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One Awesome Dude
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Discussion Starter · #1 · (Edited)
Proving Ground: Round 2 - Battle 1 (Imperial Guard vs. Tyranids)

Scenario: Seek and Destroy
Gamma Rules: Infiltrate, Deep Strike


List 11 - Imperial Guard
“VICTORY FLANK”

Heroic Snr Officer:
- Plasma Pistol
- Power Sword
- Carapace Armour
- Iron Discipline
- Biotics

Command Squad

- Plasma Gun
- Veteran w/Company Standard

Platoon 1 Command:

Jnr. Officer
- Bolt Pistol
- CCW
- Iron Discipline
Command Squad:
- Autocannon
- Meltaguns [x2]

Platoon 1 Squad 1:
- Autocannon
- Grenade Launcher

Platoon 1 Squad 2:

- Lascannon
- Plasma Gun

Platoon 1 Squad 3:
- Autocannon
- Plasma Gun

Armoured Fist Squad:
- Missile Launcher
- Flamer
- Chimera
---Turret Multi-Laser
---Hull Heavy Bolter
---Smoke Launchers
---Extra Armour

“SACRIFICIAL FLANK”

Platoon 2 Command:

Jnr. Officer
- Laspistol, CCW, Iron Discipline
Command Squad:
- Lascannon
- Plasma Guns [x2]

Platoon 2 Squad 1:

- Autocannon
- Grenade Launcher

Platoon 2 Squad 2:
- Lascannon
- Plasma Gun

Platoon 2 Squad 3:

- Autocannon
- Meltagun

Armoured Fist Squad:
- Missile Launcher
- Flamer
- Chimera
---Turret Multi-Laser
---Hull Heavy Bolter
---Smoke Launchers
---Extra Armour

“COUNTER ASSAULT”

Rough Riders [x6]:

- Hunting Lances
- Vet Sarge w/Hunting Lance and CCW

Ogryns [x5]:
- Chimera
- Turret Multi-Laser
- Hull Heavy Bolter
- Extra Armour

Leman Russ:
- Hull Heavy Bolters
- Sponson Heavy Bolters
- Extra Armour

Basilisk:
- Indirect Fire

Doctrines:
- Close Order Drill
- Iron Discipline
- Ogryns
- Rough Riders

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Basically, every unit does what their category suggests. Otherwise, this army uses Split Deployment, in which the Victory Flank goes on one extreme corner of the Table Quarter, and the Sacrificial Flank sits on the other. Way at the back sits the Basilisk (pretty much touching the back corner) and the Russ sits just in front of the Basilisk. The Ogryns and RRs sit back in reserve, ready to pound anyone who gets too close.

The whole army sits still until Turn 5, when the Victory/Sacrificial Flanks move out into a new table quarter (to claim those VPs). Shooting priorities depends on the opponents.

V.S.


List 3 - Tyranids

Hive Tyrant:
- Winged
- Toxin Sacs
- Enhanced Senses
- Twin-Linked Devourer
- Twin-Linked Devourer

Hive Tyrant:

- Extended Carapace
- Enhanced Senses
- Lash Whip
- Bonesword
- Venom Cannon

Carnifex:
Enhanced Senses
Twin-Linked Devourer
Twin-Linked Devourer

Carnifex:
Enhanced Senses
Twin-Linked Devourer
Twin-Linked Devourer

Lictors [x3]


Ripper Swarms [x3]:
- Extended Carapace
- Leaping

Ripper Swarms [x3]:
- Extended Carapace
- Leaping

Hormagaunts [x15]

Hormagaunts [x14]

Genestealers [x6]

Carnifex:
- Enhanced Senses
- Venom Cannon
- Barbed Strangler

Zoanthropes [x3]:
- Warp Blast
- Synapse Creature

Carnifex:
- Enhanced Senses
- Toxin Sacs
- Venom Cannon
- Twin-Linked Deathspitters

I would put the Flyrant on a flank, taking shots at anything that might cause a threat to the main force. The Rippers will support the Flyrant, forming a shield of sorts in front of him. The Walking Tyrant will take care of the Elitefexes synapse-wise, accompanying them to within devourer range. The Heavy Fexes, along with a Zoanthrope, will deploy on a hill if at all possible, taking out tanks and heavy armour. And on the opposite flank will be the two squads of Hormagaunts, taking the second Zoanthropewith them. The third Zoanthrope will wander behind the main lines, providing Synapse where needed. As you can see, the two flanks will be advancing rapidly while the centre provides support. Amidst all this, three Lictors will Deepstrike behind enemy lines, drawing fire and taking out the enemy HQ if possible.
 

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I think the IG have this one. The IG have many weapons that can take out the Monstorus Creatures, teh IG themselves has the weapons to kill the nids and stop them on their tracks. Plus the Basilisk makes a nice nid killer right there.
 

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I would have to vote for IG on this one. Because they have enough high strength shots to take out the big bugs. IG also has some large templates to get rid of the little ones. IG also has the two strong counter assault squads, stopping the bugs from getting far into the lines.

Again, I think IG has this one.
 

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munch munch

I'm afraid the Nids will munch on the IG. between the rippers and Horms, there's numbers to tie up the IG before the big guys show up then the Lictors to DS in and munch on some lascannon teams, or the HQ. It's over once the Lictors drop in, and tie up lascannons in CC.
 

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I think the IG can pull the win out here; they have more scoring units than the nids, and with concentrated fire can knock out one or two with good rolls. It only takes one good hit or decent scatter from the earthshaker and battle cannon to wipe out a unit of rippers or the genestealers, and if those three units go then the only little guys left would be the gaunts, and even with all their speed they aren't getting into combat right away. (And if they were to try and failed to get into combat, then those broods expose themselves to an awful lot of incoming fire.)

As for the nids, almost all of their big creatures are slow moving, and only a few have guns with long range that. In the entire list there are three venom cannons and one barbed strangler; if those were taken out, especially the 'fex with barbed strangler, then the nids are going to have a hard time dealing with guard armour outside of close combat. This nid list gives me the impression that its fairly dependent on the little creatures tieing up enough of the enemy for the bigger ones to get in closer to deal some death, which is something that the guard can keep from happening.
 
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