Desaster
09-01-2009, 05:15 PM
I'm building up my recent guard army for a tournament, but I can't decide which variation might perform better.
Variant 1:
Company Command Squad
Lord-Kastellan Creed
HW-Team with LasCan
2 Sniper
Astropath
Chimera with hBolter/hBolter, hStubber
Guardsman Marbo
3x
Veteran Squad
3 Meltaguns, Demolitions
Veteran Squad
3 Flamer
Veteran Squad
3 Grenade Launchers, HW-Team with Autocannon, Grenadiers
2 Valkyries
Multilaser and Rocket Pods
2x
Vendetta
Ordonance Battery
2 Medusas with hFlamer, enclosed crew compartment
Total: 1750 points
Keep everything except the CCS and the grenadiers in reserve, then overload segments of the battlefield with incoming troops (with +1 for reserve rolls from the Astropath). Due to Creeds special rule, the Ordonance battery can outflank, too, and wreak havoc in the rear echelon of the enemy lines. The grenadiers defend my objective. 5 troop choices will help to conquer or dispute objectives.
Variant 2:
CCS
LasCan
2 Sniper
Astropath
MoO
OotF
Chimera, hBolter/hBolter, HK-missile, hStubber
Infantry Platoon
PCS, Missile Launcher, 2 Sniper
3x Infantry Squad, Autocannon
3x
Veteran Squad, 3 Melta guns, Demolitions
3x
Vendetta
2x
LR Executioner
LasCan
Pair of Plasma Cannons
Total: 1750 points
The Platoon will be my gunline, with the CCS nearby to give orders. The Executioners just saturate their surroundings with Plasma (effing 10 (!) S7 AP2 templates per turn). Veterans are mounted on the Vendettas and outflank. If the enemy force has multiple heavy tanks, I will rather employ them right from the start and use "flat out"-cover and grave chute insertion to get the troops where I need them. But with my +1/-1 for reserves I hope they will come in time even if held in reserve.
So, which one would you prefer and why?
I think the first one is more of a gamble, but more fun, while the second one is more conservative, but more reliable, too...
Variant 1:
Company Command Squad
Lord-Kastellan Creed
HW-Team with LasCan
2 Sniper
Astropath
Chimera with hBolter/hBolter, hStubber
Guardsman Marbo
3x
Veteran Squad
3 Meltaguns, Demolitions
Veteran Squad
3 Flamer
Veteran Squad
3 Grenade Launchers, HW-Team with Autocannon, Grenadiers
2 Valkyries
Multilaser and Rocket Pods
2x
Vendetta
Ordonance Battery
2 Medusas with hFlamer, enclosed crew compartment
Total: 1750 points
Keep everything except the CCS and the grenadiers in reserve, then overload segments of the battlefield with incoming troops (with +1 for reserve rolls from the Astropath). Due to Creeds special rule, the Ordonance battery can outflank, too, and wreak havoc in the rear echelon of the enemy lines. The grenadiers defend my objective. 5 troop choices will help to conquer or dispute objectives.
Variant 2:
CCS
LasCan
2 Sniper
Astropath
MoO
OotF
Chimera, hBolter/hBolter, HK-missile, hStubber
Infantry Platoon
PCS, Missile Launcher, 2 Sniper
3x Infantry Squad, Autocannon
3x
Veteran Squad, 3 Melta guns, Demolitions
3x
Vendetta
2x
LR Executioner
LasCan
Pair of Plasma Cannons
Total: 1750 points
The Platoon will be my gunline, with the CCS nearby to give orders. The Executioners just saturate their surroundings with Plasma (effing 10 (!) S7 AP2 templates per turn). Veterans are mounted on the Vendettas and outflank. If the enemy force has multiple heavy tanks, I will rather employ them right from the start and use "flat out"-cover and grave chute insertion to get the troops where I need them. But with my +1/-1 for reserves I hope they will come in time even if held in reserve.
So, which one would you prefer and why?
I think the first one is more of a gamble, but more fun, while the second one is more conservative, but more reliable, too...