Friday, January 6, 2012

1250 revised.

Compliments to Buffer for reminding me of the illustrious Marbo.

this revision of my last list is meant to give me a strong fire-base whilst containing enough loose elements to keep the opponent guessing where Marbo and the penal squads will arrive.

straken is there for the counter-charge and the platoon blobs together with the commissar to deliver 9 power weapon attacks a turn.

I chose to leave the power weapon off of one of the platoon sergeants as it seems likely that at least one of them will be executed during the course of the battle and I don't wish to waste my points on such.

I also switched out the autocannons for heavy bolters. I figured the melta in the squad can deal with anything getting too close and the extra shots may help take down some infantry.

with 13 lascannons I don't feel like I'm hurting for anti-tank support.

as always your thoughts are appreciated.

-J


Company Command Squad
Heavy flamer
regimental standard
vox
Medic
Astropath
Col. Soulban (straken counts as)

Marbo

Infantry platoon
Platoon Command squad
power weapon
lascannon
platoon standard
vox

Infantry squad
Commissar with power weapon
vox
melta
heavy bolter
Power weapon

Infantry squad
melta
Heavy bolter
Power weapon

Infantry squad
melta
Heavy bolter
Power weapon

Heavy weapon squad
3xlascannon

Heavy weapon squad
3xlascannon

Heavy weapon squad
3xlascannon

Heavy weapon squad
3xlascannon

Drookian Scouts (penal legion)

Drookian Scouts (penal legion)

total 1250pts.

4 comments:

  1. I think any tank based army will be rather scared. That is a lot of lascannons and there will be a few bring it down orders im sure! (Don't forget orders!!!) Are the infantry squads all 10 strong? or is the one with commissar 30 strong? Or are they all combined? I know you can do something like that with your squads.
    Very solid army list, don't forget with your power weapon attacks that 9 will mean only 4/5 hits and only 2/3 wounds if you are lucky, against T4 that is even less, and only I3
    I've always been unconvinced by guard power weapons (except rough riders!), your real kills come from numbers as power weapons will no doubt be hit first in combat by higher initiatives.
    How many points on power weapons is that out of interest?

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  2. This is a very solid list!

    Among my gaming buddy's I'm a bit of a Guard legend- I have actually never lost a game with my guard (since I started in the mid 90's). I'm not saying this to brag (although I probably am) what I really mean is that with this nice solid list I would be happy to face off anyone and at least pulling a draw, so nice work.

    A few question and comments (not criticisms, just thoughts). Why the astropath? Are you planning to put your Drookian Scouts in reserve? My feeling with guard is usually you want everything on the board and firing from turn one, but if you have a tactic up your sleeve go with it. Personally I would take an officer of the fleet and annoy/ delay the enemy’s reserves.

    Personally I don't run power weapons in my squads or commissars. A WS3, S3, I3 sergeant never seems to do enough for me (and I see Winterborne feels the same way).

    What's with the Vox’s- only one squad has a vox... Hang on you must be thinking about combining the three squads, surly. Yeah that will work nicely with the commissar.

    I Like Marbo but you will have to use him well. He is as many points as another squad of 10 men.

    Here is a thought:
    I have run a list almost identical to this but without the three PW in the squads (30p), the commissar (and PW 45p), the astropath (30p), the medic (30p), 3 vox’s (15p) and Marbo (65),- equalling 215p (off the top of my head, I my be out a few points)

    And it's it place I had 3 more squads of men. That's 115 is guards men in a 1225 point army- scary.
    Im not saying cut these things out. Im just saying the key with guard (IMO) is justifying why you are taking certain upgrades and making sure you use them well.

    Of course the other thing is sometimes we just add certain things to the army because we have the models for it and we wanna see them in a games- and that's ok too.

    Like I said a very good list. These points are nothing but fine details. Good Luck, The Emperor protect.

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  3. I read you previous post now and the astropath makes a lot more sense, lol. Yeah, I really do like that list. Now it just comes down to playing it well.

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  4. Thanks for the Input.

    to clarify,

    the Idea is to blob the 3 infantry squads together to make a 30 man squad.
    The Commissar is there to make sure the men don't run.

    In total I will be spending 40pts on power weapons. I think that the infantry squads should manage to earn theirs should I fight against Marines, However I am unconvinced about the platoon commander.

    The astropath is going to (hopefully) get the drookian scouts and marbo on the board early enough to cause my opponent concern.

    My selections with this list are in part due to model selection but are also in large part from my attempt to try a new style of guard.

    I will be taking this list to the game shop this friday and will hopefully be able to test is out on the table.

    I'll take some notes and report back.

    Pip Pip!

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