So those 4 of you reading may have picked up on the fact that we have a tournament this weekend. I haven't posted in either Brent's or Whit's list threads because in Brent's case I honestly don't have any great advice and Whit seems dead set on his list (so I won't be a dick and bash it).
In my case I have my list ready to go. As normal I'm not completely happy with it. There is something about the List or maybe the codex in general, that just doesn't do it for me. Not sure what it is. I think it's because I keep trying to make changes to my list but can't really justify it. Like I won't give other units an honest shake or something. I put a PBS in my monthly list only to be paired against 2 fearless, and 1 mostly fearless army, so much for playing leadership games. It makes me inclined to not put it in my tournament list because I just haven't seen how its going to work so it got axed. My monthly also ran 2 IST squads to make the vendetta's scoring, they have been replaced by base platoon squads. So here it is.
1500 Pts - 5th Edition Roster
HQ: Company Command Squad (6#, 167 pts)
4 Company Command Squad @ 167 pts (Flak Armour; Frag Grenades; Close Combat Weapon x4; Plasmagun x4; Chimera)
1 Company Commander (Flak Armour; Frag Grenades; Refractor Field; Close Combat Weapon; Bolter; Senior Officer)
1 Chimera (Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer)
HQ: Inquisitor Lord (4#, 83 pts)
1 Inquisitor Lord [OM] @ 83 pts (Psychic Hood)
1 Familiar [OM] (Close Combat Weapon)
1 Mystic [OM] (Laspistol; Close Combat Weapon)
1 Mystic [OM] (Laspistol; Close Combat Weapon)
Troops: Veteran Squad (11#, 155 pts)
9 Veteran Squad @ 155 pts (Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x9; Lasgun x6; Meltagun x3; Chimera)
1 Veteran Sergeant (Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon)
1 Chimera (Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer)
Troops: Veteran Squad (11#, 155 pts)
9 Veteran Squad @ 155 pts (Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x9; Lasgun x6; Meltagun x3; Chimera)
1 Veteran Sergeant (Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon)
1 Chimera (Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer)
Troops: Infantry Platoon (26#, 200 pts)
1 Infantry Platoon @ 200 pts
4 Platoon Command Squad (Flak Armour; Frag Grenades; Close Combat Weapon x4; Lasgun x1; Flamer x3; Chimera)
1 Platoon Commander (Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon; Junior Officer)
1 Chimera (Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer)
9 Infantry Squad (Frag Grenades; Close Combat Weapon x9; Flak Armour; Lasgun x9)
1 Sergeant (Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon)
9 Infantry Squad (Frag Grenades; Close Combat Weapon x9; Flak Armour; Lasgun x9)
1 Sergeant (Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon)
Fast Attack: Vendetta Gunship Squadron (1#, 140 pts)
1 Vendetta Gunship Squadron @ 140 pts
1 Vendetta (Extra Armor; Searchlight; Twin-linked Lascannon x3; Heavy Bolter Sponsons x2)
Fast Attack: Vendetta Gunship Squadron (1#, 140 pts)
1 Vendetta Gunship Squadron @ 140 pts
1 Vendetta (Extra Armor; Searchlight; Twin-linked Lascannon x3; Heavy Bolter Sponsons x2)
Fast Attack: Vendetta Gunship Squadron (1#, 140 pts)
1 Vendetta Gunship Squadron @ 140 pts
1 Vendetta (Extra Armor; Searchlight; Twin-linked Lascannon x3; Heavy Bolter Sponsons x2)
Heavy Support: Manticore Rocket Launcher (1#, 160 pts)
1 Manticore Rocket Launcher @ 160 pts (Storm Eagle Rockets; Searchlight; Smoke Launchers; Heavy Flamer)
Heavy Support: Manticore Rocket Launcher (1#, 160 pts)
1 Manticore Rocket Launcher @ 160 pts (Storm Eagle Rockets; Searchlight; Smoke Launchers; Heavy Flamer)
Total Roster Cost: 1500
=I= and the 2 infantry squads get vendetta's. This should allow me to operate the melta vets more aggressively than in the past as the number of scoring units has increased. I don't want to use them as sacrifices but sometimes things have to die. The CCS is my reserve unit, whenever there is a gap in the lines, there they go, 4 plasma's work on this unit.
There are 1-2 armies that I am actually a little worried about this month. Mikey's Space Wolves are going to be a beast to beat. Razorback and Missile Launcher spam makes short work of AV 12. I may to play the reserve game with the vendetta's for that one and hope the manticore's get lucky and take out 1-2 Razorbacks each on my turn 1. While that's happening push the chimera's up the table. I can't outrange that army with this build. We'll have to see how it goes. Maybe I get lucky and his dice go to hell...hmmm...prayer circle anyone?
Tyranids are the other army (if they show) that is going to be interesting, and that alone forced the inclusion of the =I= to hopefully provide some defense against dropping Zoe's and other gribbly BS.
Oh and I did something stupid this week, I am participating in the B&C Librarium Painting Challenge. Seems I have to paint 1 squad of Thousand Sons and Rhino before the 31st of march. So much for working on the Guard....
-EH
2.18.2010
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4 comments:
I never know what to say about your army: it always makes me nervous. I'll admit though, this version of the army is scarier to me than the PBS version.
This month is going to be tough for me, as every army comes in to its own, but I'm not sure I gain much more. I'll be more comfortable at 2K, I think, when I can field my core workers but add a significant selection of Troops.
But I've painted up some surprises...
Good luck this weekend!
I believe your list is over-specialized for anti-Mechanized Infantry.
1 Vendetta is potentially useful. 3 Vendettas is expensive wreckage that doesn't kill much. A Razorback for a Vendetta is a great trade, and you're offering that 3 times.
Manticores are also not that good against Marine boots on the ground. A SM Bike list played at 50% competence should do things to you that would make Brent blush.
Overall, I think you've gone much, much to far in one direction; if your opponents don't oblige with 50+% of their points tied up in vehicles, you will simply not be able to kill your way to victory - which is the proper Guard way.
I actually agree somewhat. Its a problem I ran into yesterday. I could not kill marines in cover. I've nothing to torrent enough wounds into units to force failed save. Lots of High Strength, low ap, but that really doesn't matter with all the cover we've got on tables.
That being said I think manticore's still have great utility in an all comer's list. They provide alot of things, and even marines don't like to see them in multiples. They can also clear parking lots and large infantry units off the table.
Our next jump is to 1750. I think I may drop a vendetta and grab a couple of banewolf tanks. I have to think about it. The colosses also seems to offer a solution to my issues. Something to think about.
Colossus is very fun to use against Marines. And it's generally easy to hide it and get that 3+ cover save.
Fast Attacks should be about killing boots; moving towards Banewolves is a sensible choice.
As you increase in points, you may find that some ability to punch things is required. I can almost 100% of the time charge so that I end up killing IG in their turn, and you've got some clever players up there, so having guys that just get to break your toys running around will be a problem.
I recommend the PF on your commander and a Priest with Eviscerator. That will solve most minor assault units - still nothing to do about Nobs and Thuderwolves, but you can't have it all.
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