Showing posts with label Lists. Show all posts
Showing posts with label Lists. Show all posts

Wednesday, June 3, 2009

Death

So, here we go.

Time to bust out the death list, no fluff...just killing you and your shitty army.

"Death"

We will bring nothing that can be stopped, or countered. Just killing power wherever possible.

All vehicles that CAN be given heavy flamers, have them. Thanks for playing.

This is, literally, the 'Best of' list I don't want to play against.

Company Command w/4 Flamers, Astropath, Chimera. 155

Veterans w/3 Flamers, Chimera. 140
Veterans w/3 Flamers, Chimera. 140
Veterans w/3 Flamers, Chimera. 140

Vendetta Gunship (Triple Las, double heavy bolters): 140
Vendetta Gunship (Triple Las, double heavy bolters): 140
Devil Dog: 240

Medusa: 135
Medusa: 135
Medusa: 135

That's 1500.

For 1750:

Add Psyker Battle Squad w/Chimera. 125
Add Psyker Battle Squad w/Chimera. 125

That's 1750.

For 2000:

Add Psyker Battle Squad w/Chimera. 125
Add Veterans w/0 Flamers, Chimera. 125

I recommend you swap 2 flamers from the Command squad to this Veteran unit.

That's 2000.

This list sits on it's board edge and waits for you.

If you go first or second, it's got a hell of a punch.

You get too close, it's got a hell of a punch.

The Medusa's have the only weakness, being open-topped. Give them cover and be done with it.

Note your shortest real range is 36", on the Devil Dogs. Everything else is longer.

This is a list I think can punch my Tau in the jaw on turn 1 and call it a game.

It relies on hitting you with blasts, which is it's only weakness.

All of the Psyker Battle Squads are Overseer + 6 Psykers so they wound 99% of the troops in the game on 2+, thanks for wondering.

Run the shots down, see how well you really think you'll do.

Mech, infantry, semi-mech...this list has your number.

Enjoy, and please, comment.

Catch!

This one isn't a 'standard' list for 5E.

Call it a random theory that people won't know what to do with.

"Life is Cheap"

Alternative Army Title:

"Catch!"

Company Command Squad w/Autocannon 60

Platoon Command 30
Combined Infantry Squad x2, 2 Autocannons 120
Special Weapon Squad, 3 Demo. 95
Special Weapon Squad, 3 Demo. 95

Platoon Command 30
Combined Infantry Squad x2, 2 Autocannons 120
Special Weapon Squad, 2 Demo. 75

Vendetta Gunship Squadron 130
Vendetta Gunship Squadron 130
Vendetta Gunship Squadron 130

Deathstrike Missile Launcher 160
Deathstrike Missile Launcher 160
Deathstrike Missile Launcher 160

That's 1500.

For 1750:

Add another Vendetta. 130
Add another Special Weapon Squad. 95
Add 3rd demo to SW squad with just 2 charges. 20

That's 1750.

For 2000:

Add two more Vendettas. 260 (you are a little short points from earlier so it works fine).

That's 2000.

How this list works is simple. Use the Vendettas to scout your demo charges forward.

Run forward and pop tanks with the Vendettas, drop the SW squads in the other guys lap and giggle.

Giggling is very important.

When that fun has worn off, fire some Deathstrikes his way.

There you go, ya nutters.

The Games Afoot

What I'm sure all you old school guard players have been wanting, an all foot Guard army.

I've updated it a bit now that I had a decent amount of sleep, so I can 'fix' some issues.

My apologies.

"The Games Afoot"

Company Command w/Creed, Camo, Voxcaster. 165
Company Command, Voxcaster. 55

Platoon Command Squad 30
Infantry Squad x2 w/Lascannons, Voxcaster 145
Infantry Squad x3, PWx2, Commissar w/PW, Meltabombs x2, Meltagunsx3. 255
Ministorum Priest w/Evisc, 60.
HW Squad x2 w/Autocannon 150

Platoon Command Squad 30
Infantry Squad x2 w/Lascannons, Voxcaster 145
Infantry Squad x3, PWx2, Commissar w/PW, Meltabombs x2, Meltagunsx3. 255
Ministorum Priest w/Evisc, 60.
HW Squad x2 w/Autocannon 150

To go to 1750:

Add two Psyker Battle Squads (110 each).
Add another PW and a Voxcaster to the two foot CC squads. You might want to swap in a Voxcaster earlier if you fail a lot of LD9 tests lol. 30 points.

That's 1750.

To go to 2000:

Add two more Autocannon Squads. 150
Add another Psyker Battle Squad (100 point, so 1 Overseer +8 Morons).

That's 2000.

I like this much better.

Running this army is fairly straightforward.

Use Creed to order the double Lascannon squads around.

Use Creed to scout one of the two big CC platoons forward. Do not forget to use 'For Cadia' to shock people.

Use the other company command to try and get more play from your heavy weapon teams.

Remember to use your cover carefully. You have enough HW teams, don't give the other guy cover saves by placing them poorly.

Hide the Company Command squads as much as you possibly can, or they'll get roasted.

Hide Creed first.

I deleted the mortars, the PBS are better (except against Eldar, yay).

Anyway, the CC squads are units you push into midfield. They have meltaweapons and re-rollable meltabombs on their sarges. If you face a lot of Dreads, give them the 3rd meltabomb.

How's them apples? CC Guard...

Credit to MrPants for making me rethink this list, and of course for spotting my bad math. lol

The Alpha Strike

This is a alpha strike list. Tactics at the end.

Oh and for all you poor 1500 bastards, I'll be including how to make it work at 1500.

You're welcome.

"The Alpha Strike"

Here we go:

130 Command Squad, 3 Meltaguns, Heavy Flamer, Astropath.
130 Command Squad, 3 Meltaguns, Heavy Flamer, Astropath.
280 Valkyrie Assault Carrier Squadron (2 vehicles, MMP and HB upgrades)

100 Veteran Squad, 3 meltaguns
100 Veteran Squad, 3 meltaguns
280 Vendetta Gunship Squadron (2 vehicles, Triple Las and HB)

160 Manticore w/Heavy Flamer.
160 Manticore w/Heavy Flamer.
160 Manticore w/Heavy Flamer.

To go to 1750, add this:

110 Veteran Squad, 2 meltaguns, Heavy Flamer.
140 Vendetta Gunship Squadron (1 vehicles, Triple Las and HB)

And that's 1750.


To go to 2000 points, add this:

110 Veteran Squad, 2 meltaguns, Heavy Flamer
140 Vendetta Gunship Squadron (2nd vehicle to 1750's squadron, Triple Las and HB)

And that's 2000.

Hint for 2k forces, mix the heavy flamer veteran squads into the non-heavy flamer veteran squads. Gives those squadrons a surprise. You should be mixing the command squads into the non-heavy flamer veteran squads at 1500 points, btw. ;) Don't do this if you are planning to deep strike the anti-infantry Valks and keep your Lascannon Valks as normal reserves, k? Kinda defeats the point. lol

How it works:

IGNORE THE BELOW IF YOU ARE GOING FIRST AND SETUP NORMALLY!

(Don't forget to Scout though.)

Start ignoring right about here....

Keep everything off table if you are going SECOND. You have +2 to come on, so you should enter on a 2+ on turn 2. Note all of your Valks come in with the guys aboard.

You can deep strike 2 valks pretty easy. You can deep strike all of them if you want to. Often as not, you don't need to--crippling two high target priorities with the command squads twin-linked meltaguns and barrages from their Assault Carriers (and the 3 Manticores) will do the job.

The Manticores can fire directly, so shove a Harpoon missile up their ass and giggle. ;)

The Nightshroud Army

This is a semi-mech list.

Why semi-mech?

You want a soft belly.

You'll see. ;)

'The Nightshroud Army'

70 Primaris Psyker.
70 Primaris Psyker.

70 Platoon Command.
270 Infantry Squad x4 plus Commissar + 3xAutocannons

70 Platoon Command.
270 Infantry Squad x4 plus Commissar + 3xAutocannons

120 Devil Dog Squadron (1 vehicle, Heavy Flamer hull weapon)
120 Devil Dog Squadron (1 vehicle, Heavy Flamer hull weapon)
120 Devil Dog Squadron (1 vehicle, Heavy Flamer hull weapon)

160 Leman Russ Eradicator, Heavy Flamer hull weapon
160 Leman Russ Eradicator, Heavy Flamer hull weapon

Going to 1750:

160 Leman Russ Eradicator, Heavy Flamer hull weapon
65 Rambo.
20 2xAutocannons to the Infantry Platoons.

Spend 5 points where you want, go ahead and splurge. ;)

That's 1750.

Going to 2000:

Add a Devil Dog to 2 Squadrons.

Leaves you 10 points, again...go nuts on your spending. lol

That's 2000.

So, how this army works:

Well, the Devil Dogs need to focus on heavy armor as you have no meltaguns.

You do have two rather large stubborn infantry squads with 6 (or 8) autocannon shots with LD9 able to hurt a light vehicle a turn--hopefully you'll pass your platoon command and get more firepower.

Now I'm sure you remember the Primaris Psyker review, and how I said NEVER to run him with a Commissar. Well, except in THIS army. If he gets executed, oh well.

See, CC units can show up and pummel you in the face all they want. LD9 stubborn with 40 fucking guys is going to stay around. lol

If you don't get the gist, you use Nightshroud on the big squads to annoy the other guy. Combine with 42 bodies, cover saves, and being spread out...you are not going to run from being shot at. Who says Guard can't take objectives? lol

Hopefully the Devil Dogs and Autocannons will pop transports, so you can unleash the Eradicator.

Yes, I know it can miss. I know it doesn't kill Marines.

I also know, for anyone forced out of their transport--if they are Xenos, they better fucking hide, because the Eradicator will crush them. Wounding Marines on 2+ is good enough, ya know.

This army has several weak spots, and it doesn't spam Melta. However, you won't like it one bit when you get shot out of your transports. If the Guard are within 24" and fire...that's over 70 lasrifle shots from EACH SQUAD. Within 12"? My head hurts. Almost 110? Yeah, your Terminators are going to walk through that. lol

Anyway, you better be good when you go for this army--it's difficult to use, and is a pure combined arms force. If you can't get people out of their vehicles quickly enough, you are going to be in combat forever. At least with stubborn 9 and 40 guys, you might last forever. lol