Showing posts with label 5th edition. Show all posts
Showing posts with label 5th edition. Show all posts

Thursday, April 23, 2009

2000pt Competitive List Competition

Well a member on the Astronomican forums is holding a small little 2000pt Competitive List competition and I decided to enter it with the new Imperial Guard codex (to really see what this puppy could unleash). Well, I warn you, this isn't for the feint of heart. It is very unfluffy and cheesy beyond belief (a list I would never play unless in a really big tourney) BUT that was the whole point of the comp. If you're interested you can check out the thread here.


HQ
Ministorum Priest – 50pts
+ Eviscerator

Lord Commissar – 95pts
+Power Fist
+Carapace Armor


Company Command Squad – 175pts
+ Creed
+ Astropath
+Vox Caster

Chimera – 65pts
+Pintle-mounted Heavy Stubber

TROOPS
Platoon 1
Command Squad – 130pts
+Al’Rahem
+Medi-pack
+Las Pistols/CCWs

Squad A – 55pts
+Grenade Launcher

Squad B – 55pts
+Grenade Launcher

Squad C – 55pts
+Grenade Launcher

Squad D – 55pts
+Grenade Launcher

Squad E – 55pts
+Grenade Launcher

Conscripts x50 – 200pts

Veterans - 180pts
+Bastonne
+3 Melta Guns
+Grenadiers
----------------

Platoon 2
Command Squad – 67pts
+Boltgun
+2 Plasma Guns
+Vox-Caster

Squad A – 65pts
+Melta Gun
+Vox-Caster

Squad B – 65pts
+Melta Gun
+Vox-Caster

Squad C – 65pts
+Melta Gun
+Vox-Caster

Squad D – 70pts
+Plasma Gun
+Vox-Caster

Squad E – 70pts
+Plasma Gun
+Vox-Caster
-----------------

Platoon 3
Command Squad – 52pts
+Boltgun
+Vox-Caster
+Plasma Gun

Squad A – 55pts
+Vox-Caster

Squad B – 55pts
+Vox-Caster

Squad C – 55pts
+Vox-Caster


Fast Attack
Sentinels – 40pts
+ AutoCannon

Sentinels – 40pts
+ AutoCannon


Vendetta Gunship – 130pts

TOTAL – 1999 pts
Model count: 212 infantry, 4 tanks
KPs: (with Platoon 1 Squads A-E combined) 21

Ok, basic strategy behind it...
The Astropath allows for all my reserve rolls to add +1 to the roll AND (make sure you keep this in mind) lets me re-roll which table edge any squad outflanking arrives on.
Al'Rahem forces everyone in his platoon to outflank. Squads A-E in platoon 1 are combined into one mass of 50 guardsmen using the "Combined Squads" special rule. The Lord Commissar and Ministorum Priest are attached to the Conscript Squad. The basic concept here is to rush into close combat with the enemy. 50 conscripts with re-roll to hit on the charge thanks to the priest, Stubborn AND Ld10 thanks to the Commissar mean the conscripts will be quite at home in combat (statistically, that squad alone should kill 14 MEQs alone). Don't forget that I'll also be having my 50-man guard squad either firing or rushing into combat, depending on the situation, and the command squad (Al'rahem sword inflicts instant death on any opponent regardless of toughness!!!) and my Vets....

So the Veterans have two options: Assault or take out tanks. It's very situational, but they are quite apt at both.

Oh, nearly forgot! Creed and his squad will be in that Chimera zooming around the field giving orders (at the start, probably to the outflanking Al'Rahem platoon). Such orders can give a squad +2 to their cover save, an extra rapidfire shot for las guns, twin-linked weapons against tanks or monstrous creatures (great for the tank hunting Vets), allowing a squad to re-group after losing assault, even if normal terms would prevent it, rolling 3D6 for running and picking the highest, giving Fearless and Furious charge to a unit (uhh, Conscripts ). He can issue FOUR of these orders per turn and each platoon commander can issue orders as well. It will be VERY annoying for any opponent!

Now platoons 2 and 3 are fire support squads, wherever I'll need them. Deployment is entirely situational but I have adequate power to fight off pretty much anything that is thrown at me with them. Vox-Casters, btw, let you re-roll orders so that can be very important for me.

The Vendetta has 3 twin-linked las cannons. It will outflank since it has the scout special rule. Also, it will be acting as a safety net (as well as tank-hunter/high toughness killer) if the Chimera holding Creed esplodes. The Valkyrie will pick 'em up and fly 'em around the field (which is even worse for my opponent, but I want this baby in the air to contest objectives at the end of the game if needed)

The sentinels will also be outflanking.

Now the whole thought behind this list was fast and distracting. 115 guardsmen coming from their table edge, along with a vendetta and 2 sentinels, will be incredibly distracting and frustrating since they can wipe out any threats quite early. Creed issuing his orders will force people to make tough decision (deal with the cheap conscripts, Creed, the Valkyire, the vets, the 50 guardsmen or either of the Sentinels) which is a recipe for the opponent to make mistakes which is a very easy way to win battles. This tactic also protects my other 100 guardsmen on my side who are ready to shoot down anything that breaks free from the insanity on their front.

Bring the Fight to the Enemy!

Saturday, April 18, 2009

5th edition IG codex army list

Well Alex and I got our grubby little hands on the new 'dex and I just created a simple list with what I currently own (or plan to buy: the Cadian Battleforce). Now this isn't a list I would use, but really gives me an idea of exactly what I need to buy to build my ideal fluffy Valhallan list.

Here it goes:

HQ
Company Command Squad - 172pts
- Company Commander
+ Bolt Pistol
+ Power Fist

- 4 Veterans
+ 3 Las Pistols/Close Combat weapons
+ Vox Caster
+ Heavy Flamer
+ Medi-pack
+ Carapace Armor

- Officer of the Fleet

Elites
Storm Troopers x8 - 153pts
+ Grenade Launcher
+ Plasma Gun

Troops
Platoon A = 370pts
Command - 100pts
- Commander Chenkov

- 4 Veterans
+ 4 Las Pistols/Close Combat Weapons
+ Platoon Standard
+ Vox Caster

Squad 1 - 60pts
+ Vox
+ Grenade Launcher

Squad 2 - 55pts
+ Flamer

Conscripts x20 - 155pts
+ "Send in the Next Wave"

Platoon B = 340pts
Command - 35pts
+ Vox Caster

Squad 1 - 100pts
+ Commissar
+ Vox
+ Flamer

Squad 2 - 55pts
+ Grenade Launcher

Heavy Weapon Squad 1 - 60
+ 3 Mortars

Heavy Weapon Squad 2 - 60
+ 3 Mortars

Fast Attack
Armored Sentinel - 85pts
+ Plasma Cannon

Heavy Support
Vanquisher - 205pts
+ Commander Pask

Leman Russ Squadron - 580pts
- Executioner

- Eradicator
+ Las Cannon
+ Heavy Bolter Sponsons

-Eradicator
+ Las Cannon
+ Heavy Bolter Sponsons

Total = 2005pts

95 infantry, 5 tanks

===============================================

Ok, basic logic behind choices....
My Company Command squad will be a close combat unit. The med-pack gives them Feel No Pain, making them much more resilient and you can never go wrong with Heavy Flamers! Plus, having them deeply entrenched with the enemy will help the Company Commander to dish our orders to the guardsmen who are also deeply entrenched. Officer of the Fleet, with his -1 to enemy reserve rolls, will be incredibly useful I think.

Platoon A is my human wave, basically. I will use Chenkov's command squad to aid the Conscripts who will be rushing forward and just having a grand ol' time. When the conscript squad is low on men, I'll use the "Send in the Next Wave" rule I bought for them and have a full 20-man squad of conscripts back on my table edge to take nearby objectives. Squads 1 and 2 will be made into one squad using the "Combined Squads" special rule (yeah, totally aweosme I know!) to make them a large clean-up force on the front lines.

Platoon B will be the fire support squads. 6 mortars in the back wreaking havoc with Squads 1 and 2, again, combined, to dish out some nice damage. The commissar is there to make sure they don't retreat.

Storm Troopers. They're expensive: same cost as a marine. I will be giving them a test run or two in games to see what I think of them, but I highly doubt they'll be a mainstay in this army. I just have some Vostroyans which look like cool Valhallan Storm Troopers IMO. They might end up being Vets or something, but I only have 6 or 8 of them (can't remember) so I'd need to buy a few more.

Armored Sentinel, tad on the expensive side with that Plasma Cannon, but I figured I'd give it a go. I'm going to magnetize the weapons so I can try out different things in different games, but I think they will be best in squadrons.

Now the bulk of my points cost: tanks. I put Commander Pask in the Vanquisher because he increases the tank's BS to 4 and adds +1 to Armor Pen which makes an alreayd potent tank hunter even morso. The squadron of Executioner and Eradicators are there mainly because I like the tanks. Exectuioner vaporises MEQs while the Eradicators kill everything else (and ignores cover which is always great!) Though at nearly 600 points for the squadron, I think it may be an Apocalypse thing only for me.

I REALLY like infantry in this new codex. I'm totally stocking up. I want at least 30 more men in this list. I also want to get at least one Hellhound and WILL get some Griffons in this army. Re-rolling the scatter die is too good to not take! Of course, I'll wait until the plastic version that is rumored comes out.

Anyways, hopefully may ramblings will give you some ideas. Any one else get a chance to see the new codex? What do you think of it and what do you like/dislike about it? If you haven't seen it and have any questions feel free to ask!
MiniWarGaming Store