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Discussion Starter · #1 ·
Trantorian 14th Siege Regiment:
Please comment and critique.

HQ: 162
CCS: Captain Paulus
Powerfist, Bolt Pistol, Vox, Regimental Standard, Grenade Launcher x2,
Master of Ordinance, Camo Cloaks, Bodyguard

Troops: 1286
Infantry Platoon- Lieutenant Adal, Commissar Voronov
PCS: Power Weapon, Bolt Pistol, Vox, Flamer x3, Commissar
Squad 1: Grenade Launcher, Autocannon, Vox
Squad 2: Grenade Launcher, Heavy Bolter, Vox
Squad 3: Grenade Launcher, Missile Launcher, Vox

Infantry Platoon- Lieutenant Stekler, Commissar Golikov
PCS: Power Weapon, Bolt Pistol, Vox, Flamer x3, Commissar
Squad 1: Grenade Launcher, Autocannon, Vox
Squad 2: Grenade Launcher, Heavy Bolter, Vox
Squad 3: Grenade Launcher, Missile Launcher, Vox

Infantry Platoon- Lieutenant Wenck, Commissar Tolbukkin
PCS: Power Weapon, Bolt Pistol, Vox, Flamer x3, Commissar
Squad 1: Grenade Launcher, Autocannon, Vox
Squad 2: Grenade Launcher, Heavy Bolter, Vox
Squad 3: Grenade Launcher, Missile Launcher, Vox

HWS: Lascannon x3
HWS: Lascannon x3

Veteran Squad: Sergeant Oan
Power Weapon, Plasma Pistol, Vox, Plasma x3

Fast Attack: 132
Armored Sentinel, Autocannon, Searchlight, Smoke Launchers
Armored Sentinel, Autocannon, Searchlight, Smoke Launchers

Heavy Support: 420
Ordnance Battery 1: Colossus, Heavy Flamer
Ordnance Battery 2: Basilisk, Heavy Flamer
Ordnance Battery 3: Medusa, Bastion Breacher Shells, Heavy Flamer, Enclosed Crew Compartment


Total: 2000


The fluff for this army is that it is a siege regiment, hence the artillery and infantry with commissars.
I will shell the enemy for the first few turns and then charge the platoons in waves. The veterans
will take on the more hardened enemy units. The idea behind this strategy is that hopefully
enough of the enemy will be killed by the artillery that I can swamp them with pure numbers.
 

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Up to 2k now then? Alright then.....

HQ:

MoO isn't worth it really. He's so innacurate you'll be lucky to hit anything. However if yur opponents are hoard lists then hey why not. He might hit something. also the G-Launchers make you mobile, the MoO makes you static. I'd either ditch the MoO or swap the G-Launchers for an Autocannon or something.
Personal preference here but i'd swap the Power weapon for a Fist. You're striking last anyway so you might as well pay that measly 5pts and get double strength.

TROOPS:
You have 70pts spent on the Vox network. Thats alot by the way. Thats another Squad of troops, sly marbo or almost a Griffon. If you want to keep them think about combining those squads up into squads of 20. I'd move the commissar from the PCS and put it into the INF squads. 6 T3 Guardsmen wont be alive after combat and if they are you want them to run away so you can shoot the combat troopers. The big mobs of 20 Guardsmen you want to strick around and the LD increase and the re-roll can be useful to have with the inevitable shooting casualties.

Bolt/plasmapistol and Power Weapons are a bit of a waste on the PCS and Vets. They're not combat troopers and they'll die rather fast. Hell if you lost the Vox Network and all those power weapons and Bolt/plasma pistols you could grab another vet squad with Plasma Guns.

FAST:
You don't really need the smoke or Search lights on these guys. with a scout move or outflank they should be able to position themselves in cover anyway. Plus if they're being shot at they tend to fall over anyway no matter what upgrades you've got on there.

HEAVY:

Medusa doesn't need all that Gear. str10 and ordinance makes this guy more than capable of knocking out armour and the Bastion shells reduce the blast emaning you're not as much of a threat to Infantry.
With the only armour being 3 chimera Chasis don't expect these guys to be alive long. I'd preferably drop the Basilisk for a Russ or something just to take the heat off the Artilary. Or swap it for 2 Griffons to pound non-MEQs to the ground.
 
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