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View Full Version : Returning to Dark Angel / Guard



katurian
01-22-2014, 06:55 PM
So, I've been rattling a list around in my head for a while that's a little twist on the Azariel Imperial Guard Blob Troll-Star


So we have DA as primary (Azariel obviously warlord) and IG as ally.

HQ: Azariel
HQ: Librarian (M2)

Troop: 10man tac w/ plasma cannon
Troop: 10man tac w/ plasma cannon

HQ: Primaris Psyker
Troop: Infantry Platoon
5x Infantry Squad w/ Sargent and 1 plasma gun combined (50 man total blob)
1x Platoon command squad with Captain Alharem
Fast: 3x Vendettas with TL Las and heavy bolts
Elite: Psyker Battle Squad x 9

Imperial Bastion with Comm Relay

Basically turn one the tac marines hide in corners of the board while the Psykers cower In the bastion at hte edge of the deployment zone (ideally giving them 36" inch range to everywhere.) and drop an st 9 ap d6 blast to ruin someone day.

Turn 2: Roll 2 dice. Re-roll as required. Cue music. Cpt A and his platoon must outflank so they come in 50 of them from one side or the other with the big boss psyker, Azariel and the Lbby attached. One of two options is available here. They can either first rank second rank fire or do the like the wind business to rapid fire and jump back d6" after the shoot out of charge range of whatever is about to gank them depending really on if they want to end up in CC or not.

Ideally, the libby will roll counter attack and take Prescience to give them the chance to swarm an enemy on the charge and twin-link those 120 first rank second rank lasgun shots. And so the poor *******s with the plasma don't kill themselves. For additional lolz the libby could take precience and psychic scream. With the psy battle squad dropping a -9 to LD bomb on someone, that someone is going to take a lot of wounds. The primaris will cast nightshroud every turn requiring a LD test to shot the unit in an attempt to hinder overwatch and introduce at least the possibility of failure especially if t hat unit is the one with the -9 ld spell cast on it.

Meanwhile the Vendettas do what Vendettas do, possibly stopping to pick up a tac squad if that would be especially helpful to drop later across the board.

So questions:

Hordes: 150 twin-linked lasgun shots. Blam.
Elite 2+ saves: 120 twin-lined lasgun shots. Statistically this would take out 5 terminators each round of shooting. Then there's the 10 plasma shots.
Assault units: Counter-attack if lucky, if not, 100 overwatch shots and 10 plasma overwatch shots.
MC: The Libby has a power axe so avoid challenges and stand out of base to base so even against a T8 he will EVENTUALLY get lucky enough to force axe him to death from behind while the thing is crunching guardsman.
Flyers: Vendetta squad
Armor: No powerfists in the blob but the libby has a melta bomb. There's also the Vendettas who might still manage to gank a landraider after 2 turns of shooting or so. Largely though, just avoid.

Strengths: High volume of both regular infantry killing firepower from FRFSRF and 10 hidden plasma guns behind a lot of ablative wounds. all with a 4++ and fearless.

Weakness: Basically one giant Fearless unit. If this unit gets locked in combat with something T7 or above, it can't hurt it and it won't run because of Azariel and the Libby being fearless. Also if it does get tarpitted or otherwise shot to death (and besides the vendettas buzzing around and the tower of psychic annoyance its really the only thing on the table to shoot at) , it leaves my two tac squads in the back there as the only things that can score besides the captain in his chimera (well out of it but you know what I mean)

Thoughts?