This week

Well the rewrite of the list for my Guard has worked wonders. Much more reliability, much more redundancy... which helps... a lot. I have managed 3 games this week, 2 vs marines, and 1 vs Tau. Apologies for no blow by blow reports... really need to figure out a good way to collect the info I need without slowing the game down I think. The First game was 2000 points and objective based, and i used the list as presented in my last post. Now it was the second run out for it, and it went well. The Marines (with a lot of help from the dice for me) were pretty much toasted, the Vendettas and Valk flew rings around them, and the ever fearsome Assault squad with Shrike + Chaplain was dealt with early on. The Second game was 1500 points against my Brothers Tau. His list was very fragile, and when we rolled the Kill point mission I was actually very worried. I lost both of my Valks in Turn 2... Broadsides are basically the bane of any Valk (imho), however from then onwards it went very well, I couldn't not roll a hit for all my template weapons and that pretty much wiped out everything that stood in my way. The Third game was today, 2000 points again, however this time I dropped Creed. In doing so I managed to fit in Sly Marbo, and with moving some of my Infantry Squads around I got another Platoon (and therefore Command Squad) into the list. I dropped the plasma's on the second Veteran squad and used them as Meltas, and swapped out one of the Vendettas for another Valkyrie. We rolled a Capture and Control, I got first turn and setup aggressively, as did the Space Marines.... then disaster! He stole the initiative (which as soon as he picked up the dice I got that sinking feeling). On a side note I have been playing 5th Ed since it came out, and I have seen all of the Initiative steals (4 of them so far) in the last 6 weeks. Two Dreadnoughts dropped in, one landing smack bang behind my Command squad (with a 7" scatter thank God), and the other... scattered off the board! Which when rolling on the Mishap table I go to place it... which was very nifty. Another side note, the Drop Pod special rule specifically states it will stop 1" away from IMPASSABLE terrain or enemy models. The way we read it the board edge doesn't count as impassable terrain (which it doesn't) you can still fall off the table with unlucky rolls. If anyone has seen an FAQ to say different, please point it out to me. Well from then onwards the game was all about bad dice rolling for me... for about 2.5 turns... then my superior numbers won me the day. It ended up with a resounding victory for the Guard with only 1 Marine left alive at the end of turn 6. So my lessons for the week. 1. Vendetta's, while awesome firepower do tend to mean you only move them 6" so you get to fire all the weapons... Valks are better. 2. Drop Podding Dreadnoughts & tactical squads sting. 3. Shrike should never be given the opportunity to Infiltrate within 12" of your battle lines 4. Landraiders are scary 5. Sly Marbo will only ever turn up on turn 4... and is likely to miss with half of his shots...

Imperial Guard New 2000 points.

Here is the latest incarnation of my Imperial Guard, listed at 2000 points.

They recently took part in a 4 player game, we were sided with Orks (their faces were Blue, our Uniform was blue it made sense really) against 2 Space Marine players.

The game took about 4 hours, and resulted in me gluing around 25 models in the shop downstairs before I could use them upstairs.

The List runs to the following Tune:

Company Command Squad; Creed, 3 x Sniper Rifles, Astropath, Office of the Fleet, Vox Caster

Infantry Platoon:
Platoon Command Squad: 3 x Flamers, Vox Caster
1st Infantry Squad: Grenade Launcher, Vox Caster, Autocannon
2nd Infantry Squad: Grenade Launcher, Vox Caster, Autocannon
3rd Infantry Squad: Grenade Launcher, Vox Caster, Rocket Launcher
4th Infantry Squad: Grenade Launcher, Vox Caster, Rocket Launcher
5th Infantry Squad: Grenade Launcher, Vox Caster, Rocket Launcher
1st Heavy Weapon Squad: 3 x Mortars
2nd Heavy Weapon Squad: 3 x Lascannons

Veteran Squad: 3 x Meltaguns

Veteran Squad: 3 x Plasma Guns

Valkyrie Assault Carrier: Multiple Rocket Pods

Vendetta

Vendetta
Leman Russ Punisher: Heavy Flamer, Melta Sponsors

Leman Russ Demolisher: Heavy Flamer, Melta Sponsors

Leman Russs: Heavy Bolter Sponsors

This list comes in at bang on 2000 points, has 5 orders a turn, and the ability for ANY unit to outflank, in addition to 3 Fast Attack Outflankers.

It does consist of a minimum of 13 Kill Points, but that isn’t too bad for 2k of Guardsmen

It is also a lot better at taking out Armour, the spread of Squads with Heavy Weapons and 4 Orders a turn for FIRE ON MY TARGET! Really means that I can do some nice damage, still need the dice with me.

1 of the Vendettas is easily interchangeable for another Valkyrie Assault Carrier (I just so happen to have another with Multiple Rockets) and that means if I find I am too heavy in the Anti Tank department then I can retweak the list, as the Multiple Rocket pods do some serious damage to hordes.

The Company Command squad is a very juicy target, but if someone decides to take them out then the 4+ cover save from friendly squads and all of the other units mean that I can probably (I think) afford to lose them.

The main thing I will struggle with is Dreadnoughts… well Dreadnoughts in close combat. A couple of them Drop Podding infront of my lines does mean I need to work hard to knock them down, or at least Stun / Immobilise them so they cant get into combat, if they do then it will be difficult to take out all the rest of the army charging at me.

I have looked into investing in Krak Grenades for the Infantry Platoon, but this comes to 55 points, and I don’t really want to drop anything from the list at the moment.

Another twist on this list is to drop Creed, and for those 90 saved points I can get in another Infantry Platoon, by shifting around a couple of Infantry Squads, and the 40 points spare would work into some Krak grenades then I think.

All in all one game done so far, and the list performed well, however the Close Combat punch of the Greenskins could very well have hidden a lot of failings in the army.

I aim to get in several games this week and next week as lead into Games Day, hopefully some new opponents in the Tau may be gracing my battlefield… maybe.

Games Day Uk & Painting points

So in a week I will merrily on my way to Games Day UK, my third ever and I am hopeful this one will still be enjoyable. My main concern for the event is the lack of seating, as with their change of location there will be considerably less space to sit. I am hopeful that the new Space Wolf stuff will be on offer, as I really want to read up on the Codex so I have an idea of what I am in for. I also have a list of Imperial Guard Upgrades that I want to try and get, I am a big believer of making sure my guardsmen have everything they need to survive in on the table top, and I am looking into all of the equipment back upgrades to see how much I can tool up my squads. I also intend to get 2-3 packs of the Grav Chute back packs, I intend to put them on my veterans to make the Grav Chute Insertion look even cooler (although i have never needed to do it in game yet). Moving on to the painting for points I started watching this, and intending to get some points on the board back in August, and now nearly 2 months on I find i haven't actually completed a model. I have around 60 guardsmen with 2 colours on each, the space hulk terminators all done in the correct colours (although no details) and another load of terminators, tanks and Valks which are all in varying stages of completion. I now fully intend to try and get as much painted as I can, I am angling to try and get myself a warhound for my Christmas, Birthday and probably next Christmas as well... but before I consider such a project I really need to finish some stuff off here. I aim in the next few weeks to try and get some pictures up of the models I finish, and hopefully this can be something that will motivate me to get more and more done.

Doubles Tournament, list revision 3.

So.

After some serious reflection and rethinks I have tweaked (yet again) the 500 points army that I aim to use.

It will get another roll out Midweek.

I think I am beginning to get a better idea of what I need to do with the Guard, thanks to advice received here and the experience of games played.

Company Command Squad: Vox Caster, 3 x Meltaguns

1st Platoon
Command Squad: Vox Caster, 3 x Flamers, Krak Grenades
Infantry Squad, Vox Caster, Rocket Launcher
Infantry Squad, Vox Caster, Rocket Launcher
Infantry Squad, Vox Caster, Rocket Launcher
Infantry Squad, Vox Caster, Lascannon
Infantry Squad, Vox Caster, Lascannon

This list I feel is pretty flexible. I mashed it all into one platoon, to help me minimise the Kill Points the army might off, while in objective missions I am not really sacrificing any contesting units.

I have the best possible weapons for dealing with all manner of enemy armour, and this should help us out against mech lists.

While I don’t expect to see lots of AV14 tanks… it will be very embarrassing to see them and not have taken something that can penetrate at range.

Now just to wait and see what Tom takes in his 500 points, and that wont be fixed as it sounds like he is gonna go down the Space Wolf Route… so we will definitely have our close combat element without a problem.

I did debate taking some Autocannons, but the truth is I don’t have any of them assembled, or the models to do so, where as the Lascannons should knock down the Heavier Tanks, freeing up the Rocket Launchers to deal with lighter armoured tanks or large infantry blocks.

The only other option that I have debated is a revision of an earlier list.

Company Command Squad: Vox Caster, 2 Grenade Launchers

1st Platoon:
Command Squad: Vox Caster, 3 Flamers
Infantry Squad: Vox Caster, Lascannon
Infantry Squad: Vox Caster, Rocket Launcher

Veteran Squad: 3 Meltaguns

Valkyrie Assault Carrier: Multiple Rocket Pods, Heavy Bolter Sponsors

This one has a bit of a better chance against some armies, the Valkyrie can lay down a lot of shooting and against horde armies this could help a lot. Especially as all of it requires 4's or better to wound it, compared to the gun line strategy needing 5's.

The Veterans also allow the removal of at least 1 Tank early on… assuming my dice rolls don’t desert me again lol.

This Week in Games

Well this week didn’t go well for me. We tried another 1k Doubles Games, Tom using a Space Marine force with a Master of the Forge, Scouts, Dreadnought, Ironclad with Drop Pod. My forces had been adapted since my recent n00b mistake with the infantry command squads (see comments from previous week). Also may thanks to Raptor1313 for pointing that out… not sure where I misread the rule, but misread it I did. We played my Brothers Space Marines again and this time he took 2 HQ forces to level the playing field a bit. We rolled a Kill Point mission, and got to go first. The terrain was simple… 2 Bastions on the table and nothing else. In turn 1 we killed a Scout squad, and stunned a Dreadnought… and that was the only positive. We lost the game in the end 6-4 and never really stood chance. Bad decisions I think on our part (note a Master of the Forge Verus a Master of the Forge = Win for the Master of the Forge that does not move to get line of sight on the other). I then played a straight 1k list verus Toms 1k of Marines… and they walked the match. Nothing I did went right for me… and I mean nothing. In 3 turns of Shooting with the Guard I think I killed 2 Marines and Stunned a Vindicator. The list needs a rework… big time. I was rolling dice and even with twin linked and nice stuff like that I rolled all the 1’s & 2’s for shooting, and all my 5’s & 6’s for Ld checks… and that was over the course of three turns.. before the game was so far beyond me I conceded. I am actually so ashamed of my current 1k list I am not even going to post it… gonna have a little rework of it and go for revenge next week. The list probably wasn’t what lost the game for me… but it sure as hell didn’t help… so I am gonna work on a rejig and see what new toys I can fit in. ++++++++ Edited by the Inquistion for Useless Duplicated Data +++++++++

Doubles Trial Game 1

So this week myself and my Doubles tournament buddy Tom managed to get a game in. 500 Points a side Compulsory 1 Troop, 1 HQ Option: All the rest, but you must have 1 Elite, 1 Fast Attack & 1 Heavy Support before you can take a second of any choice. We faced off against my Brothers Space Marines... his forces had just given Tom a real drubbing (and I seriously cannot emphasize how much of a drubbing without being partnerless for this tournament) and he was after revenge. Our Forces; Company Command Squad, 2 x Meltagun, Vox Caster Platoon: Command Squad, 2 x Plasma Guns, Medi Pack, Vox Caster Infantry Squad Infantry Squad Heavy Weapons Squad: 3 x Rocket Launcher Heavy Weapons Squad: 3 x Rocket Launcher Special Weapons Team: 3 x Grenade Launcher Shrike 5 Scouts: 4 x Sniper Rifles, 1 Rocket Launcher 10 Assault Marines: Sergeant with Lightning Claws My Brother had: Captain: Artificer Armour, Digital Weapons, Thunder Hammer Ironclad, 2 x Close Combat Weapons (I forget the name), Drop Pod Dreadnought, Rocket Launcher, Twin Linked Lascannon Dreadnought, Multi-melta Tactical Squad: Flamer, Rocket Launcher, Rhino Tactical Squad: Flamer, Rocket Launcher We rolled a HQ objective, where you each have one objective, and Dawn of War. My Bro set half of one tactical squad up in some ruins at the other end of the Long Board Edge. Rocket Launcher Included. His Rhino had the other half of the squad, and his captain setup as far forward as they could. His other tactical squad setup in some ruins with his objective. Tom set his scouts up directly in front of the Rhino the minimum distance away in some ruins. My Guardsmen (the whole Army) deployed directly opposite his Objective, the infantry squads and the command squad merged together (gotta love a 25 man unit with FNP). The Rocket launcher units setup on either flank, the Special weapons squad in front of the Rocket Launchers on the far right... mainly there as ablative armour. We kept Shrike and the Assault Squad in reserve Outflanking. Turn 1: Space Marines His Ironclad in the drop pod deep striked directly in front of my lines, happily rolling a hit. The Ironclad strode out and laid waste to the 25 man squad with flamer and melta. Causing only 2 Casualties (thank god for FNP). Two Dreadnoughts walked onto the board, not really able to drawn line of sight or do anything this turn. The Rhino rolled forward, deployed its unit and fired upon the scouts... only managing to Kill 1. The Marine unit on their objective took aim and wiped out the Special Weapons Squad. Turn 1: Alliance Our Turn 1 resulted in very little movement, my Command Squad moved so that the meltas had range on the Ironclad, but could only get towards its side armour. The Scouts opened fire on the marines in front of them and caused a grand total of no casualties. The Company Command Squad ordered one of the rocket launcher units to Fire of his target resulting in nothing. He then ordered his own unit to fire on the Ironclad and they scored 2 hits and two glances. Getting us an Immobilised and Shaken result... at least it wasn’t gonna charge us. The Infantry squad took aim on the Marines in the Unit and with First Rank FIRE and Second Rank FIRE managed to bring down another 2 (I only had 9 men in range). Turn 2: Marine. The Marines steeled themselves and continued to advance with their Dreadnoughts, and the Captain and his 5 man unit got into position to wipe out the Scouts. The Dreadnought with the Rocket Launcher and Twin Linked Lascannon shot at my far right Heavy weapons squad and managed to kill one... fortunately I passed my Morale check. The Drop pod and Marine unit in the objective opened up on my 25 man infantry squad... once again FNP saved my backside and only 2 Guardsmen died. The Captain and his marines charged in and smacked the scouts around a bit, wiping them out with no losses in return. Turn 2: Alliance: Now for reserve rolls. We Rolled for Shrike... and.. he turned up! However his Outflank sort of lets us down and didn’t as he came on the board edge next to our object, and the 5 man unit and Captain that were holding it. Not bad in the sense that I needed him to kill them as my Guardsmen were getting twitchy. I moved my 25 man unit forward, favouring around the drop pod and stationary Ironclad. The Command Squad moved to within the kill range for their Meltas. The Shooting phase was pretty quick, The Command Squad ordered the Rocket unit to fire on the Ironclad with No effect, however the same order on themselves resulted in 1 penetrating hit with a roll of a 4... I was devastated until we remembered AP1 and it became a 5 destroying the damned thing. It was far to close to my battle lines for comfort. The 25 man Unit listened to the officer in their midst and obeyed the First Rank FIRE, Second Rank FIRE without hesitation... another 3 marines fell.. but no fallback move. The Rocket Launchers tried and failed to destroy the drop pod... but they did take off the stormbolter. Shrike and his Assault Squad charged into the Combat Squad and Captain. Shrike Directed all his attacks against the Captain and took off 2 wounds. The 10 man assault squad managed to knock down 2 Marine, and the response from the Combat squad was to kill 1 Assault Marine. The Captain then wiped out another 2 marines with mighty swings of his thunderhammer. This meant the Captain and his men failed their leadership check and fled away from Shrike, however their run move only carried them 7", with Shrike and his Marines less than 1" behind there would be no regrouping next turn. Turn 3 Marines: With the Captain fleeing and their left flank beginning to Shatter the Marines advanced... en mass. The Remains of the tactical squad on their objective moved to within charge range of my Imperial Guard, as did the Meta wielding Dreadnought. The Shooting phase was painful, as the Tactical Squad near their board edge and the Twin Linked Lascannon Dreadnought Opened fire on Shrikes Squad, wiping them all out Save Shrike and the Sergeant, but the Dreadnought itself was too far away to charge. The Combat Squads Rhino Tank Shocked Shrike but they passed their Morale check and moved out of its way. In the Assault Phase my 25 man Guard squad got charged by the Dreadnought and Tactical squad, losing 2 to the Powerfisted machine, but no casualties to from the Tactical unit, in return they killed 2 Marines resulting in a much needed draw... however now my Objective based unit was tied into a combat it could never win. Turn 3 Alliance; Shrike and his Sergeant stinging from the Firepower they had directed at them advanced on the Captains unit, intent on wiping them out. The Guardsmen didn’t do much, save a little movement from my Company Command Squad. The shooting phase began with the Left hand side Rocket Squad being order to Fire on my Target on the Dreadnought that was uncomfortably close to Shrike, 2 Rockets struck home, with one Penetrating and blowing it up. The Command Squad then fired on the drop pod... somehow failing to do anything useful. The Combat Phase went Shrikes way this time with him killing the Captain, the Sergeant wiped out the rest of the unit. This left just Shrike and his Sergeant advancing on a Combat Squad armed with a Rocket Launcher... not looking too good. The Combat with the Dreadnought and 3 Marines resulted in a grand total of NO Guardsmen Casualties. The Dreadnought Missed with both attacks and the 5+ Armour Save, followed by FNP meant not one Guardsman fell to the marines. Their attacks back were filled with some holy fury as they killed the remaining 3 Marines meaning they now only had the Dreadnought left to fight... Turn 4 Marines: Things were looking bad for the Marines now... reduced to a Rhino, Combat Squad, and Dreadnought locked in a combat that looked like it would never end. At this point my Brother nearly gave up and called it quits, but we convinced him to keep on playing. He positioned his Rhino read to get stuck in with another Tank Shock. The Combat Squad didn’t move and Shot at Shrike, causing 3 wounds, 1 of which was a Krak Rocket. The Sergeant Bravely dived in front of Shrike and took the Rocket for his beloved commander. Shrike took no wounds from the hail of fire, and turned his attention to the Combat Squad. The Dreadnought proceeded to strike at the Guardsmen hitting once, and wounding once... no Armour Save or FNP from this one and the Guardsmen bit the dust. With combat resolution at 1 against the Guard, I took up my dice and rolled, needing a 7 or less... getting a 10. Not good. It got worse when the Dreadnought rolled a 6 + 4 (for his I) and meant I couldn’t get away. The remaining 19 men died Horribly under the Dreadnoughts flailing arms and stomping feet. Turn 4 Alliance: With the final goal in mind, Shrike swooped forward to wipe out the remaining Combat Squad so they could not possibly contest any objectives in any way. The Rocket Squad on the left began to move towards my objective, as did the Command Squad. The Rocket Squad on the Right stayed put ready to take a pot shot at the Dreadnought. The Shooting phase was quiet with two MOVE MOVE MOVE! Orders being used, one on the Heavy Weapons Squad and 1 on the Company Command Squad. I was now holding an objective. The Rockets on the right both managed to miss the Dreadnought and it simply swivelled to face the unit. Shrike charged the combat squad and got 5 hits followed by 5 wounds and wiped them out. He Consolidated towards the Dreadnought lurking near the Marine Objective. Turn 5 Marines: With only a Rhino and Dreadnought left there was not much to do. The Dreadnought didn’t move, but instead turned to face the Approaching Shrike. Then the Rhino Tank Shocked the Heavy Weapons Squad Holding the Objective on the Left... and they failed their Morale check... being within 3" of the board was not good and they fled in terror from the field of battle. Turn 5 Alliance: With nothing left to do and having run out of time at our gaming centre we called the game a draw. The Analysis: The Imperial Guard section of the army did well at range, but as soon as I moved them to rapid fire the marines and Dreadnought trundled in. I actually thought I had a bit of room to manoeuvre and that the Dreadnought wouldn’t make combat, but that was my mistake and a poor judgement. So the next list I use will have to include something that can get rid of those things in combat. The Marines worked well, however we perhaps left the scouts out to dry as a sacrifice, a mistake we won’t make again. All in all it was a good fun game that all of us involved enjoyed, as did the spectator we had.

Doubles Tournament.. advice welcome!

A Doubles Tournament.

So I don't have a rules pack, and I don't know all the restrictions...

However I have been asked if I wanted to potentially go to a tournament like this, so I figured I would look into a 500 points Imperial Guard list (or 2)... min/maxed (at least in my mind) to get the best out of it.
I have got a couple of lists:

List 1:

Company Command Squad: Vox Caster, Mortar Team: 60 Points

Infantry Platoon:Command Squad: Medi-pack, 3 x Plasma Guns: 105 points
Infantry Squad: 50 points
Infantry Squad: Vox Caster: 55 points
Heavy Weapons Squad: 3 x Rocket Launchers: 90 Points
Heavy weapons Squad: 3 x Rocket Launchers: 90 Points
Special weapons Squad: 3 x Grenade Launchers: 50 points


List 2:

Company Command Squad: Vox Caster: 55 Points

Infantry Platoon:Command Squad: Medi-pack, 2 x Plasma Guns: 90 points
Infantry Squad: 50 points
Infantry Squad: 50 points
Infantry Squad: 50 points
Infantry Squad: Vox Caster: 55 points
Heavy Weapons Squad: 3 x Rocket Launchers: 90 Points
Heavy weapons Squad: 3 x Mortars: 60 Points


List 3:

Lord Commissar: 70

Veteran Squad: 3 x Meltagun: 100 points
Veteran Squad: 2 x Meltagun, Heavy Flamer: 100 points

Valkyrie Assault Carrier: Rocket Pods: 130 points
Valkyrie Assault Carrier: 100 points


List 4:

Company Command Squad: Mortar Team: 55 Points

Infantry Platoon:Command Squad: Medi-pack, 3 x Plasma Guns: 105 points
Infantry Squad: 50 points
Infantry Squad: 50 points
Heavy Weapons Squad: 3 x Rocket Launchers: 90 Points
Heavy weapons Squad: 3 x Rocket Launchers: 90 Points
Heavy weapons Squad: 3 x Mortars: 60 Points


So for lists 1, 2 & 4 they share a lot of the tactics has a lot of template weapons... and I always feel they make up (alot) for the lower BS armies.

The Command Squad and Infantry Squad without Vox Casters will always be merged together. Gives some nice Ablative armour to the Plasma Gunners, and the Medi-packs mean that the Plasma Gunners get a 5+ armour save, followed by a 4+ FNP save... this should hopefully keep them alive.

Fingers crossed no one will bring a Landraider in a 500 point army, and hopefully with 2 Rocket Launcher Squads I should be able to get side shots on most tanks to take them out.

The Company Command Squad will do their best to keep both the Heavy Weapons Squads in range for Orders. The random mortar is there to fill points... and could be used to upgrade a Grenade Launcher to a Meltagun I suppose... the random chance of getting a Pinning check is worth it for 5 points tho.

The Special Weapons squad is still up for debate, as it is an easy Killpoint... but might be able to do a bit of damage with its template grenades as well.

The 3rd List is a bit of a one trick pony, but given that its a tournament it might work as a 5 or 6 trick pony... depending on my allies.

I am pretty sure that I will be running one of the list 1, 2 or 4 but will be interested to see if i can get some feedback on this.

I will also probably look at posting a revised list once I have an idea what my team mate will be bringing with him... given he is probably reading this at the mo thinking 'i only asked him about it today and don't even know if i want to do this'

Ah well I always jump feet first.. more interesting that way lol.

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