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Discussion Starter · #1 ·
Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner.

Mission Type - Seek and Destroy

Mission Level - Alpha

Special Rules - Victory Points

Hive Fleet Ganados
Tyranids

Headquarters – 196
Hive Tyrant - 196
+2X Twin Linked Devourers
+Toxin Sacs
+Enhanced Senses
+Winged
+Warp Field

Elites - 226
Carnifex – 113
+2X Twin Linked Devourer
+Enhanced Senses

Carnifex – 113
+2X Twin Linked Devourer
+Enhanced Senses

Troops - 920
Eight Genestealers - 160
+Extended Carapace

Eight Genestealers - 160
+Extended Carapace

Eight Genestealers - 160
+Extended Carapace

Eight Genestealers - 160
+Extended Carapace

Seven Genestealers - 140
+Extended Carapace

Seven Genestealers - 140
+Extended Carapace

Fast Attack - 120
Ravener - 40
+Rending Claws + Scything Talons

Ravener - 40
+Rending Claws + Scything Talons

Ravener - 40
+Rending Claws + Scything Talons

Heavy Support - 386
Carnifex - 193
+Venom Cannon
+Barbed Strangler
+Enhanced Senses
+Extended Carapace
+Bonded Exoskeleton

Carnifex - 193
+Venom Cannon
+Barbed Strangler
+Enhanced Senses
+Extended Carapace
+Bonded Exoskeleton


Tactics:

No special tactics really. Gunfexes target heavy vehicles, while the devilfexes and Tyrant target light vehicles and infantry. If the majority of my opponents weapons are strength 3, then the gunfexes will take point. Otherwise the devilfexes will be in front. The genestealers wait in the back until they can charge ahead and finish off any tough targets, or tie up units in CC.

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Imperial Guard

Doctrines:
Alternate Regimental Organisation: Grenadiers
Alternate Regimental Organisation: Drop Troops
Skills and Drills: Iron Discipline
Restricted Troop Types: Rough Riders
Special Equipment: Carapace Armour

HQ - 97
Command Platoon
+Command Squad - 97
++Heroic Senior Officer
+++Iron Discipline
+++Bolt Pistol/Close Combat Weapon
++Retinue, 4 Guardsmen
+++Veteran, Company Standard
+++Mortar Team


Troops - 890
Troop 1: Infantry Platoon - 240
+Command Squad
++Junior Officer
+++Honorifica Imperialis
+++Iron Discpline
+++Laspistol + Close Combat Weapon
++Retinue
+++Mortar Team
+Infantry Squad
++Lascannon
+Infantry Squad
++Lascannon

Troop 2: Infantry Platoon - 220
+Command Squad
++Junior Officer
+++Laspistol + Close Combat Weapon
++Retinue
+++Heavy Bolter Team
+Infantry Squad
++Lascannon
+Infantry Squad
++Lascannon


Grenadiers Squad - 225
+10 Grenadiers
++2 Plasmaguns
+Transport: Chimera
++Turret Autocannon
++Hull Heavy Bolter
++Pintle Heavy Stubber
++Smoke Launchers

Grenadiers Squad - 205
+8 Grenadiers
++2 Plasmaguns
+Transport: Chimera
++Turret Autocannon
++Hull Heavy Bolter
++Pintle Heavy Stubber
++Smoke Launchers


Elites - 75
Hardened Veteran Squad – 75 (DEEPSTRIKE!)
+4 Hardened Veterans
++3 Meltaguns
++Hardened Veteran Sergeant


Fast Attack - 266
Hellhound - 130
-Smoke Launchers
-Extra Armour
-Pintle Heavy Stubber


Rough Rider Squad - 136
+10 Rough Riders
++Veteran Sergeant
++Hunting Lances/Laspistols
++Carapace Armour


Heavy Support - 522
Leman Russ Battle Tank - 164
+Hull Heavy Bolter
+Heavy Bolter Sponsoons
+Extra Armour
+Smoke Launchers
+Searchlight

Leman Russ Battle Tank - 164
+Hull Heavy Bolter
+Heavy Bolter Sponsoons
+Extra Armour
+Smoke Launchers
+Searchlight


Leman Russ Demolisher - 194
+Hull Lascannon
+Plasma Cannon Sponsoons
+Extra Armour
+Smoke Launchers
+Searchlight

HQ.........................97p.............~5%
Troops:.................890p...........~48%
Elites:.....................75p.............~4%
Fast Attack:...........266p...........~14%
Heavy Support:.....522p............~28%


Tactics:
As for tactics, hard to say without knowing the terrain. Grenadiers will go for objectives supported by the tanks. Remaining infantry will deploy in cover, with the two command squads with the mortars for leadership deployed within 12" of those squads but out of LOS from the enemy. Hide, fire mortars and provide leadership for the lascannon squads.
Veterans will deepstrike and try and take out something expensive or annoying like a land raider or a basilisk, with 3 meltaguns they should put some serious hurt to whatever they're shooting at.
Depending on the enemy the Rough Riders will either stay behind LOS for most of the game and then act as a countercharge unit once the enemy charges the fireline, else they'll advance behind the tanks to deal some damage that way. They've also been given 4+ armour for increased survivability.
 

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This one was tough, but I think that because of the lack of efficient weaponry on the IG side, the nids will reach combat with enough force to carry the battle. However, I could be convinced otherwise.

I vote nids
 

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Dancing Peanuts? You bet!
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I think the Nids have too much hard stuff, and the IG have too little anti-hard stuff to win. The genestealers will get to the lines damaged, but have enough numbers to hold the IG up until the Carnifexes get there, then it's all over.

I vote for Nids
 

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Slave to the flesh
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Imperial guard

That much ordanance and the hellhound alone will cause a nightmare for the 'nids, add to that the guardsman and I think the 'nids are going to have serious difficulty.
 

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Imperial Guard

While the 'Nyd list is an interesting one, it just reeks of beard. This is only augmented by the 'Nyd commanders choice of tactics - it all screams powergamer.

The IG are packing enough AP4 weaponry to really mess with the 'Nyds day. Even with the Genestealers Extended Carapace, the IG have the edge.
 
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Imperial Guard

They aren't perfectly equipped to take on those nids, but they have a lot of shooting non-theless. On a day with decent scatter, the nids are going to be hurting. The Carnifexs will be tough, but they will take an age to move up the field.
 

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Pure Venom.
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Imperial Guard

I have to say, i think the guard have it here. You've got leman russes that are capable of turning their hands (turrets?) to the big stuff or the hordes, and if one of those stealer hordes get's hit by a battle cannon shot it's gonna hurt. The heavy bolters are also well-matched for this battle, with the perfect AP for cutting down the fast things(genestealers, raveners), and soon it's going to be simply the carnifii left on the table, slowly trudging towards the guard lines whilst being peppered with gunfire. The venom cannons could cause some damage, but a glancing hit only isn't really enough to deal with a battle tank. I foresee the nids spending too much time getting there than actually causing too much damage.

LoC
 

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Imperial Guard.

Not a force I would want to field against the Hive mind but:

The Nid force is slow. Those Chimaera borne Storm Troopers will rule, using thier Autocannon/Heavy Bolters agains the Genestealers or jumping out to rapid fire the Bigger 'Nidz with plasma.

The Hellhound will burn the Genestealers to death no problem.

4 Lascannon will do alright, DS is a disadvantage. But if you drop in the rght place they will do OK.

While the RRiders want to avoid the Higher initiative Genestealers, they could maim an elite Fex or even the HT.

3 Russ types can put the pain on any 'Nid unit.
 

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I'm going to have to vote IG because of the lack of fast gaunts to reach the IG lines quickly. The genestealers are overkill for dealing with guard in HtH, and assuming equal playing skill on each side, they won't be able to consolidate into any other squad after wiping one out in HtH. The IG list, while low on anti horde weaponry, has the firepower to deal with the Ravagers and the Tyrant which are the real threat here. As the mission is for victory points, the early game advantage in this battle goes to the force with better firepower and that is the guard. Later in the game, all I expect of the guard to live is their tanks, but since these have so many points tied up into them and could potentially just drive away as fast as the genestealers or canifexes tried to catch them, I'm going going to have to go guard again.

Seriously, both these lists look like they were made specifically to kill marines.
 

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Imperial Guard
Looks to me like it's gonna be pretty one-sided. The advance of the Tyranids is going to be very staggered with the amount of AP firepower that is going to be poured into the army, and I really don't think that the small amount that gets to the IG lines is going to be significant enough to make an impact early enough to affect the final outcome of the game for a seek and destroy mission - consider this, at the very least, the IG player controls a solid 522 points of tankage.
 

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The Love Muffin
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I vote Tyranids.


The nids have a lot of fire power and a lot of cc ability.

IG has a lot of firepower also, but I don't think it will be enough to stop all the genestealers.
 

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I think that the gaurd will be able to kill all the genestealers. They have enough AP 4 weapons to kill the genestealers and 4+ save still is going to be4 hard pressed to make that rest of their saves. The nids although have probably enough genestealers to get in close and do some damage until the big bugs arrive

Nids
 

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Wings of Doom said:
The Nid force is slow.
You aren't the only person who said this. How is the nid force slow? The genestealers move six have fleet of foot and assault six. The raveners correct me if Im wrong move 12 have fleet and assault 6. Then they have a winged Hive tyrant who moves 12. How are they slow?
 

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Now with STFU flames!
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Discussion Starter · #16 ·
Librarian Augustine said:
The raveners correct me if Im wrong move 12 have fleet and assault 6.
Close - they have 6 move, fleet, and assault 12. They may also Deep Strike in missions that allow.
 

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Nids
The Genestealers will just tear across the board, and the raveners will only help this. And by the time they reach there, the Gunfexes will have blown apart the infantry.
 

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Bearded Ninja
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i vote guard

as far as i can see the pure mass of ap4 weapons the guard have available is insane.

18 heavy bolter rounds between the two russes alone can maul a stealer unit without much hassle and with such small unit sizes things can only get interesting.

a hell hound can put out about the same killing power as the two russes with its flamy deathy doom so not much more to mention.

the leman russ demolisher is configured as a plasma platform which i like and can layout some nice ranged ap2 power along side the las cannons to quickly pull down those fex.

Things to remember: russes are more than just battle cannons
Guardsmen have numerical advantage here
Stealers will NOT cross the board in two turns in large enough numbers to engage the whole guard army when considering intervening cover and channels of fire.
 
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