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Is a good Neko

PostPosted: Fri Jul 24, 2009 2:50 pm


DarkElf27
Ho-oh, if you want to test against hordes and Meltas, I could hit you up right now on Vassal. wink


Sure thing, although I recently formatted my computer so I don't even have Vassal installed right now, and do not have my Army list loaded up. (At least not yet!)
PostPosted: Fri Jul 24, 2009 2:50 pm


Guard isn't bad, it's just that the store is packed with Timmie Power Players who have a verbal counter to everything, making a simple conversation with the owner most frustrating to have properly.

Hoxtalicious

Greedy Partner


Is a good Neko

PostPosted: Fri Jul 24, 2009 2:52 pm


Verbal Counters are great and all, but they don't mean much if you can't back it up with some fighting, although like I said. I don't play to the max power of what my army can be, I just play for a nice looking army.

If I wanted to Meta Game. I'd pop out my Black Templars again.
PostPosted: Fri Jul 24, 2009 2:55 pm


I just stick to the shits and giggles bit of the hobby, I'm already getting my a** handed everywhere so I'm not going to join the WAAC crowd.

Hoxtalicious

Greedy Partner


Thy_obsessive_freak

PostPosted: Tue Jul 28, 2009 8:26 am


750pts Whosville 24th regiment vanguard force
Company command 150pts
Commander armed with powerfist
Medic
Company standard
Heavy flamer
vox-caster

Platoon command 102pts
Commander armed with bolt pistol
Medic
Company standard
Heavy flamer
vox-caster

Platoon command 102pts
Commander armed with bolt pistol
Medic
Company standard
Heavy flamer
vox-caster

infantry squad 70pts
Autocannon
grenade launcher
vox-caster

infantry squad 70pts
Autocannon
grenade launcher
vox-caster

infantry squad 70pts
Autocannon
grenade launcher
vox-caster

infantry squad 70pts
Autocannon
grenade launcher
vox-caster

Specialist weapon team 50pts
3x flamers

Armoured sentinel with autocannon 60pts

This is a 750pts imperial guardarmy list I used against orks. The results were simple and decisive seeing as the player I was fighting was fairly new to warhammer, so inexperianced, yet didn't give a crude how bad he lost (Seriously, he lost his first battle only killing one elder yet with his entire army wiped out, yet he was happy that he had first battle, what the frag!)

The tactic I used with this army was to basically make by infantry squards form a meat wall, while my armoured sentinel went around and harassed the enemy and take out any light vehicles. Mostly though the decisive part of this strategy is to let the enemy mash through the meat wall after still suffering a hail of fire. After that rip open a hail of fire from my held back squads which roast the army apart and then rush in to finish what's left.

This sort of worked during the battle I used the list for, except the armoured sentinel got KOed before it got down to harassing the enemy and the barraging fire of autocannons and lasguns weren't as a effective as I hoped it would have been. Luckily though due to the enemy failing to analysis and his poor experience and caution, he was yelling with victory (He's one of those people who pretends to be an ork) when he tore apart my frontline with masses of orks that had unloaded from my trukks.
Keep calm, but pressured (I don't do well under pressure), I ripped open my flamers and with the orks piled together and right in front of me, it was quite a barbecue fest. With that done I declared a charge into the orks and each one was overwhelmed (By the somewhat remnants of my imperial guard) and wiped out the orks like that.

But yes, I know I just made a quick battle report there, but it was merely to give an idea or example of the army list. Really I think something like that would only be effective against newbs and people with poor analysis of the field skills. Though others think what I did was a major successful tactic, I just felt the thing could be easily countered, anyone here want to make their arguments or opinions?
PostPosted: Tue Jul 28, 2009 9:42 am


You forgot to add in the cost of both bolt pistols..

Hoxtalicious

Greedy Partner


Thy_obsessive_freak

PostPosted: Tue Jul 28, 2009 10:14 am


Oh yeah... I did, oops
PostPosted: Tue Jul 28, 2009 10:28 am


Dump the heavy flamers for regular flamers and use the saved up points to either give your armoured Sentinel a plasma cannon or take on some Ratlings.

Hoxtalicious

Greedy Partner


Thy_obsessive_freak

PostPosted: Tue Jul 28, 2009 10:39 am


What would the tactical advantage be in that for the strategy that I use this list for?
PostPosted: Tue Jul 28, 2009 5:39 pm


You're screwed in the face of any heavily-armored tank. I know you usually don't see much better than A12 in such a small battle, but it can happen, I'd try and get something else vehicle-killing capable in there. Drop heavy flamers for 2 flamers and a meltagun apiece?

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200

Thy_obsessive_freak

PostPosted: Wed Jul 29, 2009 7:27 am


Well to be frankly honest, the people around me don't have that many heavy vehicles, other then me and my brothers. But anyways, why don't I simply switch a grenade launcher for a meltagun or an autocannon for a Lasgun?
After all the part where the heavy flamers came in was super-effective, especially against the orks I used them against and made sure nothing even with 'eavy armour. It is quite useful for the tactic, what'cha got against Heavy flamer's anyways?
PostPosted: Wed Jul 29, 2009 5:20 pm


WalrusM3
Well to be frankly honest, the people around me don't have that many heavy vehicles, other then me and my brothers. But anyways, why don't I simply switch a grenade launcher for a meltagun or an autocannon for a Lasgun?
After all the part where the heavy flamers came in was super-effective, especially against the orks I used them against and made sure nothing even with 'eavy armour. It is quite useful for the tactic, what'cha got against Heavy flamer's anyways?


Grenade Launchers cost half the points necessary, and Autocannons cost twice; both have ranged support roles.

Meltaguns are a close support role, and help in the way you intend; they punch through heavy armor, and can even one-hit-kill most multi-wound models. Meantime, you'd have that -in addition- to two Flamers, which means you'd have just as much potential for massive death, replacing one assault weapon with two slightly-less-capable ones and what is virtually a kill-on-successful-hit gun.

Personally? I just don't like spending that many points on one weapon, especially when it can be swapped out for other weapons at the same price which, IMHO, are just as or more effective.

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200

Thy_obsessive_freak

PostPosted: Fri Jul 31, 2009 4:50 am


Fair enough then, but in a 750pt battle I really do doubt I'd face against anything major. Plus there's always that reason why something is that many points, when I used the strategy against the ork player, I was just hitting seven orks at once with my heavy flamers. Though I still understand about where yer getting at.
PostPosted: Sun Aug 02, 2009 8:59 am


Hm..I see how your list is pretty good, considering the entire thing nearly has the FnP rule, but I also see an issue.
I agree with Lt. Brookman, lack of anti heavy firepower will make fighting anyone trying to field, say, a monolith or a land raider in that point range a mess for you.
also, you may have trouble getting objectives due to the fact that your meat wall is also your troops choice.

Alright, modifying my list, using my amount of limited bits/pre-assemebeled-but-cheap( confused ):
HQ: Command Squad: powerfist, Regimental, Vox, lascannon. 105 pts.
Troops: Platoon command: plasmagun. lascannon. 65 pts.
Infantry: Flamer, missile launcher. 70 pts.
Infantry: Flamer, autocannon. 65 pts.
Platoon command: heavy flamer, flamer, missile launcher. 70 pts.
Infantry: Flamer, Heavy bolter. 65 pts.
Infantry: Flamer, Mortar. 60 pts.
TOTAL: 500 points.

Yes, I am aware that the command vox will be completely useless, but that's what the model came with so I filled in points.
I am also aware that I have no transports. this will be fixed, eventually.

Essentially, what I put up is what this already-assembled force has, and I ask what I need to take out/put in to make it more effective. like swapping one heavy weapons team to another squad, or the like. I also have around 1000 points to spend on tanks. What would you all advise? I was thinking three basilisks, one leman russ executioner with plasma sponsons and a lasconnon hull, and fill the rest with chimeras, or leman russ demolishers.

bjs.09-00


Inenor

PostPosted: Sun Aug 02, 2009 9:57 pm


My friend is currently undefeated in his 1000pt ork list so i made this to combat him.

155-Captain of 5th Company-Icarus
-Power Sword, Plasma Pistol, Artificer Armor, & Digital Weapons

185-Tactical Squad #1-Defenders of New Rynn
-10 men, heavy bolter & flamer; power weapon

185-Tactical Squad #2-Ork Slayers
-10 men, heavy bolter & flamer; power weapon

140-Dreadnought-Alonso
-Heavy Flamer, Assault Canon, & Extra Armor

85-Whirlwind-Crimson Wind
-base equipment

110-Predator (Destructor)-Ork's Bane
-Auto cannon & side sponson heavy bolterx2

140-Scout Squad-Thunder Claps
-10man, Sniper Rifles

2000pts now

125-Master of the forge-Aragon
-Digital weapon & Power Weapon

185-Tactical Squad #3- (name pending)
-10 men, heavy bolter & flamer; power weapon, Teleport homer; Rhino (bare bones)

410-Terminator Squad-Los Oso's
-10 men, Heavy Flamerx2

200-Venerable Dreadnought-Damion
-Assault Cannon, Heavy Flamer, & Extra Armor

(give scouts camo cloaks for 30pts.)

think it could beat my friends army? he usually takes a lot of 12 ork squads with trukks and a warboss w/ nobs, also in a trukk for 1000 and 2k.
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