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Old June 10th, 2006, 17:20   #1 (permalink)
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Default [500] First Combat Patrol

Deciding what army to start next, choosing between Orks (KoS or BM) or Imperial Guard. Will be making a combat patrol to get it started. I was wondering how effective this list would be, and would it be easy to expand?

Troops-

Infantry Platoon-
Command Squad-
JO w/ boltgun
4 guardsmen, 2 grenade launchers.
Infantry Squad-
Vet. Srg w/ boltgun
Grenade launcher, missile launcher.
Infantry Squad-
Vet. Srg w/ boltgun
Grenade launcher, missile launcher.

Armoured Fist Squad-
Vet. Srg w/ boltgun
Grenade launcher, missile launcher.
Chimera w/ multi-laser and heavy bolter.

Fast Attack-

Sentinel Squadron-
2 Sentinels, 2 multi-lasers.

Total - 502 points.

I would split the 2 sentinels into 2 squadrons. I was thinking of swapping the grenade launchers for plasma guns and the missile launchers for heavy bolters, and then giving the sentinels autocannons. Thoughts?


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Old June 10th, 2006, 18:33   #2 (permalink)
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First up, combat patrol is up to 400 points and no more.

I beleive that the changes you suggested at the bootom of your post would fix all of this armies problems in a jiffy.

The list should be easy enough to expand, add a tank or two along with a HQ section and possibly another platoon and there you have it!
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Old June 10th, 2006, 19:46   #3 (permalink)
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I know that the normal limit is 400, but we sometimes play 500 for more versatile lists. To play 400 points, I'd probably just drop the 2 sentinels, bringing me down to 403 points.
For expansion from the 400, I think i'll add an hq, a leman russ, and a pair of sentinels, or maybe a hellhound. This would bring my total up to around 750 points. Btw, do I put a heavy weapon and a special weapon with the hq's, or just 2 special weapons?

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Old June 10th, 2006, 20:17   #4 (permalink)
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Command squads tend to depend massively on the player and the style of army, in one of my lists i give them 4 special waepons, in others just the one heavy wep. I suppose it depends on what you want them to do......

In most armies, i would recomend1 heavy wep, any more and the small unit becomes a very tempting target. I generally go for heavy over special as they dont intend (on the whole) to move allot, as they are primarily there to extend the leadership bubble.

If you take a close assault army (not neccesarily combat, but best within 12"), then either drop troops and four special weps, or light infantry and the same (possibly with camo), four plasma/melta can really cause some pain, if you dont want to use doctrines then give them a chimera, but they need some way to get to the enemy with this config.

Currently, i give mine 1 heavy and 2 special (2 plasma and a missile launcher) in a fire support role. I find that most people overlook them and shoot at my line squads first while these guys dish out the pain.....

Hope that helped!!
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Old June 12th, 2006, 16:25   #5 (permalink)
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Thanks for all the comments.

Ok, I am switching all the missile launchers and grenade launchers for heavy bolters and plasma guns. In order to have a heavy bolter and plasma gun on the command section, I will have to drop the veteran sergeant on the armoured fist squad. The plan for combat patrol will basically be for the platoon and hq to form a solid firebase whilst the armoured fist squad takes objectives, reinforces weak points in my line, etc.

When i expand, I think I'll add a Russ or two to reinforce the firebase, maybe a hellhound because they are so damn cool, and a pair for lascannon sentinels for tank hunting. Obviously, I'll add a cheap HQ, and perhaps another platoon (although I want to focus on armour).

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Old June 12th, 2006, 22:12   #6 (permalink)
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Quote:
Originally Posted by biker sergeant
Deciding what army to start next, choosing between Orks (KoS or BM) or Imperial Guard. Will be making a combat patrol to get it started. I was wondering how effective this list would be, and would it be easy to expand?


I would split the 2 sentinels into 2 squadrons. I was thinking of swapping the grenade launchers for plasma guns and the missile launchers for heavy bolters, and then giving the sentinels autocannons. Thoughts?

Well at this level you have 1 officer - so Iron Discipline would be useful and drop all the veteran sergeants - nodody is likely to be that far from him - maybe an exception for the AF squad.

Missile Launchers and Autocannons are quite useful in CP as they can hit most of the armour you're likely to see.

Plasma Guns - I have reservations about weapons that can blow up my my own troops at this level because what is an acceptable accident in 1500+ could really bite when you've only 500 to play with I think.

Here would be my version of your list.


Infantry Platoon

Command Squad
JO w/ Boltgun, Iron Discipline, Missile Launcher
62pts

Infantry Squad
Grenade launcher, Autocannon.
83pts

Infantry Squad
Grenade launcher, Autocannon.
83pts


Armoured Fist Squad
Vet. Sgt. Boltgun, Grenade launcher, Heavy Bolter
86pts

Chimera w/ multi-laser and heavy bolter.
85pts

Total 399pts

Then add

Fast Attack

2 x Cadian Sentinels, Autocannon
100pts

Total 499pts

Just one suggestion anyway.




(What autocannon fixation????)

.
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