armour.

    Against some opponents this won't work. VS Tau, for example, I'll just deploy as forward as possible and try to shove my units down his throat and watch him crumple like a wet rag as they always do to aggressive Guard play

    Straken is a counter-assault element. Him + the rough riders lets me clear off units that stray too close to my transports. I can dictate ranges much more easily with these troops. His dozer blade and GLs are to allow him to be in the most optimal position every turn and still shoot something.

    The Rough Riders are massive area-denial, punishing any infantry that stray onto my side of the board in the early-mid game and giving me a solid option to sweep enemy troops away from my transports if I'm being overrun.

    The psykers are the other wildcard. They're a massive force multiplier. Weaken resolve can help in a wide range of situations. It works really nice with outflanking, both for the escorting off the board tricks but also for boosting the effects of the pinning fire the Stormtroopers cause.


    The downside is that fitting in all the weirdness has left me with only three troop choices. I'll be using the troops pretty conservatively though. They are there to counter deepstrikers and hammer units like Land Raiders getting thrown in my face. With the counter-assault elements to keep enemy assault troops at bay, "get back in the fight" plus the company banner I'm reasonably confident I can keep a few stragglers alive to claim objectives late-game.


    Anyway thoughts would be really appreciated. Cheers guys!

    Copy, Improve, Innovate

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  3. #2
    Senior Member Mad Cat's Avatar
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    951 (x8)

    HQ: Straken is good if you are babysitting 2 large infantry blobs tooled up with power weapons and commissars. Otherwise just stick to a standard CCS in a mechanised vet list like yours.

    Elites: Psykers should doo well. Stormies are ok but melta vets are cheaper, scoring, have and extra melta and the 5 extra bodies will make up for the better armour on the srormies.

    Troops: All good. Melta to Plasma ratio is about right.

    Fast: Roughriders are a bit useless but about one game in three they will really shine for you and whallop something valuable. As long as you realise they can be dissapointing or fantastic then keep them in. Sentinels are good but AC may be preferable for outflanking shots on tank side armour.

    Heavy: Love Hydras. Try to upgrade the russ to a demolisher with LC if you can find the points.
    Quorn! - Protein for the Protein God.

  4. #3
    LO Zealot Korona's Avatar
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    340 (x6)

    Thanks for the feedback.

    Here's why I picked the elements, see what you think:

    Vanilla Russ vs Demolisher - I know I've traded out pure damage output for range. The idea is to have some more firepower to back up the Hydras. I know it's vulnerable at close range but I figure I already have close range stuff covered with the Hflamers, melta vets and decent CC elements, which leads onto:

    Rough Riders vs anything better - Since I'm outflanking about a quarter of my force I want to be able to sweep off enemy assault troops. They go in reserve and can theoretically threaten almost half the board. They're great if the enemy is trying to flank me with attack bikes or something and totally devastating if he just rushes forwards. Yeah they're throwaway but they're a 105pt insurance policy. If they enemy is sitting back, well that's where the Stormtroopers come in:

    The Stormtroopers are worse than Vets for sure, but they can outflank and vets can't. These guys outflank with the sentinels and via the astropath should be able to turn up where I want them. They can screw up the enemy backfield and really mix things up for an opponent that is trying to sit back and trade fire. They outflank alongside:

    Scout sentinels. I like multilasers more than autocannons because they're more versatile. They can still reach the middle of the table and they are better vs infantry. Against tanks they do better vs AV10 and about the same vs AV11. If the enemy has AV12 on the side then I'll try to glance them to stop them moving then my melta guns can mop up. Since I have no clue what will be on his backfield I figure the versatility is better than the marginally better performance of the autocannons and combined with the Stormtrooper Chimeras I get 5 multilasers outflanking which is awesome.

    Straken is a bit of an odd choice for a mech force, I agree. The reason I like him is twofold: Firstly in a defensive posture he's very nice. He lets me counter-attack, boosting up the Rough Riders & any counter-attacking veterans and he's a thoroughly nasty SOB in close combat himself. On the offensive he lets me do close combat pretty well which is rare for guard. That's important especially in the late game where shooting often leaves survivors whereas CC will let me clear objectives or mop up kill points with more reliability.


    Anyway what do you reckon? Insane or awesome?
    Copy, Improve, Innovate

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