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Old November 5th, 2009, 04:39   #1 (permalink)
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Default 1500pts Mixed Guard

Hi all, got a new army list that I have come up with and wondered if anyone had any thoughts or c&c for it?

HQ
Company Command- 2 x Plasma Guns, Regimental Standard - 95pts

Elites
Marbo

Troops
Platoon 1
Platoon Command - Power Fist, 2 x Flamers – 55pts
2 Squads – Grenade Launcher and Autocannon (65 each) – 130pts

Platoon 2
Platoon Command - 4 x Grenade Launchers – 50pts
2 Squads – Grenade Launcher and Missile Launcher (70 each) – 140pts

Veteran Squad- 3 x Meltas, Chimera (ML + HHF) – 155pts

Fast Attack
2 Devildogs – 240pts
Squadron of 2 Scout Sentinals with Autocannons – 80pts

Heavy Support
Leman Russ MBT - Hull Heavy Flamer - 150pts
Leman Russ Demolisher - Hull Heavy Flamer - 165pts
Griffon – 75pts

100pts left if my counting is correct which I wasn't sure how to spend. Several things to consider - I'm happy to drop the sentinels (I don't own them yet) and will not have any Valks/Vends for the forseeable future. Other than that I look forward to comments

Ern


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Old November 5th, 2009, 05:23   #2 (permalink)
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Snag a 3rd Plasma in your CCS. Drop the PF from your PCS, grab 2 more Flamers and a Chimera. Mounted flamers are awesome, trust me.

Switch your Missile Launchers to Autocannons, it's simply the best IG HW for Platoons. Grab MMs on your Devildogs so they can keep range but really ruin armor. You could give your other PCS a Chimera if you liked, PCS are easy to snag KPs and are best protected and on the move. An Astropath would also help with Marbo and your Sentinels. You can't grab all those things but all good ideas.

Hope that helps, good start you have here.
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Old November 5th, 2009, 17:30   #3 (permalink)
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Camo for your CCS, Autocannon > Missile Launcher, PFs suck, Demo > LRBT, you can drop the Sents for another Vet squad.
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Old November 5th, 2009, 21:45   #4 (permalink)
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i would literally repeat the info that ==me== and prince of execess has put. also when they mean get a chimera . they mean one chimera for the CCS.
thanks
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Old November 6th, 2009, 00:10   #5 (permalink)
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Cheers for the help guys was wondering if the command units could do with some more protection, chimeras seem like a good idea, fitting nicely with my quite tanky theme

Not sure bout swapping all MLs to ACs (mostly as I have the models and I'm loathe to spend more than I have to)I thought dropping two templates (grenade + missile) would be an embuggerance to many units...

Will do some tweaking see what I get
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Old November 6th, 2009, 13:31   #6 (permalink)
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Hey ernie.

Allow me to explain why we prefer autocannons on this forum. Autocannons are the most versatile of the heavy weapons. They can damage all tanks apart from landraiders, and have two shots, so have a better chance of hitting than a missile launcher. Don't worry about landraiders and other A14 monsters, thats what chimelta vets are for. Horde armies get wise to templates, so they spread out whenever they can, so taking multiple shot weapons rather than templates is probably better. The autocannon also has a lower AP than the missile launcher, so can deal with eldar, fire warriors, tyranid warriors etc much easier.

I'd also swap the sentinels for more vets in a chimera. Meltaguns are probably the best weapon for them, but flamers work nicely, if you haven't the points.

Gook Luck with your army.
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Old November 6th, 2009, 13:54   #7 (permalink)
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Let me just chime in to defend the humble Missile Launcher. I know well that Autocannons are good, but I do tend to prefer the GL/ML in Infantry Squads. Being able to drop two small blast templates works wonders against units like Orks, Gaunts, Guardsmen, Kroot, etc. Furthermore, you still have the punch to take out a Space Marine if you need to. It'll also Instant Death T4. Yes, I know it'll only be one per turn and yes, I know the Autocannon gets two shots and yes, I know they're only BS3... but still.

Combine the squads and you can deal out a good amount of template pain. You've already got four Autocannons and three tanks dropping templates, so you'll still be able to take out Transports all over the shop. Autocannons will usually be more effective in 75% of situations, but the Missile Launcher isn't a bad choice. So if you like them, stick with them.

Not to mention, Missile Launchers look all sorts of badass.

As for the rest of the list... comments in red:

Quote:
Originally Posted by ernie55 View Post

HQ
Company Command- 2 x Plasma Guns, Regimental Standard - 95pts +1 Plasma Gun.

Elites
Marbo Great

Troops
Platoon 1
Platoon Command - Power Fist, 2 x Flamers – 55pts -1 Power Fist, +2 Flamers, Chimera if possible
2 Squads – Grenade Launcher and Autocannon (65 each) – 130pts Consider 1 Vox for a combined squad

Platoon 2
Platoon Command - 4 x Grenade Launchers – 50pts Great
2 Squads – Grenade Launcher and Missile Launcher (70 each) – 140pts Consider 1 Vox for a combined squad

Veteran Squad- 3 x Meltas, Chimera (ML + HHF) – 155pts Great

Fast Attack
2 Devildogs – 240pts Great. I prefer hull Heavy Flamers, just in case.
Squadron of 2 Scout Sentinels with Autocannons – 80pts Great

Heavy Support
Leman Russ MBT - Hull Heavy Flamer - 150pts Great
Leman Russ Demolisher - Hull Heavy Flamer - 165pts Great
Griffon – 75pts Great

100pts left if my counting is correct which I wasn't sure how to spend. Several things to consider - I'm happy to drop the sentinels (I don't own them yet) and will not have any Valks/Vends for the forseeable future. Other than that I look forward to comments

This 100 points should, in my opinion, be spent on a Chimera for the flamer PCS for some healthy drive-by action. Another Plasmagun for the CCS. Couple of voxes for the two 20-man infantry blobs. If you get any spare points, maybe a Commissar for some objective camping?
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Old November 6th, 2009, 14:00   #8 (permalink)
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True Ravendove, very true. The missile laucher is a decent weapon, and it does look very cool. I actually made some 'double shot' missile launchers a while back, so I do like them myself. I was saying why the autocannon is good, not why the missile launcher is bad (which it isn't). Fair points. I'll back off now.

As for the list, Ravendove's advice is sound. I'd still swap the sentinels for a chimera for the CCS though
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Old November 6th, 2009, 18:53   #9 (permalink)
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Ye Olde Debate of Missile Launcher vs Autocannon!

Your list looks to be set up for a lot of footslogging. Because of that, I don't like the Griffon--if it scatters while you have infantry nearby then you could cause yourself some serious collateral damage. It'll also have to move frequently to compensate for its short range plus the advance of your front lines. I know the Basilisk is less accurate but I think it would be a better fit for this particular list.

I think Sentinels will be helpful, overall. The scouts' flanking will be a useful distraction and the armored ones can tarpit to cover your advance. The CCS doesn't need any special weapons; its job is leadership and orders. Additional equipment only makes it a bigger target.

Ravendove is right about objective camping. Set up one platoon to hold territory and the other(s) to advance.
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Old November 6th, 2009, 22:05   #10 (permalink)
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let me pool in my reasons and experience. autocannon is the best weapon to kill any tank, walker that isn't AV14. if you want a weapon that can kill AV14 then go for meltas and lascanons. because a missle launcher will never compete with them ever in competitive games.

Now that the AV14 is out the window. we shall compare them when they are against AV13 and less. the autocannon wins why? because it has more shots. where as the missle launcher is just a one shot weapon. this is the reason and the only one why it is considered better than a missle launcher. because BS3 is hard to rely on to hit. so the more shots the better and also the autocannon is only -1 Strenght comapred to the missle launcher.

However, if you rely on any or both of them to win games then you really do need to rethink your list, because neither option is a game winner. they are used as back up and are not to be relied upon by guardsmen of any form.
thanks
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