Post by Horst on Aug 11, 2012 17:05:12 GMT -5
I got pretty darn destroyed this tournament at 1500. Trying to think of how to fix my list for 1850, because I really like the concept of guard + blood angel reinforcements.
Here's my new list for 1850.
HQ - Astorath the Grim - 220 pts
HQ- IG Company Command (Astropath, 2x flamers) - 90 pts
Troops - 10 man Death Company squad (power fist, 2x power ax) - 255 pts
Troops - 10 man Death Company squad (thunder hammer, 2x power ax) - 260 pts
Troops - IG Infantry Platoon - 285 pts
Platoon Command - Autocannon, Commissar - 75 pts
Platoon Squad I - 10x guardsmen (autocannon + flamer) - 65 pts
Platoon Squad II - 10x guardsmen (autocannon + flamer) - 65 pts
Platoon Squad III - 20x Conscripts - 80 pts
Fast Attack - 10 man Vanguard squad (2x power ax, 2x melta bomb, jump packs - 340 pts
Heavy - Stormraven (multimelta, TL assault cannon) - 200 pts
Heavy - Stormraven (multimelta, TL assault cannon) - 200 pts
Yea... this fixes, I think, the two major things that killed me.
1) Vanguard come in on turn 2 like 99% of the time with this list... able to re-roll reserves because they are jump infantry with blood angels, and able to come in on only 1d6 scatter, they should be fairly reliable for getting where I need them. Combat squad them and they can strike 2 targets. Their main purpose will be to go after squads that have sufficient anti-aircraft potential to take down the storm ravens. They are, effectively, the vanguard of my army (cool, huh? Vanguard units are the vanguard! Who'd have thunk it?) and act fast to neutralize the main threat to my death company. In the event there is more than 2 units that offer significant threat to my stormravens, the ravens will just have to try to focus fire the third unit down.
2) The conscripts will prevent me from losing the way I did in game 3. I'll bubble wrap the rest of my infantry in them, and the commissar will ensure they live for a good while. No more tabling me with turn 2 assaults... they will survive the first round of assaults, and if need by the vanguard can come in on turn 2 to pull the guard's ass out of the fire.
I -do- lose the Aegis line with this, so I won't have 2+ cover saves for going to ground, but I gain an additional 21 guard bodies on the field, so I think I'm still going to be as hard to displace with shooting.
Here's my new list for 1850.
HQ - Astorath the Grim - 220 pts
HQ- IG Company Command (Astropath, 2x flamers) - 90 pts
Troops - 10 man Death Company squad (power fist, 2x power ax) - 255 pts
Troops - 10 man Death Company squad (thunder hammer, 2x power ax) - 260 pts
Troops - IG Infantry Platoon - 285 pts
Platoon Command - Autocannon, Commissar - 75 pts
Platoon Squad I - 10x guardsmen (autocannon + flamer) - 65 pts
Platoon Squad II - 10x guardsmen (autocannon + flamer) - 65 pts
Platoon Squad III - 20x Conscripts - 80 pts
Fast Attack - 10 man Vanguard squad (2x power ax, 2x melta bomb, jump packs - 340 pts
Heavy - Stormraven (multimelta, TL assault cannon) - 200 pts
Heavy - Stormraven (multimelta, TL assault cannon) - 200 pts
Yea... this fixes, I think, the two major things that killed me.
1) Vanguard come in on turn 2 like 99% of the time with this list... able to re-roll reserves because they are jump infantry with blood angels, and able to come in on only 1d6 scatter, they should be fairly reliable for getting where I need them. Combat squad them and they can strike 2 targets. Their main purpose will be to go after squads that have sufficient anti-aircraft potential to take down the storm ravens. They are, effectively, the vanguard of my army (cool, huh? Vanguard units are the vanguard! Who'd have thunk it?) and act fast to neutralize the main threat to my death company. In the event there is more than 2 units that offer significant threat to my stormravens, the ravens will just have to try to focus fire the third unit down.
2) The conscripts will prevent me from losing the way I did in game 3. I'll bubble wrap the rest of my infantry in them, and the commissar will ensure they live for a good while. No more tabling me with turn 2 assaults... they will survive the first round of assaults, and if need by the vanguard can come in on turn 2 to pull the guard's ass out of the fire.
I -do- lose the Aegis line with this, so I won't have 2+ cover saves for going to ground, but I gain an additional 21 guard bodies on the field, so I think I'm still going to be as hard to displace with shooting.