Monday, June 8, 2009

Review Ready!

Howdy, thanks for visiting!

While not as in-depth as my Demon review, I think this will give you the same framework to building a successful army.

I've included a few tactic pieces, and lists I deem good enough to succeed in 5th edition.

I've always found it interesting that in every GW book, GW asks this question and never actually answers it:

"Why collect ... ?"

So, I'll do it for them.

If you have a foot list, you can run a foot army--it won't be as powerful as a mech list will be, but it won't be a definite loser.

Consider upgrading your army slowly, from your old foot with a couple Russes to a more versatile force with the new Valkyrie/Vendettas or the new Hellhound variants. This will get you a semi-mech force, and it will still perform well even with ground elements because your mechanized elements are very very good.

Once you have a semi-mech force going, or you are a new player thinking about picking up Guard...consider going full mech (you can still have infantry, they'll just ride around in their steel coffins--just kidding! You usually get out alive...) as it's truly what 5th edition is about.

Mobile tank battles, who doesn't dream of that?

With this list, you can fight them and you don't have to ever play a game of Apocalypse to do it!

So muster up some Guard, and start reading the review. :)

Update:

It appears I left out Storm Troopers, Penal Legion Troopers, and Sentinels.

I've found those posts and added them.

Thanks to Peter for figuring out I didn't include them. ;)

Rambo

Sorry, not gonna call the guy by his official name.

It's Rambo.

He's pretty funny really, but is he effective?

Well, for 65 points--I won't complain about anything but his useless pistol.

Deploy him in cover, pretty much always. That's his whole point, to drive people from cover so you can kill them. See that whole Stealth, Fleet, Move Through Cover section? Yeah, he's built for cover busting, so use him that way.

The turn he arrives, he throws his demo charge at something and hopefully kills it. Note due to his small size he can get rear armor shots on tanks, but his best use is dropping that charge on infantry in the open.

When you are done zapping someone, and if you don't in turn get zapped; he's a decent assault unit. He'll never take on anyone capable in a fair fight, as his defenses are crap and he's easily killed. However, with 6 poisoned attacks that wound on a 2+, he's a son of a bitch for killing weakened units (or just weak units). Remember if they are T3 or less, you get to re-roll those poisoned wounds. As he hits most infantry on 3+, he's a bad mama jama. Now the best part is, if you can actually assault a C'Tan or a Wraithlord...he can take them down. It's not super likely, but it does happen and it is funny. ;)

Add in on Astropath and Rambo will be coming out of his cave right about...NOW!

Having Hit & Run makes him even more dangerous, as you can lockup a squad with another unit and have Rambo fuck them up on the side. With limited attacks, it won't be easy to drop him in CC. If you have 65 points to spare and an elite slot free, you really should consider Rambo.

He's fun. He can also be horribly effective (or ineffective). It's all about playing him correctly.

Al'Rahem

The Desert Dog.

Is he a good dog?

Well, let's see what kind of abilities he has.

Stalk the Enemy:

Everyone has to outflank. Combined with Astropaths, this can be a decent ability.

Orders:

He can issue Bring it Down, and Like the Wind.

Like the Wind is crafty, allowing you to move D6" and then assault. Yeah it lets you shoot, but who cares really? It's for assaulting.

So, you can make a decent CC unit out of Guard--we all know that already. What about being able to outflank said unit and assault with it the turn you come in?

It's not a bad thing, but...much like Genestealers coming in from the sides, who is really scared of it?

I think Al'Rahem will appeal to players who like his fluff and believe outflanking doesn't suck.

Now since everyone is going to miss this, please note you do NOT gain scouts. You just gain outflank. It will only come into play in a few crazy builds, most notably DH with Allied Guard (using GK Land Raiders). The GK LR won't be able to outflank as you don't have scouts.

All in all, while he's interesting...he's not somebody I'd run.

Chenkov

Hey the Russkies get a special character too.

What good is he?

Well, he does 2 things:

1) He gives everyone within 12" Stubborn.

2) He gives Conscripts the human wave ability, able to come on endlessly.

Note it might be illegal to remove said unit if there are any IC's attached. The special rules section, p48. I think it's ok personally, as the IC won't get removed.

Anyway, while I'm sure people will get a big kick out of recycling 50 guardsmen...with their ability to swamp the enemy on their side of the board...

I just don't think it's worth it. The unit is easily taken apart and will only really 'save' you late in the game.

So while I think you can get mileage out of this guy, in the end...I think the price is too high.

Mogul Kamir

Crazy horse...Mogul Kamir.

So, he's a Rough Rider upgrade character.

He gives Fearless, Rage, and Furious Charge to his Riders.

Big woop.

Rage is great, until you rage into the open and eat heavy bolters to the face.

Fearless is great, until your power weapons are gone and you get poofed in a single fucking turn by a tactical squad.

Furious Charge isn't bad, it does give you S6 and I6. See, I know a lot of players are 'confused' over how the Lances + Furious Charge works. The lances give you S5 and I5. Furious Charge adds to that. There's no reason for it not to, people.
All the arguments I've seen have nothing to do with GW's rules system. It's just not that fucking complicated. lol

Anyway, he's not horrible. Sadly, Rough Riders are.

If you just have to have a counterattack unit and you've chosen Rough Riders as your fail unit...fine, just don't expect them to counterattack much when raging around.

If you really just gotta have this work, then don't forget to box in the Rough Riders between some vehicles so they can't really rage anywhere.

I'll be leaving this guy at home, myself.

Harker

Gunnery Sargent Harker.

He's a heavy bolter that can move and fire.

Big woop. His real reason for existing is to stick his ass with some Veterans in the back and hold your objective while putting some heavy bolter fire into the enemy (never a bad thing).

See, all that matters is he has infiltrate (so he goes down last) and has Stealth for a 3+ or 2+ cover save.

Handy for foot armies that want a solid troop to sit on an objective and (hopefully) not die. Having 2 meltaguns available for point blank defense is of course a nice touch, on top of the two heavy bolters you should be giving his squad.

I'd only take him in this instance, he's not worth it in other army types.

Creed + Kell

Hey I sucked last edition, but looked boss...can I play?

Yes you can!

Except you Kell, you still suck. You look pretty, so you can be a 'dude' in my command squad.

Creed is what foot armies will run, and I can see him being in many a semi-mech force. He's bleh in a full mech force, as you don't need lots of orders (and can't order vehicles, damn those rebellious tank crews why didn't we give them fucking radios?!).

He has...well, he has the order you want.

See that foot army?

Scout something fun forward.

Move them, then give them Incoming.

His turn, if he shoots you...you take your 2+ cover and giggle.

Your turn, you Get back in the Fight, then For the Honor of Cadia them into action.

Oh and he still can issue 2 other orders, so he can...do it twice.

Talk about bullshit. ;)

If you want to run a shitty foot guard army, make sure you don't bring Creed!

He'll unsuck your army faster than a 2 dollar ho.

Oh and Kell sucks because he costs too much, and my autocannon teams don't need +3 LD that fucking bad.

Sergeant Bastonne

My Veterans don't suck.

He can issue Orders to Veterans. What's not to like?

I think I'd rather have more men than him, but I can see the attraction others have to him.

When you really really really need a unit taken care of, Bastonne's Veterans are the final ones to call upon for the task.

Note it's still a single fire unit, easily destroyed by your monkey's uncle in CC or via shooting.

Just something to keep in mind.

Straken

Hey I'm a relic blade space marine in a retinue, you want me?

I do all sorts of neat things...

I crush your vehicles with my MC status.

I can issue orders like any other command squad.

I am fearless as is my command squad.

Everyone within 12" has Counter-attack and Furious Charge.

Welcome aboard!

Straken is very much a master of bs. No, not bachelor of science! He's a master of bullshit.

Shiny, new to the Codex...where ya been? ;)

To add insult to injury, when you tool his squad up a bit with carapace armor and medi-packs...man, it's annoying when Guard win combat. lol

Against specialist CC troops, he'll last one round as his retinue and bodyguards get dragged down...then get smoked.

Sorry, he's good but not THAT good.

If you want a CC HQ, obviously Straken is it.

Techpriest Enginseers

Blessings of the Machine blah blah. Roll a dice, add 1 for each servo arm servitor, 5+ you fix a weapon destroyed or immobilization result.

Mindlock. Same as in the marine dex, the servitors are stupid without a tech guy around.

Now look at the statline.

Do you really need a S8 power fist attack?

A guy in power armor?

I call those grey knights.

For 45 points, I guess you can be 'haha funny' and stick them near a LR squadron for repair work or inside a Valkyrie squadron (go ahead, try air-to-air repairs smartasses).

I just don't see the point of this guy. Why spend points on being defensive (if they get ya) instead of more killy (so you get them before they get you)?

Might even fail.

Even for some extra plasma cannon or heavy bolter action, I just don't think it's worth bringing unless you are going all foot and you think these are better than heavy weapon teams...does give you plasma cannons. On a very fragile unit for a very expensive cost.

Ministorum Priests

Another GW failure.

A great in-game addition, and no freaking model to buy.

If there was a 20$ metal priest (or two) people would be snapping that model up left and right.

Grey Knights will be taking this guy every day.

Re-rolls to hit and an eviscerator? Why yes please, can you give me the re-rolls and take care of my problem with Dreads at the same time?

Hey thanks buddy!

Here, have a Shrouding. Feel better?

There's a Valkyrie. Let's scout and assault turn 1, how's that sound?

Straken, you coming? ;)

If you are gonna bring a CC unit, give them a Priest!

Primaris Psyker

The guy who trained really hard found some shitty powers, while the scrubs in a group found the good ones.

Really? Well, think about it...I guess you could use him as a very expensive and easily killed force weapon guy. He does have 5 WS4 S3 I3 attacks when he charges! Talk about Gumbi.

His powers are kinda meh, like someone had 2 good ideas and 2 shitty ideas...and this guy got the shitty ideas during playtesting. ;)


Lightning Arc: A magic missile. It's S6, 2D6 shots. Not really scary. At least he's BS4, I guess, so he's more accurate and might drag some people down with decent rolls.

Nightshroud: Have to pass a LD test to shoot the psyker or his squad. Well, woopdeedoo. How is this a good thing again? That means most of the time, people can shoot you. This power is no Changeling, that's for sure.

My final view on this guy is...he's meh. For 20 more points you get a company command squad with 4 meltaguns. I don't know about you, but having a psyker with limited potential for 70 points when a GK Hero is 61 points...I just don't see it.

Nork Deddog

Finishing up the Regimental Advisors and Commissar affected areas of the IG Codex, we have Nork.

Loyal to the End: So if you missed the whole point of NOT attaching your Commissars to your Company Command Squads, Nork will teach you the stupidity of your ways.

Oh and he counts as a bodyguard. Yay for him.

Heroic Sacrifice: Kill Nork, take D6 S6 wacks for your trouble.

Nork is also Stubborn, has FNP, decent stats, and Furious Charge (for when you want to suicide your Company Command Squad, I guess).

The most important thing about Nork is, he is NOT an independent character. So if you take Nork, your command squad will never run away from anything on a 8 or less. That's not too shabby really.

All that said, he is overcosted. 110 points for an Ogryn without a power weapon? Well, thanks but...no thanks. I love his fluff, how he beat a Warboss up and his Meganobz bodyguard ran away (instead of pulping the command squad). In game 64,218 when you actually duplicate this feat, write in!

All the CC guys for Guard seem to have a hefty price penalty for their so-so'ness. Overall, Nork isn't a bad choice but I'd rather have a Veteran squad for the points.

Call me crazy.

Yarrick

Inspirational Hero: So he's a priest and a commissar all rolled into one.

Iron Will: On a 3+, I'm never dead!

Bale Eye: Gee he can fry a Marine before he charges into CC. Maybe.

Force Field: Re-rolls to wound. Sounds like some Fantasy armors much maligned across the universe, eh?

He also has Eternal Warrior, Aura of Discipline, and just like a Lord Commissar...he can take a Chimera as his own personal ride.

His defenses are on paper just as inadequate as those of his peers, except for that Force Field. Man that makes him very annoying for the S3-S5 crowd.

His offense isn't bad, he should drop slightly less than 2 marines a turn (and tacticals don't like him one bit).

In the end though, his cost is excessive. 185 points for this guy? Is he really worth more than 10 guys and a Chimera + more guys?? lol I certainly don't think so.

Just something to remember--if you just have to bring him along, send him into CC alone. Never send him into CC with regular Guardsmen. They'll make him lose, and he won't be coming back from sweeping advances.

Commissars

Well, we've all been here before.

Another human rated character that's supposed to be a CC monster.

Well, I like to call them Inquisitors. When was the last time you had your ass kicked by one?

Right, you didn't. And they are ostensibly 'better'. Hidden in a unit, more options, etc.

Still suck.

Carapace armor means they will get dropped by everybody (and their mom).

Summary execution. Stupid rule. Yes please let me buy a guy that kills my unit leader off whenever my low LD ass fails a fucking test. First time I see one of these guys assigned to a command squad, I am gonna have a serious laughing and pointing fit.

Aura of Discipline. Finally, a semi-useful skill. Stick the Lord with one squad (not a HW squad, geniuses--reread the Summary Execution rule, thanks!) and give HW squads LD10 for passing command squad orders.

Is that worth 70 points? Well, I guess it could be if you are also running Creed; since taking one commissar means you only get one company command platoon.

If however you really have a burr in your bonnet for running Foot Guard (yeah that means you Chris) then you bring a commissar and stick him in a X pattern with HW teams at the 4 points of the X.

Protip: Don't forget to add say a 20 or 30 man infantry squad for the Commissar to hide in, deployed in a T formation across the X. So the HW squads get cover saves, yes? Just don't forget to give your 'gunner' a clear line of fire out. It's time consuming but works when done right.

Anyway, I can't see a Lord Commissar not getting his balls ripped off in CC, so he's a support unit.

In my view, modifying 4 HW units LD to 10 is pretty much his only role.

So if you are running Mech Guard, leave him at home.

Knight Commander Pask

Before I begin going over Pask...I've had quite a few players ask why to bring an Executioner Russ. Plasma is dead, so I hear.

In 2000 points, you can't really afford to bring 2 of the beasts (as they are very pricey).

You can bring one. Is it better than bringing along say a full Hydra battery? To be honest, it's just a different choice.

Now to understand this, we need to look at Knight Commander Pask.

Tank Ace: Makes his Russ BS4. Remember he can ONLY be mounted in a Russ.

Crack Shot: When standing still, add +1 to any armor pen rolls (or re-roll to wound against MC).

Is it, however, that expensive to bring along Pask? He does make even the cheapest Russ cost 200 points. Do you really need a dedicated tank killing tank, or a dedicated infantry killing tank?

As ever, you want a vehicle that does well in both roles.

Bring along any of the single shot Russes (Eradicator, Vanquisher, Demolisher, Battle) and if you scatter badly...you've just paid for a very expensive miss.

So, not only do you need Duality--you need Redundancy.

What vehicle offers both? Yep, the Executioner. With 5 templates, and BS4...you will hit your target unit (and your scatters are dangerous).

It also offers decent range, good enough for most games of 5th edition.

You also bypass every armor save, which is what makes the Executioner so nasty. Marines are the new cover save, but with a 36" 'WHY HELLO!' unit around, they'll think twice before they get out of their Rhino. Being obliterated isn't what they want to gain with being able to move around freely. ;)

Speaking of Rhinos, while the Guard have a bunch of ways to take down armor...having 5 S8 templates isn't one of them. Oh yeah, unless you add Pask to the equation. All of a sudden, even Rhinos aren't exactly thrilled when you start firing at them. It's not great, but it is dangerous. Sure you can run Pask in other Russes, but those only give ONE shot. I'll take FIVE shots instead, thank you. :) Don't forget when firing at vehicles, to put the hole on the vehicle (anywhere you want within range) and put the template onto infantry nearby. If you hit, you get the shot at the vehicle and you get to hurt the infantry too. Lots of people forget this, so I'm reminding you. lol

Versus most MC, S7 Plasma wounds on a 3+. With re-rolls to wound, you should be able to put wounds onto every MC. Now let's examine the wording for the rule. "When firing...any hits that failed to wound may be re-rolled." Think about it. Go read it before you EMO on me. If I fire at your Fex, but I scatter onto your Stealers and roll a bunch of 1's...yep, I get to re-roll them.

So, that's how I'd run Pask.

Don't forget to give him another tank in his squadron, to absorb hits on. Personally I'd run an Eradicator with triple Heavy Flamers.

Reason why: Pask dumps wounds into the enemy, but the Eradicator removes cover saves. It's a nasty 1-2 punch people won't like.

Bodyguards

Oh yes, let's not forget Bodyguards.

These are good for pumping your squad size up, but in my view...you should ONLY take these in conjunction with a medic in the squad.

Also, only take these if you are running a foot guard army (or semi-mech). The command squad can take quite a pounding from long range fire this way.

The important rule here: You can allocate two wounds from your company commander to bodyguards.

This lets you make the command squad a stand there and get shot squad (people will stop firing heavy bolters at you after a while), alternatively you can make it a semi-CC squad. It's not the awesome pure win, but against things like Tactical Squads...it can tie them up for quite a while.

Anyway, the bodyguard rule is useful for making you able to redirect say two autocannon shots into one bodyguard. It'll probably kill him, but that's ok. That's what he's there for. If you have a big command squad, while not immune to small arms fire...it's a pain in the ass to get rid of with lots of advisors, bodyguards, and 'extras'. Things like GKT heroes with FNP is just shit. lol

Oh, and while it's on my mind--a GKT hero does not confer the Shrouding to said Command squad. You aren't shooting a GK unit, you are shooting a IG unit. Thanks for playing!

BTW remember how this unit works:

I get hit with 2 powerfist attacks on my command squad.

I assign 1 to a bodyguard.

I assign 1 to my company commander.

I re-assign the wound on my company commander to my bodyguard.

Bodyguard dies. I suffered ONE wound because of wound allocation and no overkill credit in 40K.C

Officer of the Fleet

Intercept Reserves: Your enemy must take a -1 to your reserve rolls, and I can make you re-roll where your reserves enter.

Much like the Astropath, taking a second Officer doesn't do a whole lot for you. In fact, it can blow up in your face if you take a second one. Really think about it. See, unlike the Astropath where you can turn it on or off...you can't turn off the Officer of the Fleet. He WILL force the other guy to take a negative to his roll until he's dead.

Normally, reserves work like this:

Turn 2, 4+.
Turn 3, 3+.
Turn 4, 2+.
Turn 5, auto enter.

Look at it when it's -2.

Turn 2, 6+.
Turn 3, 5+.
Turn 4, 4+.
Turn 5, auto enter.

People aren't going to be entering piecemeal. With an Astropath up, odds are your entire army will be on the board. If you use two officers, not only is the Astropaths worth greatly diminished...you are opening yourself up to two things:

1) Bad sportsmanship score. Nobody likes playing 1 turn of 40K. Much like the 'Ninja' Tau concept, while totally legal...deciding as your choice of strategem that you won't play for possibly the entire game, will net you max bad scores and plenty of bad feeling. Do it to your friends, and you won't have friends willing to play you.

2) More importantly, given how unlikely it is for armies to arrive before turn 4 (and even then, what little shows up will probably hide from your army)...you open yourself up to an Alpha Strike. What if he's playing a fast mech army? Comes in, and blows half your shit up. Or you went first, and half of his army is automatically coming in on turn 5? What if he's fast, and able to contest every objective? Or able to blow you off one objective, and contest the rest? Losing because you didn't want to play the game, will teach you the lesson that the designer of this Codex apparently didn't--that good armies led by good players will STILL crush you, especially if you are running a shooting army and decide not to shoot for 3 turns.

Anyway, the secondary effect isn't improved when taking a second Officer. Skipping a 2nd Officer is wise in my view. Really only works in custom Dawn of War-style scenarios anyway--the ones where you start in reserve but do not auto-enter on turn 1. Ones you'll find at GT's.

Having one Officer will force the other guy to consider keeping things in reserves, which is a good thing. Sadly, against most armies with reserves (Drop Pods, Demons) you'll not have ANY effect (first wave) and just enough 'slow' on the other waves to let you beat their first wave handily--which you should have been doing anyway, you are running Guard and those armies should make you giggle (you are mech, right?).

Combine one Officer with one Astropath, and you'll end up with a reserve table like this:

You:

Turn 2, 3+.
Turn 3, 2+.
Turn 4, auto enter.

Even better than I originally thought, you will always have all your army on Turn 4 with this.

Note with 2 Astropaths you will always have your entire army by turn 3, you no longer autofail reserve rolls on a 1. (Nice catch, Anonymous. Post your name next time and you'll get credit where credit is due.)

Him:

Turn 2, 5+.
Turn 3, 4+.
Turn 4, 3+.
Turn 5, auto enter.

Good enough to make it highly improbable he gets his reserves in before you do.

Master of Ordnance

Continuing the Regimental Advisor theme...the Master of Ordnance.

When you don't want your command squad to be just a super veteran squad (4 BS4 meltaguns) but you want the squad to actually DO something--bring along a Master of Ordnance.

It's a highly inaccurate attack, that's for sure. When you put it into a template spamming army (like the one I put forth a while ago) it makes your opponent play differently. Nobody wants 10 big templates being dropped on their head, after all.

Even if you are likely to miss (and you are with this attack) if templates are your cup of tea, combined with some judicious Chimera / Valkyrie / Russ secondary fire (multilasers, heavy bolters) you can drop lots of them. Who cares if you miss if you are firing 10 templates a turn?

A 'miss' can still hit things, especially if the opponent is spread out (laugh at him if he isn't). Combined with Russes (Ordnance pen rules) and S9 (Master, Psyker Battle Squads) you can take out vehicles in large numbers. What's the draw of the Master of Ordnance?

Unlike the Psyker Battle Squads or Valkyries or Russes, the Master drops an Ordnance barrage. So if you get a hit, you can take out enemies hiding in the back behind cover.

Nothing is perfect, and the Master misses far more than he hits. What's wrong with giving your command Chimera a barrage Russ shot? Since when is that bad?

Just remember, Mortars don't help--the Master's attack is not a weapon, and so does not gain the spotting round bonus from the main rulebook.

The Astropath

Telepathic Relay: Add +1 to any reserve rolls (or none). When outflanking, re-roll the dice to see where you come in.

Pretty good stuff. In most Guard armies, I'd recommend one Astropath.

I don't think you really need +2 to reserve rolls for a standard Guard army, although it does help in Dawn of War and in certain army builds.

The second effect, outflanking re-rolls...is nice but adding a second Astropath doesn't add anything to it. Much like the Eldar conundrum of Farseer or Autarch, where an Autarch has dubious other abilities...same thing here.

Just one gives you a big advantage. Two only gives you a big advantage some of the time.

So bring one along. He's useful enough to warrant 30 points, but not so useful to warrant 60 points (as much of the time, he doesn't do anything).

When coupled with the Officer of the Fleet, hopefully you'll see why +1 to reserves is good enough in Dawn of War. More on that guy in a post later today. :)

Saturday, June 6, 2009

Storm Troopers

BS4. 18" Rapid Firing AP3 hot-shot lasguns. 4+ saves.

Airborne assault, you can re-roll scatter dice when deep striking (from Valkyries).

Behind Enemy Lines, Infiltrate and pinning.

Reconnaissance: Scouts and Move Through Cover.

So, the way you use this silly unit is in a all scouting army. They can also go forward by themselves, but it won't be as strong imo.

Meaning, 3xStormtroopers in 3xChimeras, 1xcommand +3/5x Vets in 4/6x Valkyries, with whatever heavy support you want to bring along.

Scout everything forward, and start chopping him out of his vehicles. If he isn't in vehicles, alpha strike his ass to death.

Are you going second? Fine, use your scout move to deploy forward just enough so he can't move without giving you a alpha strike.

Scout those Stormtroopers in their Chimeras! Screw the other abilities, they aren't what you want.

In the all-scout army, you'll probably have a ton of anti-infantry firepower on your Valkyries. They can cripple the biggest threats to your dismounted units, and if everything works properly...the game will be over before it really begins.

They are overpriced, so use them in the overpowered role they seem meant for.

Enjoy. :)

Company Command Squad

So, it's just like a platoon command squad really.

Only it's BS4, can have advisors and bodyguards, and has different orders.

The advisors and bodyguards are reviewed separately, so let's look at the orders.

Before you ask--weapon options should generally be flamers or meltas.

Bring it Down! Twin-link your meltas and bring down those vehicles or MC. Best order, period.

Fire on my Target! You choose a unit, shoot it at the enemy, and they have to re-roll successful cover saves. Second best order, as it's still very useful against both vehicles and infantry.

Get Back in the Fight! You get to rally no matter what. Yeah, you, over there. The rules lawyer. NO MATTER WHAT.

All in all, company command squads are very nice to have. You should really consider bringing them along.

Infantry Squad

Ah, the basic guardsman.

3 is his favorite number.

Is he any good in the land of mech troops?

Yes, he is. Not the way you might think.

If you are going to run a squad of these guys, run them in pairs or more.

That means use the Combined Squad rule.

Whether you give them heavy weapons or special weapons, their strength is still lasgun volleys backed by commands.

However, a little realized fact regarding these platoons...is when you pair them with say Creed or Straken, and give them a Commissar and a Ministorum Priest...

Well, THIS is the CC unit in your army.

Who cares if your Priest gets CC'ed to death at some point.

You are stubborn on a 9.

You can have in a single 20 man squad, 12 PW attacks on the charge.

Both sargents, the commissar--for 30 points? With Furious charge and re-rolls to hit, you can take mass casualties and still give people the business.

I'll be incorporating this into my all-foot 'best of' Guard list.

Gotta love a good nights sleep to make the creative juices flow.

Rough Riders

Ah yes, the Rough Rider.

Misbegotten child of the IG.

Let's see, they get S5 and I5 power weapons (once, if they charge).

Base cost is 55, plus 10 per extra guy (and 10 per meltagun if you choose to).

No real shooting.

So nothing has really changed for this unit.

Priests can't be given horses (too com-pli-cat-ed) so they won't get re-rolls to hit without some fancy shenanigans.

For 105 points, you get 11 attacks. 5.5 hit. 3.63 wound. You are WS3, T3, with a 5+ save.

So the remaining Marines you just wacked will likely be Sarge + 5.

That's 7 attacks. 4.62 hit. 3.05 wound. 1 save, 2 die.

You win by 1. Marines choose to fail, and with 1 higher init than you they are just as likely to escape as to stay.

If they escape, they gun you down next turn.

If they stay...

They swing first...

That's 7 attacks. 4.62 hit. 3.05 wound. 1 save, 2 die.

You have 9 attacks. 4.5 hit. 1.485 wound. 0.49 Marines die.

Gee, now you lose and unless there's a leader around...you fall back on a 6.

Marines have higher init and are more likely to cut you down.

All the crap you IG guys love to buy for this shitty unit: 10 if you bought a PW, I know you IG players who swear it's good; 20 if you brought 2 meltaguns...and of course, 5 points if you brought meltabombs for the sarge for 'fighting' dreads.

OR, you spend 130 points and fry all those Marines with a Bane Wolf.

Don't forget mounted troops cannot hide behind Chimeras. Only Russes. So they'll likely be shredded before they get to hit their preferred enemy, and of course...are shredded by them anyway.

Leave the horses at home.

Platoon Command Squad

Orders: Yay, I can give orders that work 2/3 of the time (or slightly less for sw+hw units). Oops sorry was I not supposed to use fractions? lol

Volley fire. If you haven't seen Michael Caine in the Battle of Rorke's Drift, you should. I'm sure whoever wrote this rule was a big fan of that movie. See the movie, btw. Really excellent. Anyway, this gives you an extra shot with lasguns (no, not hot-shot lasguns, sorry fellas).

Incoming. Yay for 2+ cover saves. Good for making your troops stick around when you know they are going to get pummeled.

Move. For late game objective taking/contesting, if you ask me. I guess you can also run a unit out of harms way with this, pulling a valuable unit back...or pushing a worthless unit forward, so assault armies have to move backwards to nail it.

It has a bunch of weapons options, personally I wouldn't bother with the special weapons. Sure you can load up on meltaguns, but even with 4...it's no guarantee at BS3. If you have a command platoon nearby, it's quite a bit better obviously. Just remember you need to pass that LD8 check.

Anyway, if you are looking towards a gunline of infantry, then you'll probably want to give them a heavy weapon team and call it good. An autocannon seems best.

You can, if you really want to, use them as a weak CC unit but the commander just isn't good enough--and you are going to lose combat anyway, due to IG sucking hard in CC.

That's about it really, the orders are what make this unit work. For all of you old guard players with lots of infantry, have a ball.

When you've figured out T3 guys with BS3 tickle guns suck, put them back in your case and go mech.

Ogryns

Big. Dumb. Useless.

The Ogryn.

130 points for 3 guys?

40 points PER MODEL?

For a BS3 12" Heavy Bolter with no AP?

For I3 S6 attacks without power weapons?

Sure, this unit can beat down Marines. Tactical marines! Well gee, who can't?

Marines also bring in the Thunder Shield Terminators, Biker Command Squads, and Grey Knight Terminators (at much better costs) and pwn face.

T5 is nice. Until a Dread shows up and beats face, a Chaos Dread could potentially inflict 12 (yes, TWELVE) wounds on the charge before the Ogryns even swing.

Much like oh every non-marine army with big expensive models, they aren't allowed to be anywhere as good as terminators and probably never will be.

For these prices, you can invest in a GKT allied unit with a Ministorum Priest and absolutely wreck face from a Valkyrie.

Which amazingly enough, Ogryns can't get in. For fuck all reasons, I'm sure.

Much like Rough Riders, Ogryns are a hobbyists dream--go nuts modeling Ogre Kingdoms guys with big guns. Just don't expect them to not suck.

Ratlings

So, everyone who ever had them (or is a big Frodo fan) will field a single unit of these guys.

Unless you are also running Psyker Battle Squads, these guys are horribad at actually doing damage to the other guy, even with BS4 sniper rifles.

Even with 10 of them, they just aren't good enough. That T2 really makes them a liability in vehicles, so don't try and be a smartass and stick 5 of them in a Chimera. When the Chimera gets popped, you'll be lucky if anyone walks away and even then--they are likely to flee immediately with that LD6.

When you are done failing with these guys, get one of the better choices. Remember that ALL of your barrage weapons cause pinning, and amazingly enough kill both infantry and tanks. Unlike these guys, who don't kill tanks.

So if you really just have to pin someone with a Psyker Battle Squad, do it with a Manticore or something. Much more dangerous.

The Conscript

The human wave.

Is it worth it?

I certainly don't think so.

Yes, you can make them stubborn on a 10.

Let's all count the ways this is new.

Oh yeah, Canoness with the Book.

Not new.

Only now, they have NO weapon options.

Guess a BS2 special weapon per 10 guys is OP or something.

Anyway, nothing really makes me go 'yes I want a screen of useless idiots' when the regular guardsman is so superior for only a few more points.

I'd rather have a screen of idiots, myself. ;)

The 'Send in the Next Wave' ability is 75 + Command Squad + Character. That's several hundred points for the ability to 'recycle' a shitty squad with no transport.

Even if you outflank it, who cares? S3 guys with BS2, flashlights, and no way to beat mech? Makes me giggle.

You also need a Commissar (or Canoness) to keep them around, although one pinning wound sent their way tends to make them hide due to their very poor leadership.

Yes, it CAN be effective as a big 'deal with me' block in an infantry army. Once it's dealt with (and trust me, most armies won't mind blowing up your 275 point not-a-land-raider-but-costs-like-one idiocy on their way to your side of the board), then what? Think about all the shots you can get. Guard cannot stop people from getting to their side of the board without a lot of shots.

Spending points on this unit means less shots, and a handy pin cushion unit for fast assaulters to hit and avoid getting shot with.

Leave it at home.

Special Weapons Squad

Lost deep strike, lost infiltrate.

Gained nothing.

Are these guys worth it in 5E?

While I'm sure I'll get spanked by demo charge wielding nuts at some point, I really don't think a whole lot of this unit.

Flamers and Grenade launchers are a bargain for 45 points. Stick them in a infantry platoons ride and they are annoying as hell.

Everything else, not so much. You have better ways to bring this stuff.

Sniper Rifles, Plasma, Melta...all stuff that doesn't reliably hit?

If you are bringing a command squad and a commissar to the front to make those meltas twin-linked...why didn't you just buy Vets or Sisters? lol

The demo charges can be terrifying, I just don't see the point of it. Do you really want 3 quasi-russ shots for almost 100 points?

Against most foes in cover, it's overkill and it's quite possible you won't do diddly. Triple Flamers gives you more reliable damage for half the cost.

Anyway, definitely not something I'd bring because no deep strike and no infiltrate means I have to buy a special character or a Valkyrie to give them the usefulness they used to have--which was still marginal in 4E and is dubious in 5E as they always have to have something else (a chimera, a valk, or a special rule granted by a character) to make them stop sucking.

Heavy Weapons Squad

Ah yes, the heavy weapons squad.

Many of you have them.

Let's take a look at them in depth.

Many of you are wondering if the 'nerf' that hit them makes them worth taking.

The 'nerf' is they are now a 2 wound model.

For the record, IG players--you brought this on yourselves.

Years of endless whining on how to remove casualties and count template/blast hits, have not gone unnoticed by GW.

While not as 'gamey' as before, it's a pretty simple change that eliminates all that bs.

You also should be getting 4+ cover saves most of the time, and with only a few armies having across-the-table heavy firepower...you shouldn't bitch, be happy you can still use them without having to run them in big infantry squads.

For 60 points (plus upgrade costs), you get 3 teams.

Each team gets one big gun.

Mortar. If you bring a lot of these, everyone will be annoyed when the game slows to a crawl. However, small numbers aren't exactly effective.

Heavy Bolter. It's a heavy bolter. It is what it is, yes? Everyone gets something like this, a moderate strength weapon for shooting at infantry.

Autocannon. A nice upgrade to the heavy bolter, costing you a single shot for +2 strength.

Missile Launcher. While it's flexible in the hands of marines and eldar, in guard hands it only feels flexible--you just can't kill vehicles with it reliably.

Lascannon. Direct anti-tank. Like the missile launcher, you need to build a foot army around giving orders with boosted LD10 in order to make these twin-linked and able to hit.

Krak Grenades. Don't ask me why these are in here.

So anyway, in a foot army you can bring any combination of these orders.

In a semi-mech army, like what I did with my DH to Guard conversion; you should bring along autocannons. They are decent against infantry, MC, and light vehicles. Which means almost everything. They are damned annoying when twin-linked via command orders.

Personally I think you should have a couple of autocannon toting units in a guard army. For 75 points, I can't complain--it fills a real need in a Guard army.

Friday, June 5, 2009

Penal Legion Troopers

The possessed chaos space marine sucks because his table is a random D6 and you can only get 3.

The Penal Legion sucks slightly less, because his table is a random D3 but you can get 6.

Then you look at the Veteran squad, and you see the tanks on the other side of the board, and you wake up.

Penal Legion get: Scouts, Stubborn (LD8).

Gunslingers: Lasguns are assault 2.
Pyschopath: Suckass guard suck slightly less in CC. Feel bad when you roll this.
Knife Fighters: See above.

Since you can scout, you somehow want the 3-6 results.

Since you are stubborn, you don't mind CC.

Since you give up shooting to assault (except for 1-2), you lose a fair deal of firepower (however weaksauce it might be), making a crappy assault unit even worse.

This unit is for fluffy people, and for IG armies that want to tie up the enemy in CC until everyone is dead (or 3 rounds pass and you statistically fail your LD roll). Probably dead first.

Stubborn does NOT make this unit good for holding your objective, only for tying up the other guys. As with many 'new' units, this one is a solid miss from GW.

Leave them at home unless you are doing some crazy scout shit.

Sentinels

Ahoy, suck Dreads incoming!

So, two kinds of Sentinels to play with.

Scout Sentinels.

IMO, the best of the lot. For 35 points you get a scouting move through cover 'annoy the piss out of you' multilaser. Don't knock S6, Tau players would kill for this.

Do not spend one point on these guys. Buy them in squadrons of 2 or 3, and if you lose 100 points so what? Against S3 armies, these guys are awesome. Eldar, Tau, IG, all need to dump fire into these guys because they can't CC them without sending in specialists.

Marines are better able to handle them, but who cares? You cost enough you can give a shit if a tactical squad kills you in a couple rounds of combat.

Seriously, screw all the upgrades.

Armoured Sentinels.

Did you say you wanted to spend 75 points for a fucking plasma cannon? Obliterator price? Screw that.

You can annoy your opponent with these, but just do the math.

3x35=105.
2x55=110.

You really think that AV12 will save you?

I'd rather have Scouts, Move Through Cover, and 3 more multilaser shots.

Please, do not bring any weapon upgrades (or any upgrades at all) except for autocannons. Yes, I am well aware you can 'hide' these guys pretty easily behind trees--problem is, if you are really getting cover...you usually can't fire the fucking weapon! So if you think spending 240 points for 3 AV12 vehicles with lascannons and camo netting is 'win', you need to turn in your Guard badge.

It's an amusing model, but without deep strike you can't drop heavy flamer guys onto people anymore. So the best you can do is block their movement with the little scouts and laugh when they CC you.

Scouts, always.

Hellhound Flame Tank

Three variants, two are anti-infantry and one is anti-tank.


The Hellhound is the S6 AP4 guy, with the really long reach. Really really long.
12" deploy, 12" move, 11.99", 8.5". If you are infantry out in the open, odds are a Hellhound can hit you on turn 1. Did you forget to mech up? The Hellhound will punish you for that mistake. Run 4 of these, 3 valks with vets, and 3 medusas to pop tanks on turn 1 then zap infantry forced out immediately is all kinds of crazy good.

Bane Wolf. Poisoned 2+ Template with AP3. If there was ever a 'never get out of your vehicles' warning, this guy is it. Running 6 of these in squadrons of 2 each, while using your heavies and veterans to pop troops out of their transports; will terrify every non-terminator based army in the game.

Devil Dog. When you want your anti-infantry to be heavy slots, chimera heavy flamer, or a combination thereof...the Devil Dog gives you the flexibility to put solid anti-tank into your Fast attack. They aren't slouches when it comes to anti-infantry either, nobody likes melta BLASTS. ;)

Anyway, the secondary loadout is pretty obvious. Multimeltas for Hellhounds and Bane Wolves, and heavy flamers for Devil Dogs.

While more expensive than a Land Speeder, these ARE your Land Speeders. Use them as such.

Hydra Flak Tank

Two Hydra Autocannons per tank. 4 twin-linked autocannon shots with a 72" range.

I think for 75 points on a tank chassis, it's nice.

Sadly, the biggest problem for this vehicle is...it's competition!

There are so many good tanks in the heavy slots that taking these is a real conundrum.

I think having 2 in a squadron will give you a reach capability most armies will learn to fear.

No, they won't smash enemies to bits. There is a chance they won't do much of anything against armored vehicles, but there is also a chance (smaller) they will do something.

When you are playing table quarters and the other guy has deployed far back, or you are playing a army that starts in reserve and enters from a table edge...that's where a Hydra really comes into it's own.

Know what it really comes in handy against? Valkyrie rush armies. You can take down a squadron of those guys when they rush across the table at you.

It's also nice to have autocannon shots for harassing enemy infantry on their objective, when the Hydra isn't needed elsewhere.

I think this is a fine 'odd man out' choice in the heavy support slots. Meaning, double up on two choices of something else, and bring in a couple Hydras.

Manticore Rocket Launcher

Hey I'm cheap and full of bs, you want to give me a try soldier?

Hell yes I do.

S10 D3 large blast templates anywhere on a standard board?

I'll take two please!

Sadly the only drawback is that 24" range.

Stick them in the corners and barrage away.

Don't worry about the limited ammo.

If:

You run out of ammo, you won.

If:

You fire once or twice and then die, you still delivered 1-2D3 S10 barrage templates.

That's a big boot in the ass.

Deathstrike Missile Launcher

All that's missing is Strength D.

So seriously, if you don't kill the vehicle--it WILL fire eventually.

You better hope it launches early though, as this thing WILL obliterate your army if you fire it at 12" and you scatter poorly.

That said, this is the single most powerful weapon system in the game.

Sadly, you can only fire it once.

Usually, that's all you have to.

If you are going to bring this, hide it behind Leman Russes and pray they can't get to you before it fires.

I ate two of these in a single turn, and my Tyranid army disappeared.

Deathstrike? Should have called it...Poof.

I guess Poof Missile Launcher doesn't sound as imposing. lol

The Valkyrie

Hi, I'm new and better than anything else in your Codex.

".."

So really, talk about all kinds of good.

First, the Assault Carrier.

Give it Multiple Missile Pods and Heavy Bolters (and leave the Multilaser on).

Holy crap does it mow down infantry. Doesn't matter what it is, it kills them.

It's a Fast Skimmer. It can Deep Strike and Scout.

It also comes with a can opener attachment:

You can put up to 12 guys inside and drop them in peoples faces for a first turn I win button. Same as the Gunship.

Grave Chute Insertion (see what I did there? clever) is kinda meh. Just get out normally. lol

Hellstrike missiles, fail badly. They are single shot single target 1 wound causing weapons with BS3. Screw that.

Hellfury Missiles: Not bad, but I'd rather be able to keep my threat level against infantry high with the MRP.

Multiple Rocket Pod: Always bring these on your Assault Carriers, IMO. 2 S4 templates you can just toss out from each vehicle when moving at cruising speed? Yes please.

The Gunship: Same as above, except it can (and should have) triple lascannons. Did we mention they are twin-linked, my precious? Give these guys heavy bolters so you aren't pissing in the wind against infantry. Yes, really. You'll pop transports lickety split with most Guard armies.

I bought 4 of these on the spot, because they are cool models.

When you start doing this though, you've gone too far.

Note however the 'Hello', that's a destroyed transport and the guys standing around in 40k. lol

Ordnance Batteries

Big guns never tire.

They do die to side shots and CC like bitches, though. ;)

Basilisk: It's a Leman Russ with +1 Strength and -all it's armor. Please bring these!

Colossus: It's a colossal failure. Bring the Eradicator instead. Killing Marines in the open isn't difficult!

Griffon: It's rather meh. Sure, you can get a re-roll on your scatter dice and then range in better with your other guns. Personally I really do consider taking these to help, but that whole cannot fire directly thing just sucks ass.

Medusa: We have a winner! Both versions are win. Everyone is all excited about bastion-breacher shells, which ARE all kinds of awesome. Now go back up, and really look at the Siege Cannon. 36"? So it has a range of 42", with a fucking Demolisher shell? Why yes, I will take that. Hopefully, other people will too. Just not against me, thanks.

Leman Russ Battle Tanks

Hi, I come in tres. How you like me now?

Let's talk about the variants.

First, the shitty ones.

Exterminator: It's a Hydra in a Leman Russ body. If I ever see you running one of these, I'm going to laugh in your face.

Vanquisher: Yeah, yeah. Pask + Vanquisher = Dead Tanks. Sadly, nothing else! You also only get one, and tis very pricey. Screw this tank. Play it against Eldar Wave Serpents once. You'll never run it again.

Standard Russ: I call it shit because it doesn't hit reliably, and doesn't scare tanks. Land Raiders laugh at your paint removal shells. Seriously, in the world of 4+ cover saves for everyone...why bother bring an inferior weapon? If all you face are Nob Bikers and Plague marines, by all means play this. Your friends will lub you.

Punisher: Hey look Robin, this thing is a piece of crap. Everyone got all excited over 20 shots, but the Guard don't need Tau S5! They have lots of ways to kill infantry. Give it rending next edition, so it's less suck and more go, ok?

Now to the good Variants:

Demolisher: This is good because S10 +Ordnance rules means you will crush most tanks you fire at. Especially Land Raiders. There are better melta weapons available for this, but they aren't large blast so are less efficient against enemies. All that matters is you better kill these quickly, because if you don't they will fuck you up. Run this with a heavy flamer and NO SPONSONS. Give up the multimelta point wasting bullshit.

Executioner: 5 plasma cannon shots. What, I should say something else? Are you retarded?

Eradicator: If you aren't Marines, when this hits--you are dead. DO NOT RUN THIS WITH SPONSONS! Give it a heavy flamer and call it good. Why? You don't want people putting 'anti-cover' wounds onto half their squad, and then taking cover from the plasma hits. Just hit them with the main gun, end of story.

The Chimera

So, let's talk about Chimeras.

You know how having flexibility in your units is key to decided whether to bring a unit? I call it duality. Being able to take on tanks and infantry is key to this concept.

As I expect them to be a common sight in IG armies, let's talk about Chimeras.

You can run them two ways, built never to move...heavy bolter, multilaser, and heavy stubber.
65 points, and if you are lucky...you might stun a Rhino, or kill a marine occasionally. Still, it is 9 anti-infantry shots. Pretty much only useful against a horde army though. If people are still playing them in your area, play a template spamming army and they'll stop. lol

Remember that the Chimera has it's own hidden cost, you have to buy whatever is going to ride inside of it. lol

Now everyone knows Guard lasguns aren't the most killy thing in the world, right? But that's what you get to stick inside said Chimeras, for the most part anyway.

You can concentrate heavy fire from several Chimeras and say Infantry platoon squads into just one tactical squad, and only take out a couple marines. Even when ordered, there's not a whole lot of extra killy being delivered. 10 extra lasgun shots is *maybe* one marine dead? lol

So you really want to be able to focus firepower and use the split V formation. Let's talk about what that is to get everyone started.

You know, two tanks angled at each other with infantry between them able to shoot out the tip of the V, but less than an inch between the two tanks so assault units can't get through to the infantry, yes?

Now let's talk about the realities of shooting a Chimera.

It has a turret with a weapon (and with a heavy stubber, a pintle mounted weapon); and a hull mounted heavy bolter.

What happens when someone is doing a refused flank, or just running something up the flank?

You pivot to bring that heavy bolter to fire, you will find yourself exposing your side armor and that usually means penetrating hits.

As you will often be stacking Chimeras on top of each other, which in itself makes it hard to pivot given the length and width of the vehicle...well, that means you'll need some space between each Chimera, or you'll need to move them.

Given that moving them means you can *only* fire the multilaser and the heavy stubber, doesn't that mean against many armies coming at you in ways other than 'run into the guns!' you'll find yourself only firing 6 shots from several Chimeras.

Worse yet, if you insist on just using them as anti-infantry pillboxes, you'll have a bad day should anyone get through your barrage of BS3 shots. Not moving = autohit in CC.

Now everyone knows most Guard players sit their Chimeras on their board edge, but if you do so...and need to pivot, you need to MOVE up a bit. Sorry, pivoting off table isn't allowed.

You also have a small issue with getting the guys inside the Chimera out of it should you do this.

Last issue is reserve deployment, I'm not sure how long the Chimera is...anyone know from tip of tread to back of hull? If it's over 6", gonna have problems deploying.

Let's not forget Chimeras will usually have someone inside who wants to fire, but of course if you move over 6" you can't fire and if you move at all, you can't fire heavy weapons. Normally if you get out, you are dead--if you didn't know that, well, now you do.

Now to the realities of 5th edition--you need to be able to deploy (or fire from a Chimera) anti-tank firepower up close. This means meltaguns. While the 'cheaper' way to spam Chimeras is in Infantry Platoons, you get BS3 meltaguns. While that can be covered on a Platoon Command Squad by just buying enough to guarantee a hit (statistically speaking), that's extra points spent for a not-so-optimal solution. When you need to stop a rampaging MC, Land Raider, or Dreadnought...one BS3 meltagun isn't really your 'go to' guy. lol

Just covering all the basics, so you understand why the way I think they should be run.

So let's sum it up, things you want from your Chimeras:

To get clear lanes of fire, don't get autohit in CC, and are able to deliver your point blank anti-tank killers.

You also want to have duality in your Chimera, meaning it can take on light vehicles and kill infantry.

Remember, I don't think much of a Chimera gunning down infantry. Sure, 8 Chimeras will pound a squad. When is having 8 of your units firing at 1 of his, a good thing? lol

Right, so let's talk about points.

The Chimera is, of course, undercosted. You can argue that point all day, just do yourself a favor and don't bother. Now other things you shouldn't bother with, are upgrades. If it isn't free, you shouldn't buy it. Keep the points cost at 55, and be happy you get what you get.

To meet all of the requirements I've set forward, you'll want a Multi-Laser and Heavy Flamer.

The Multi-Laser is for when you are moving up, to try and take down enemy transports.

It's not likely, but if you move forward 6" on turn 1...you do suddenly have a 20.99" short range meltagun capability on your next turn, from 18" in. Isn't that good enough? Marine players have learned how to live within that range. For the record, that's a 12" vehicle move, 2.99" deployment, 6" short range meltagun fire.

You also have a heavy flamer, which has a considerably shorter range of course; but unlike everything else you have in your arsenal...a heavy flamer will: negate cover saves, fry most non-space marine troops on a 2+ (and they are just dead), and of course it autohits. Even marines (especially in piled-out-of-my-rhino formation) hate it.

So you can rely on getting lucky with your extra heavy bolter shots, and never get into midfield to actually play the game...or you can forgo the old way of the chimera, and go with the new way.

Gonna move anyway, might as well make your vehicles MORE dangerous not less so. Yes, I know full well how strong a Chimera line can be. Then you face an army that isn't scared of your Chimera line because you only have heavy bolters, and since they are coming to CC you anyway...you are just playing into their hands.

I know people are terrified of heavy flamers. Bringing them along on all of your basic transports, will make people want to stay away from your army.

Which in the end, is what you want. Forcing people back from midfield with 5 Veteran squads mounted in Chimeras is a pretty cheap 930 points. 15 meltaguns, 5 multilasers, 5 heavy flamers...yeah, put in another 500-1000 points of stuff, and hopefully you can see how those Chimera heavy flamers really power up your army. Instead of annoying transports, you have given your opponent something to fear--getting out of his transports might have him eat a heavy flamer shot. Nobody wants to do that, you know.

Anyway, that's how I'd outfit my Chimeras and how I'd run them. You can put whatever you want inside of them, but I expect the Veterans to be standard at a minimum of 4 per army. I could be wrong though. I hope I am! I'd like to see less meltas and more BS3 lasguns. ;)

Thursday, June 4, 2009

Beating the Valkyrie Scout Rush...

PAY ATTENTION IF YOU WANT TO LEARN!

Comments like this:

"Anonymous said...

Sorry could you elaborate further for the stupid among us?

Are we trying to block a skimmer's movement? If not are we relying on the guard player attacking the scouts with the valkyries? Because I don't see that happening either."

And this:

"I, too, await Stelek's counter to outflanking."

And this:

"You probably refer to them lining up against board edges a la your Kroot..."

Seriously make me EMO.

So let's talk about it.

Let's start with the outflanking defense with Kroot.

First of all, why would you line your board edge with any infiltrating unit to prevent Chimeras or Valks from coming on?

The Chimeras can tank shock on, and the Valks can fly over.

Totally pointless, and not something I'd ever do.

I would however put my Kroot 9" in from the board edge if you are outflanking your Valks (and not your Chimeras, because you probably can't). That's 9" in but 4" deep, with the next units just over 3" away from the Kroot.

I'd put the rest of my army in the middle of the board, and use my central position to defeat you.

I went over this a while ago, did you guys just forget?

You can think having slight control over your random entry time and point is a good thing, but I still think it's shitty because my experience tells me it is.

You run into any Chaos Chosen outflanking lately? Yeah, me either. The units so fucking great, nobody is running it!

Sure IG can make the forces show up reliably and are almost capable of putting them on the table side they want, but so what?

I can stop you from deploying your meltaguns within 6" range of my vehicles, and with armies like this one, I have no reason not to run my Crisis/Broadside Suits in the middle of the board because you can't hurt me with anything but 2 squadrons of vehicles (which will hurt, and then be blown to bits--unless your AV12 vehicles just live forever against Tau Rail Rifles, then stop cheating with your big dice ya douche).

See, I've stopped your entire army in one fell swoop.

You think you can deploy your shit near me if you start on the board?

Let's think about that, using the Tau as an example--the most extreme one, btw.

I layer my 34 infiltrators 2" apart and in maximum spread in front of my army. You think you can come anywhere near me when you move? You can't. If you are hiding off the line and counting on your 24" move to get in range, as you likely are (and should be) then my infiltrators might not be 18" away from visible enemies but might be 16" or 14". That pushes you back even more, since it reduces your 6" scout move by a like amount.

Note: I could give a flying fuck if you scout move around when I'm going first--because I am going to light the fuck out of your Valks if they are in the freaking open on turn 1.

See, when YOU are going first I will refuse flank you, as I should. I'll just figure out where your Chimeras are all lined up, and setup to one side. There's not one fucking thing you can do about that either--the Valks and their cargo (if any) are on their own against a proper counter deployment.

How do I make the refused flank defense work with one unit of infiltrators? Easy. I line up 10 guys across how much board?

10" bases + 2" between each base = Your math sucks if you think I can't cover my entire fucking army frontage with 1 unit, ya? 30". What, you can't figure out that a unit 6" in from one board edge stops your Valkyries from moving up the side and in a huge 'no you can't go here' zone all the way out to the other side?

Go ahead, call it a wasted KP. Did I just get you to commit your Valks to NOT alpha striking me?

So I can gun them down before they can get to me?

Let's do some more math, so everyone can see how things really work and not just in mathhammer land.

I'm deployed 18" in from my board edge (you can't stop me without infiltrators of your own, you know) but could deployed as much as 24" in (that's 12" from you, so you can't scout forward). Let's not even talk about table quarters, where I can be so far from you even turboboosting you probably you can't hit a damn thing.

We are going to do the infiltrators deploy 6" in front of my army, for a total deployment area of 18". I'll subnote what happens when you put the infiltrators 12" in (because somehow they are out of line of sight, very unlikely unless you play at fail stores with 3' x 1' hills in the middle of the fucking table).

18" deploy means you get a 6" scout move.

Since we are now 0.1" over 12" away from each other, that means to stop you getting to me with short range Meltagun shots; I only need to deploy on my normal deployment line and you can't hit me with short range shots if you move normally.

Remember you have to stay an inch away from me, so the Valk is on the other side of the 18" away from my board edge infiltrators. That's 7" from my vehicles. Do I like meltagun shots at 7-12"? Nope, still dangerous. Definitely not the 'boom' that short range shots are, and since that negates your alpha strike--I will take it, and then of course proceed to move up and alpha strike YOU.

Subnote: If deployed 12" in, the Valks cannot get the Veterans into meltagun range without going fast and zooming over the infiltrators and get NO scout move forward (might get one sideways, and good for you--my army is over HERE). That negates all of the Valk fire, and puts a big 1 turn gap between your leading elements and your following elements which your opponent should take advantage of (and crush your face). I'll talk more about moving fast and the perils thereof down below.

Note that moving this fast (to get in range) means the Helicopters can only fire 1 weapon because they went over 6". So for the Vendetta they are not able to fire triple lascannons, which is important. The Valkyrie is less affected but does lose heavy bolter fire which is 12 S5 shots lost. Both are crucial for these vehicles because 1 twin-linked lascannon and 2 templates (which miss a lot) are not very good for anti-tank or anti-infantry duty, respectively.

So I eat one weapon from the valks and the vets are at long range with their meltas?

I ACCEPT.

I will take whatever I have left (that you didn't manage to take out), and crush your scout units with it.

Now let's talk about your Valks moving flat out, and how that works.

Well first off, Valks moving flat out have 2 problems.

1) They can't land in difficult terrain. You can be foolish if you want to, but when you roll a 1 and blow up your 140 point vehicle...you'll feel pretty stupid. If you have 6 and your opponent has 'filled' all the open areas with troops but left you landing grounds in the trees...don't thank him.

2) They can't shoot, and at point blank range...all it takes is a THREE, not a FOUR, to kill you with a melta weapon--you have a cover save because you are EASY to destroy. On a glance five you still die. Yeah, and your cover save is still only 4+. So half the meltashots that go through, have a very high probability of penetrating you AND killing you. Yeah, not a fun happy place to be.

Second, squads do not fucking want to deep strike out of a Helicopter moving flat out.

You scatter 2/3 of the time. When you land on me or your clusterfuck of Helicopters and guys getting out and scattering all over the place...you just lost that unit.

Roll a 1 to immobilize and those guys are in deep shit.

The defense works fine.

You can think it doesn't all you want, just like all the guys who thought they could deep strike their drop pods on a properly setup army did.

Poof to their army, and poof to the Valk rush army. They are very similar in play style.

Both are defended against in almost the same way--with infiltrators 'pushing' the other guy into very dangerous drops or forcing out-of-place drops.

Who cares if you kill one unit when I've negated your entire armies first turn alpha strike, and your army is a glass hammer?

Thanks for reading all this way...

Countering The Valkyrie

Howdy,

I'm sure many people are wondering just how they are going to deal with the Valkyrie dropping in Alpha strikes on their army when the Guard player goes first.

Well, I have the answer.

Bring a unit of infiltrators.

Everyone has one in their list (well, almost everyone).

Anyway, when facing a IG army going first...sacrifice your infiltrators. You get deployed last, but before Scouts move.

Drop them in a line in front of the enemy army, as close as you can get.

Once they are in the middle of the field, the Valkyries don't really have anywhere to go--making your army safe.

I do realize if the Guard player has Ratlings he can try and beat your infiltrate move with one of his own. There's nothing you can really do about that, but do remember that Ratlings aren't a great choice but even a cheap 50 point investment can give the Valkyries a good scout move.

IG Combo 3: Manticores and Psyker Battle Squads

When you are looking at IG, what is it they have lots of that everybody else doesn't?

Why yes, it's called Barrage weapons.

As the Manticore gets D3 blasts at S10 Ap4 (and cover can be negated) it can be used to not only knock out enemy tanks (it's ordnance, so it rolls 2 dice and takes the highest), but any enemy infantry nearby can also be zapped.

Against say Marines or Terminators though, so what? Lots of things wound Marines on 2+, but don't get past their armor save.

So hit them with weaken resolve, then plaster them with Manticore fire.

2 of each should do it, letting you pin specific units that are a threat to you--and also letting you run a different elite (cough Rambo) and another heavy (goodness...anything really).

Put your Psykers in Chimeras in the middle of the board (so they can zap most infantry) and put the 2 Manticores in the corners. Don't forget to give them heavy flamers! lol

Anyway, the great thing about this combo is--if you place your Psykers out of range of Librarians (and you can due to your range) they can't stop you from weakening their resolve.

If they aren't out of their transport, you can at least zap the crap out of them with the shooting attack (from the Psykers).

So you don't lose anything, it's just a neat little combo.

Why the Manticore instead of say a battery of basilisks?

Look at the Manticore review and you'll know. ;)

IG Combo 2: Sister Repentia Don't Suck

Time for another combo.

This time, Creed + Sister Repentia.

Oh yes, I do know they have sucked for a very long time.

Now, they might not be Ze Awesome but they are terrifying against the right army.

Let's see how it works.

You can Scout. So that means...you can outflank with them, and IG get to re-roll where they show up.

Alternatively, you can combine them with a Valkyrie rush army; and scout them forward.

On turn 1, hopefully you'll get a holy rage result. Combine with the run + scout move, and suddenly there are nutty Sister Repentia VERY close to the other guys army.

If you get another rage result, it's virtually guaranteed you'll get an assault. Might not be that scary, but since they should have a Priest attached...getting re-rolls to hit against vehicles with eviscerators is not fun, and they tend to do nasty things like smash ground units to bits.

Just one way to make Sister Repentia finally not suck.

IG Combo 1: Nob Biker Removal

Worried about Nob Bikers, and your new shiny tanks that aren't moving fast (if at all) and have a rear armor of 10, aren't ya?

While tank shocking them is always a possibility, and a decent one...getting tank shocks off isn't a guarantee.

So, isn't killing them with ridiculous ease a better option?

I think so too.

Now imagine, the Nob Biker squad has zoomed forward towards your battle line.

They have a 3+ cover, 4+ armor, 5+ invulnerable (usually), a Warboss, morale check re-roll, Feel No Pain, T5, and most have S9 power claws.

If they get next to your army, you will have a hard time putting large blasts on them because you can't cover any of your own stuff and Bikers in base with your own tanks are a big issue.

In general are very hard to get rid of even with many S8 blast/large blast weapons, because they have the 3+ cover and then your toast, yes?

So, how to deal with this?

Why, a thorough knowledge of the rules, solid tactics, and a nasty unit combination will see you through.

You are already bringing a Inquisitor Lord + Mystics in most IG builds for deep strike defense, yes?

Since the IG elites are kinda meh, you can burn some points on the only really good one--the Psyker Battle Squad. Fill it up.

Drop the Nobs Leadership by say -9, to a minimum of 2.

Not a bad thing, you cause casualties via shooting and odds are they are running. Problem is, even new Guard aren't really that mobile, and don't want to go into midfield against Orks--so forcing them to fall back doesn't really do you any good. There's probably ANOTHER biker squad around, and you need to be able to take care of both in a single turn. Right? Right.

So what if you focus two units on blowing one Nob Biker squad away, and then focus all of your fast attack (aka Hellhound and Leman Russ) plus ALL of your troops (whatever they are) plus your commands, into killing said 2nd squad.

Things would be looking up at that point, yes?

Well, let's complete the equation.

Burn another elite slot on an allied Callidus Assassin.

You have an Inquisitor already, so you can buy the Assassin.

Now go read the rules, specifically the FAQ that covers the Neural Shredder.

Oh right, I have a S8 AP1 flamer template that WILL insta-kill you if your LD is say 4 or less.

Didn't we just move the Nob squads LD down to 2, including the Warboss?

Now what does that do for us?

Well, if tank shock the Nobs into 'flame me please' formation, you can easily get most if not all of the Nob squad under one template.

Now the Ork player is sweating. You better have a printed copy of that FAQ, btw.

You now:

Negate FNP.
Instakill everyone (including the Warboss).
Negate their 3+ cover.
Negate their 4+ armor save.
Wound all of them on a 2+.

So basically, anyone who is wounded and fails their 5+ cybork save, is dead.

Then whatever is left (unless you rolled 2+ on everyone, and he failed all his 5+ invulnerables or funnier yet, didn't have any to start with) will most likely fail their LD2 test to stay, and flee.

Since they will almost certainly be below 50% strength at this point, they are gone.

This does work well on anyone of course, but focusing that much killy ability on say a tactical squad, is just silly. Well, unless you have nothing else to do then you may as well, right? lol

Enjoy!

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