Monday, January 28, 2013

Imperial Guard w/Chaos Allies – 1,850


Here is a little something I’m playing with lately. It’s still in its rough stages but I think it has some potential.

Primary: Imperial Guard

HQ

Command Squad – 50

Lord Commisar – 80
Camo Cloak

Troop

Platoon Command Squad – 50
4xFlamers

4 Infantry Squads – 260
Auto-cannon, Melta Bomb

Platoon Command Squad – 50
4xFlamers

2 Infantry Squads – 120
Autocannon

Fast Attack

Vendetta – 130

Vendetta – 130

2 Hellounds – 260
Hull Heavy Bolter

Heavy Support

Leman Russ Executioner – 190

Detachment Total: 1,320

Allies: Chaos Space Marines

HQ

Sorceror – 135
Lvl 2, Terminator Armor, Force Mace, Burning Brand

Troop

5 Chaos Space Marines – 110
Rhino

Fast Attack

Heldrake – 170
Baleflamer

Heavy Support

5 Havocs – 115
4xAutocannons

Detachment Total: 530

Total: 1,850

That’s what I’m looking at for the moment. It packs six scoring units (assuming the large squad is fully blobbed) in as well as a solid fire power base. It has four torrent flamers, two of which are AP3.

For the CSM allie the Sorcerer is a disruption unit that, hopefully after pulling down a good power or two on biomancy, deepstrikes into the enemy backfield to run around messing with support units. The Havocs are extra firepower for popping light mech or putting wounds down. The troops are just some extra scorers that might be able to drive 18” up the table on turn four to deploy on turn five if they live that long. The rhino is also because I want to use my Forgeworld Iron Warriors Rhino stuff J. And naturally I don’t have to explain the Heldrake.

For the guard I included the Lord Commissar for two reasons. The first was to add the camo cloak for increased survivability in the blob and the second was to have a harder to kill Warlord. The Executioner seemed like a good bet. I’ve fallen in love with plasma templates and since it doesn’t get hot it can do some long term damage on a very resilient platform. The big blob is for board control and the other infantry squads are objective holders. The flamer PCS’s go into the Vendettas for some late game burning/objective grabbing. The Hellhounds add some much fun burny but also a way to lay down a lot of wounds at a longer range (12” move + 12” range + template). And finally everyone’s friend, the Vendetta J

Those are my thoughts. Some of you will notice I pulled the power weapons from my blobs. The reason is that in this list they aren’t the killer blob. They are the hold stuff up blob and the points were needed for the Commisar Lord.

Comments (10)

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Stillfrosty said:

Two thoughts on your comments

1) Plasma weapons fired from tanks still over heat (6th edition change from 5th edition)

2) Though the recent FAQ is misleading, units arriving from reserves can not cast psychic powers during the movement phase. It is clearly discussed in the reserves section of the rulebook. However, if the Libby was on the table and a unit arrived from reserve, then he could cast a power on them due to order of operations.
1 reply · active 241 weeks ago
1) The cannon on the Executioner does not have the gets hot rule. So it doesn't overheat. It's just Heavy 3, Blast

2) I understand the pyschic rules for arrival and casting. It's more for having them on subsequent turns. And if he's got Iron Arm he's more of a threat to get rid of this turn. Because if you don't he's going to turn into a beast. Probably wasn't super clear :)
Seems like high av's will give you issues. You won't have anything on the table at the beginning that can penetrate av13+, then relying on reserved vendettas to show up and succeed. An aggressive land raider can deliver it's cargo before vendettas arrive and once the unit is stuck in with the blob, it's safe from all the flamers. Plus, no power axes in the blob.

A traditional necron/BA av13 wall seems problematic also.

IDK if a lone sorceror will cause enough disruption for 135pts before he eats a single melta shot.
3 replies · active 633 weeks ago
Antebellum's avatar

Antebellum · 634 weeks ago

I'd have to agree. The lascannons on the vendetta's are your only weapons of higher than S 7. Needs some lascannons and/or meltaguns. Land raiders will ruin your day.
I oddly don't worry to much about Landraiders and their cargo. There are ways to mitigate it and ensure there is no place to deploy to charge the blob.

As for the AV13 wall it might be a problem but I haven't run into in ages and don't expect to. In the case of BA's they don't have the damage output at range and to get close would risk being charged or exposing their sides. Against Necrons they do decent damage but are hella expensive outside of the Annihilation Barges which I don't worry about to much.

And regarding the sorceror he's an experiment. He's coming down on turn two as a rear field disruption so I'm not worried about meltaguns still being back there. I am worried about dev. squads with St8+ Ap2 but if that happens I'll attempt a less risky deepstrike in favor of hiding the until I get my powers off. But yeah, he's still totally an experiment. Though I've had good luck with Solo Paladins in a similar but less tough role.
Necrons can bring AV 13 across the board. From what I have seen they are still pretty popular. Your list might also struggle against TEQ if someone can make those 2+ saves it might be a long day.
Since the 6ed FAqs Camo cloaks (for SM scouts and IG) no longer provide stealth USR, they give the bearer +1 to his cover save (and only that models cover save). Its a nice boost to telion led scouts, a nerf for commisar lords.
1 reply · active 634 weeks ago
Huh, missed those when I read them first. Oh well, that's 10pts to put back into the blob. Losing two melta bombs and adding 2 axes :)
Do play DAOC by chance?
Sorcerer is 140, not 135.

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