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| Trooper ![]() | Vostroyan 77th Firstborn Regiment Doctrines ---------- Close Order Drill Iron Discipline Veterans HQ ----------- Colonel Pabst- HSO w/Iron Discipline, Las Pistol and Power Weapon Color Sgt Amstel-Veteran w/Company Standard 2 Plasma Gunners Commissar Brussilov-Commissar w/Las Pistol and Power Weapon -156pts Ordo Malleus ------------------ Inquisitor Lord Rasputin w/Psycannon, Targeter, Psychic Hood, Hammer Hand, Emperors Tarot 2 Heavy Bolter Sevitors 1 Plasma Cannon Servitor 2 Mystics 2 Sages 1 Familiar -244pts Support Squads --------------- Anti-Tank Support Squad #1- 3 Las Cannon teams -110pts Anti-Tank Support Squad #2- 3 Las Cannon teams -110pts Troops ------------ 1st Platoon Platoon HQ- Lieutenant Orlov-JO w/Iron Discipline, Las Pistol Power Weapon 2 Plasma Gunners -70pts 1st Squad ------------- Vet Sgt w/lp and CCW Plasma Gunner Heavy Bolter Team -86pts 2nd Squad ------------- Vet Sgt w/lp and CCW Plasma Gunner Heavy Bolter Team -86pts 3rd Squad ------------ Vet Sgt w/lp and CCW Plasma Gunner Heavy Bolter Team -86pts 2nd Platoon Platoon HQ Lieutenant Ivanova-JO w/Iron Discipline, LP and PW 2 Plasma Gunners -70pts 1st Squad ------------- Vet Sgt w/lp and CCW Plasma Gunner Heavy Bolter Team -86pts 2nd Squad ------------- Vet Sgt w/lp and CCW Plasma Gunner Heavy Bolter Team -86pts 3rd Squad ------------ Vet Sgt w/lp and CCW Plasma Gunner Heavy Bolter Team -86pts Elites ------------- 8 Hardened Vets Vet Sgt w/lp and pw 3 Plasma Gunners 1 Las Cannon Team -137pts 8 Hardened Vets Vet Sgt w/lp and pw 3 Plasma Gunners 1 Las Cannon Team -137pts Ordo Malleus --------------- Callidus Assassin -120pts Heavy Support ---------------- Basilisk w/Indirect Fire -125pts Basilisk w/Indirect Fire -125pts Fast Attack ---------------- Hellhound -115pts Hellhound -115pts It all comes out to 2,146pts. I feel pretty confident about it but its always nice to get an outsiders opinion so any suggestions are appreciated! Thanks! |
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| High Lord of Terra ![]() ![]() ![]() ![]() | Only comment I have is that I would drop the Assasin. They are cool, but almost never pay for themselves unless it is the evisor. For the same points you can almost get another squad of vets or perhaps a Lemon Russ. my two cents, Servo |
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| Trooper ![]() | Hmm I had actually replaced Ratlings with the Callidus Assassin and I see how effective yet a 3rd unit of Vets could be. Although I'm not relying on the assassin to kill anyone (although it would be nice ) but I rather like her for the "word in your ear" combined with "emperors tarot" which could mean I get to move an enemy unit and then have a better chance at 1st turn as well. That in it self it worth her 120pts. Anything else she does is a bonus as far as I'm concerned. Thanks alot for the reply tho its really appreciated and the Eversor defiantly pwns face! I use one with DCA's in my DH army. Very brutal when he rips up a 'fex on the charge! muahahhaa |
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| - your HQ command squad should be; flamer + mortar team. lets you keep them totally out of sight while still shooting a bit. protect your flag as it's re-rolls are key to your Ld. maximise your platoon commands; 3x plasma gun + medic for overheat help. - drop hammerhand on the inquisitor and take holocaust instead. its killing power is insane! hammerhand might net you 1 kill - holocaust will rape anything not in power armour! - add sharpshooters to your lascannon support squads. -drop the lascannons from the vets. keep them mobile so they can move about your infantry line and support where it's needed most! i'd also start them off around the inquisitor's retinue so you have some nice plasma coverage against enemy deep strikes! - i'd also swap out the bassies for russes. indirect bassies have a massive minimum range which does hamper them. a russ is a nice fire magnet and can either pie-plate, or throw out upto 12 shots/turn! (3x heavy b's + pintle-stubber) basically, for guard to be competitive, you need to; a) aim for redundancy. take as many multples of the same squads/vehicles as possible. b) min/max. i know it smacks of jerky power-gaming, but honestly, guard are not a tournament force! we typically have to sacrifice huge parts of our armies to win - it's just the way the guard works. but in a competitive/tournament setting were causing max damage while taking min loses is key, we have to resort to jerkyness to stand upto the other nasty lists out there! cheers!
__________________ "Who are you to question my methods?! A 'Puritan' is simply a coward who hides behind a veil of pretended faith and denounces his loyal brother as a traitor out of simple jealousy!" - Inquisitor Odion ![]() |
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| High Lord of Terra ![]() ![]() ![]() ![]() | See this is where two different Generals have opposing views on tactics. Stitches Tactics and advice are vary solid and they definately win, but in my oppinion it is not the only way to win with Guard. I have had very good success with my guard in Tournaments before I ever owned any Ellite choices. I used to run a HSO with 3 squads of mortors, 2 platoons with 1 semi-tooled HQ and 4 squads of Guards with Autocannons each. For speed I had 2 armoured fist squad with no heavy weapons. And finally for Tank support I ran, 2 hellhounds, 2 Lemmon Russ, and 1 Basilik. This gave me enough static fire power to put up a fight to just about any one. The mortars are great for pinning/killing hoard armies such as eldar, orks, bugs, other I. Guard, etc. etc. With the 8 autocannons and good number of lasguns I could lay down a curtain of fire from my infantry. It was good enough to soften any approching enemy units up before actually charging them with the support of my semi-tooled HQ squads. Even Terminators will fall to 2 squads and an HQ charging in. that is lots and lots of armour saves and all you have to do is win combat and the fearless guys have to take more armour saves and the not so fearless take a leadership test at a pretty big negative due to Outnumber. Just another Generals view on effectively fielding guard. Servo +++EDIT+++ Totally forgot that Sharpshooters rules and should be taken as often as possible. |
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| Trooper ![]() | Wow thanks for the replys everyone! I didnt notice them until today. But I did try out the list as is against a tyranid force consisting of over 130 gaunts/hormegaunts, a lictor, 9 or 6 warriors, 3 zonathrops, 1 walking sniper tyrant w/2 guards and 1 walking cc tyrant w/2 guards. I did get turn one thanks to emperors tarot! woot! Also I used "word in your ear" to drag one tyrant kicking and screaming out from behind cover to lose its guards and be reduced to 3 wounds first turn (not too shabby). Las gun and heavy bolter fire wiped out a whole unit of hormegaunts wounded a couple warriors and the bassies either wiffed or pegged a gaunt or two. Scatter dice was not working in my favor that game. But the hell hounds were absolutely brutal and have won them selves a very warm spot in my heart!Assassin hops in next turn with very few targets that I really want to tangle with but settled on using the shredder on a hormagaunt brood, then she charged them, tied them up for the rest of the game, eventually wiped them out and took down the lictor and a zonathrope! HSO ran down a brood of hormagaunts in CC, and I'm definatly taking Stitchs advice and taking holocaust in the future! I was cursing my self when my inq lord got caught by a brood of gaunts. He managed to kill them but it took 2 turns to do it and prevented them from shooting the rest of the game. (I had replaced hammer hand with a power weapon btw) Crowning moment was a lone surviving Vostroyan Sgt took down the walking sniper tyrant in CC! it was a beautiful thing I tell ya. He now proudly has an old tyrant head mounted upon his base! In the end it came out to a draw (I had about 490 pts left to his 430pts) A very good game but I think I may try out the russes, although pinning w/o numbers gaunts for 2 turns with the bassie did help out alot. So yeah thanks for all of the great advice! |
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