Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Thursday, 14 August 2008

1500pts Saim-Hann Army List (The Serpent List)


This list attempts to modify my old Saim-Hann army list into something more 5th Ed. friendly. It drops the Shinning Spears, that I found less than effective on the whole, and adds more Dire Avengers, that I found were very effective. It also works on the basis that Wave Serpents, with their strength reducing Wave Fields, are now a lot more survivable than Falcons with their Holofields. Do people out there agree?

This list also gives me a minium amount to paint to get it up and going e.g. two Grav Tanks (which I enjoy painting) and about 5 or 6 infantry.

Anyway, I present the Serpent List:

HQ
Farseer 193pts
Jetbike, Singing Spear, Spirit Stones, Runes of Witnessing, Mind War, Doom & Fortune

Elites
Fire Dragons 108pts
5 Dragons & 1 Exarch – Dragon’s Breath Flamer

Fire Dragon Wave Serpent 145pts
Twin-Linked Star Cannons, Shuriken Cannon, Spirit Stones

Troops
Guardian Jetbike Squadron 1 129pts
3 Jetbikes; 1 Shuriken Cannons
1 Warlock on Jetbike (Embolden Singing Spear)

Guardian Jetbike Squadron 2 129pts
3 Jetbikes; 1 Shuriken Cannons
1 Warlock on Jetbike (Embolden Singing Spear)

Guardian Jetbike Squadron 3 76pts
3 Jetbikes; 1 Shuriken Cannons
*This squad will escort the Farseer

Dire Avenger Squad 1 177pts
9 Dire Avengers & 1 Exarch – Power Weapon & Shimmershield (Bladestorm & Defend)

Dire Avenger Wave Serpent 145pts
Twin-Linked Star Cannons, Shuriken Cannon, Spirit Stones

Dire Avenger Squad 2 92pts
5 Dire Avengers1 Exarch – Dual Shuriken Catapults (Bladestorm)

Dire Avenger Wave Serpent 155pts
Twin-Linked Bright Lances, Shuriken Cannon, Spirit Stones

Fast Attack
1 Vyper 75pts
1 Shuriken Cannon, 1 Eldar Missile Launcher

1 Vyper 75pts
1 Shuriken Cannon, 1 Eldar Missile Launcher

So there you have it, 5 fast scoring units, 3 Grav Tanks and some harassment units.

As with the Dark Angels list, I have a few tactical ideas knocking about for these guys, but I’m interested to hear any other thoughts first.

1500pts Dark Angels Army List

Below is the current incarnation of my WIP Dark Angles list.

HQ
Belial - Lightning Claws 130pts



Troops
Terminator Squad 1 250pts
1 Sergeant w/ Power Sword
1 w/ Company Banner and Chainfist
1 w/ Heavy Flamer
1 w/ Lightning Claws
1 w/ Thunderhammer & Stormshield

Terminator Squad 2 270pts
1 Sergeant w/ Power Sword
1 Apothecary w/ Power Fist & Storm Bolter
1 w/ Cyclone Missile Launcher & Lightning Claws
1 w/ Storm Bolter & Chainfist
1 w/ Storm Bolter & Powerfist

Tactical Squad 200pts
10 Marines - Lascannon & Plasma Gun

Rhino w/ Storm Bolter 40pts


Fast Attack
Ravenwing Attack Squadron 295pts
6 Bikes w/ 2 Meltaguns & Sergeant with Meltabombs
1 Attackbike w/ Multi-Melta
Ravenwing Support Squadron 65pts
1 Landspeeder w/ Multi-Melta


Heavy Support
Land Raider Crusader 250pts


Total: 1500pts

My ideas for this army have gone through several incarnations, starting out as an all Deathwing list that then moved on to incorporate some Ravenwing support and finally this more 'combined arms' approach. I have a good few tactical ideas for this force that I think we be pretty resilient and flexible. But before I divulge them, lets see if anybody has any comments or criticisms for me to chew on?

*Belial would accompany Terminator Squad 1 in the Crusader

Tuesday, 12 August 2008

Praetorian Guard: Apocalypse Tactics for the Imperial Guard

An Emperor's Fist Tank Squadron rumbles onto the battlefield.

After my recent apocalypse game, I had a few thoughts that I'd like to share with all those Imperial Generals out there.

The first and most crucial one has to be, buy Apocalypse Reload!

Compared to the Guard formations available in the main Apoc. rulebook, Reload contains far more goodness for most of us - I was able to jump from using 3 formations to 8 using only this new book.



I'm going to have a brief look at some of the new formations that I used, and what effect they had in our last game.


'Imperial Shield' Infantry Company
This formation requires that an Imperial General use 1 Guard Command Platoon & 3 Guard Platoons and, if you can muster up the models, is well worth it. The formation grants you 3 strategic assets: On My Coordinates!, Scheduled Bombardment & Defence Lines. While the benefit of the free Bombardment is obvious, I had thought I would get less out the other two assets - I was proved wrong.

On My Coordinates! effectively allows you to place an Apoc. orbital bombardment directly on any Guard model with a Vox Caster or Master Vox, once per turn. As well as being really in keeping with the background of the IG (and thus awesome), I found it is combined well with the 'Armoured First' Mechanised Platoon, which I will describe later. The cost of a Vox Caster for most of your units is well worth the fear it creates with the enemy, who suddenly become unwilling to close with your lines. It also creates those cinematic situations were the plucky Vox Caster himself survives!

Defence Lines is however the real jewel of this formation. I, like I imagine most IG players, do not have nearly enough Chimeras for all my squads, meaning the majority of my Guard are forced to footslog. This, given the large table sizes in Apoc. means that these Guard are better suited for defending your home objectives while any MEQ's etc. you have strike out at the enemy. Defence lines provides you with a large amount of free fortifications that you can place anywhere in your deployment zone. These fortifications grant a 3+ cover save. Watching the enemy's super heavies and tanks blunt their firepower on IG who suddenly have become MEQ's is fantastic, especially when weathering that first turn salvo. If possible try to use fortifications that will obscure your tanks, we had a predator survive 3 turns of point blank fire from a Baneblade, Leaman Russ & Defiler due to the 3+ save afforded by the defence lines. The frustration this causes the enemy is admittedly pretty enjoyable!

The only really downside of this Formation is its set up time. This formation is best brought out in initial deployment, as a general is going to want to avoid walking the Guard across the table and should rather take full advantage of his fortifications. However attempting to deploy (a minimum) of 75 Guardsmen as well as the Fortifications adds a large chunk to your deployment time, meaning you will often forgo the first turn. However, given the amount of 3+ cover you are afforded this is less of a trade off than it might otherwise be.


'Armoured Fist' Mechanise Company/Platoon



Not content with simply ramming the enemy, this Chimera contains a further present...

The Armoured Fist allows you to pool together your Chimera squads for bonus movement distance when they are in range of thier command tank. This is a nice bonus that helps your otherwise slow IG strike out for objectives and is a great perk for those out there with full mechanized IG.

In the course of my games I have also discovered an interesting tactic which, though not always the best trade off, is certainly very enjoyable! As 5th. Ed. removed the concept of transported units being 'out of play' (e.g. Troops can hold objectives from within their transport, or Psykers can cast from within their vehicles etc.) it is, in theory, possible to target a Vox Caster within a Chimera with 'On My Coordinates!'. What you effectively have now is a suicide taxi, capable of moving that little bit faster than normal. Given the strength and AP of the barrage this is a tactic best used against large groups of MEQ's and can really punch a hole, if luck is on your side. In addition, the strength of the attack gives your chimera a chance of surviving to fight another day, which is simply icing on the cake. The look of confusion on the face of an opponent who sees you charging forward your chimeras toward his Khorne Bezerkers is well worth the cost of an Armoured Fist Squad!

Catachan 'Death Trap' Ambush Patrol
A (minimum) of 3 Hardened Veterans Squads grants you a good few useful abilities and assets making this formation well worth its points. Primarily the granting of the 'Ambush' strategic asset helps takes your mind off that player who almost inevitably Flank Marches, and dissuades them from doing it again. Being able to whittle down that uber expensive reserve unit with sniper fire is also great (killing 6 Plague Marine Bikers in one go is not to be sniffed at)

In addition the ability to declare a different 12''x12'' area as dangerous terrain each turn can really slow down any massed Rhino Rush - the amount of vehicles in Apoc. means at least a few are likely to roll 1's and immobilise themselves.

A Tyranid Swarm finds itself advancing under massed sniper fire, only to stumble upon some dangerous terrain.

So there's a brief look at some of the new stuff available to all you Guard players out there. I must stress that, given its price, the new Apocalypse Reload book is well worth it. Do enjoy dropping warheads on your own troops - its the Guard way...

Wednesday, 30 July 2008

5th Ed. & The Praetorian Guard

Here, as promised are some of my thoughts on 5th Ed. that were prompted by my first game in the new system. A lot of these will be from the Imperial Guard perspective, so may be of more use to some than others.



The Praetorian 43rd assembles, armed with new tatical insights and meathods...

IG & the new Vehicle Rules
Strength 4 defensive weapons proved to be the annoying change that it promised to be. I was frustrated that I couldn't use my Hellhound's Heavy Bolter in combination with the Inferno Cannon, as I used to be able to. I think the 'Chimera rush' may be a new tactic, moving your armored elements forward as far as possible on the first turn, popping smoke then becoming a static firebase for the rest of the game. Strength 4 was however counterbalanced to an extent by the new blast template rules. I found my heavy ordnance to be much accurate on the whole. The real icing on the cake is the fact that there is no longer a penalty for moving and firing your battlecannons etc. This means that while Chimeras etc. may become more static, the Leaman Russ (or even a direct fire Basilisk) now has no real reason to stay still. Combined with the fact that armour 14 has become even harder to take down, the Russ & Demolisher have become better than ever.


IG & Run
Running is a surprisingly viable tactic for the 'static' guard, even in a gun line. Check my last battle report for a description of the guardsmen shuffle. In addition to this any last minute dash for the objective, or move away from a CC unit has been made easier. The only advice I have is to take Heavy Weapons out of your line squads so running becomes less of a trade off against fire power. With the increased amount of cover around, Fire Support and Anti-Tank squads should find it easier to hunker down somewhere safe.

IG & Indirect Fire
Indirect Fire is a godsend in high cover environments, as the shot is counted as coming from the center of the blast marker (thus negating most cover saves). This makes Basilisks even more devastating, there really is nowhere to hide. The lack of BS modifier on the scatter didn't seem to make much of a difference, but I may just have had some lucky rolls. Either way, I am strongly considering buying a Mortar squad, for the same reasons.

Close Combat & Rear Armour
This is going to be real issue for the Guard, those armour 14 tanks look less mighty when faced with a Carnifex in combat. However, I really think this is how it should be, and it will prompt some interesting tactical decisions, so its all to the good in my opinion.

So there are some of my thoughts, nothing earth shattering but some stuff worth noting for any treadheads out there. Enjoy...

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