Company Command Squad, Bolt Pistol (Company Commander), 4 Meltaguns, Officer of the Fleet, Chimera (Multi-Laser, Hull Heavy Flamer) 177 Pts
Elites
Ordo Malleus Inquisitor, 2 Mystics, Emperor's Tarrot 47 Pts
9 Psyker Battle Squad, 1 Overseer, Chimera (Multi-Laser, Hull Heavy Flamer) 165 Pts
Troops
Veteran Squad, 3 Meltaguns, Chimera (Multi-Laser,Hull Heavy Flamer) 155 Pts
Infantry Platoon 335 Pts
- Platoon Command Squad, 4 Flamer, Chimera (Multi-Laser, Hull Heavy Flamer)
- Infantry Squad, Autocannon, Chimera (Multi-Laser, Hull Heavy Flamer)
- Infantry Squad, Autocannon, Chimera (Multi-Laser, Hull Heavy Flamer)
Fast Attack
Vendetta Gunship 130 Pts
Bane Wolf, Hull Heavy Flamer 130 Pts
Heavy Support
2 Medusa, Enclosed Crew Compartment, Heavy Flamer 300 Pts
2 Hydra Flak Tank Battery, Heavy Flamer 150 Pts
Manticore Rocket Launcher, Heavy Flamer 160 Pts
This sort of list seems to be working for people, from all the posts I've read on the Internet. Since I am not too good making lists from scratch of my own I decided to go with something like that. I went for redundancy rather than spamming. So I opted to take several units that fulfill the same role rather than taking the same unit several times. This makes the painting much more interesting for me and offers more tactical maneuvering in the battlefield.
Since people have been playing heavily mechanised armies in 5th edition I new I needed to concentrate on anti-tank weapons. The company command squad and the veterans are loaded with meltaguns to take out AV 14 stuff like Land Raiders. Their BS 4 along with the "Bringing it Down!" order (making weapons vs vehicles twin linked) should do the trick I suppose. Then we have the 3 twin linked lascannons from the vendetta which will be able to kill AV 13 fairly easy. Then I got a ton of weapons to deal with lightly armoured vehicles (AV 10 and 11). All the multilasers from the chimeras, hydras and the autocannons from the infantry squads are more than enough.
Bane wolf, heavy flamers on chimers and the platoon command squad with the 4 flames will help clearing out any horde armies (if anyone is playing with one these days). Then all my heavy ordnance stuff (Medusas, Manticore, Battle Psyckers) can fulfill a dual role, being equally good at destroying enemy armour as well as clearing massive chunks of infantry.
I read about a nasty trick of how to protect your artillery units. Usually I will have them hanging of the back, away from harms way. My biggest concern is stuff deepstriking close to them and taking them out in a round of shooting (drop pods containing metlagun wielding space marines for example). People have been using the following trick in order to counter that. Using an Inquisitor hanging back with the artillery inside a Vendetta you are sure to prevent deepstriking near that area. By having 2 Mystics with him, the Inquisitor can make on of your units (within 12'') to shoot at anyone that deepstrikes 4D6'' from him. And since the Vendetta gives him a very big footprint, that area becomes quite massive. So if a drop pod deep strikes anywhere near your artillery it will be greeted with 2 Medusa Ordnance shots. Or if a multi melta equipped Land Speeder dares to deepstrike close enough if will get all the shots from the Hydras. Very nasty trick indeed. I also included officer of the fleet (-1 to enemy reserve rolls) so my opponent will think twice before holding stuff in reserves in order to deepstrike them later in the game.
One last thing. Getting the 1st turn with this list is quite important so I equipped the inquisitor with an Emperor's tarot. Everything sounds good in theory so far I just need to get some practise games now!
Since people have been playing heavily mechanised armies in 5th edition I new I needed to concentrate on anti-tank weapons. The company command squad and the veterans are loaded with meltaguns to take out AV 14 stuff like Land Raiders. Their BS 4 along with the "Bringing it Down!" order (making weapons vs vehicles twin linked) should do the trick I suppose. Then we have the 3 twin linked lascannons from the vendetta which will be able to kill AV 13 fairly easy. Then I got a ton of weapons to deal with lightly armoured vehicles (AV 10 and 11). All the multilasers from the chimeras, hydras and the autocannons from the infantry squads are more than enough.
Bane wolf, heavy flamers on chimers and the platoon command squad with the 4 flames will help clearing out any horde armies (if anyone is playing with one these days). Then all my heavy ordnance stuff (Medusas, Manticore, Battle Psyckers) can fulfill a dual role, being equally good at destroying enemy armour as well as clearing massive chunks of infantry.
I read about a nasty trick of how to protect your artillery units. Usually I will have them hanging of the back, away from harms way. My biggest concern is stuff deepstriking close to them and taking them out in a round of shooting (drop pods containing metlagun wielding space marines for example). People have been using the following trick in order to counter that. Using an Inquisitor hanging back with the artillery inside a Vendetta you are sure to prevent deepstriking near that area. By having 2 Mystics with him, the Inquisitor can make on of your units (within 12'') to shoot at anyone that deepstrikes 4D6'' from him. And since the Vendetta gives him a very big footprint, that area becomes quite massive. So if a drop pod deep strikes anywhere near your artillery it will be greeted with 2 Medusa Ordnance shots. Or if a multi melta equipped Land Speeder dares to deepstrike close enough if will get all the shots from the Hydras. Very nasty trick indeed. I also included officer of the fleet (-1 to enemy reserve rolls) so my opponent will think twice before holding stuff in reserves in order to deepstrike them later in the game.
One last thing. Getting the 1st turn with this list is quite important so I equipped the inquisitor with an Emperor's tarot. Everything sounds good in theory so far I just need to get some practise games now!
Hey man!
ReplyDeleteJust found this blog and shall make sure I keep tabs on it. I got to say though it is a bit confusing to have all the menu's/buttons etc in Greek and they you typing in English ;-)
Second thing is that with GW releasing the Inquisitor Codexs as PDFs you will notice they have removed the sections for allies and/or inducted units, so technically the list is illegal.
As for lists I am favouring this version of the Mech Guard army:
Company Command (50) Lascannon (20) = 70
+ Chimera: Multi Laser, Hvy Flamer = 55
Veteran Squad (70) Lascannon (20) 3 Melta Guns (30) = 120
+ Chimera: Multi Laser, Hvy Flamer = 55
Veteran Squad (70) Lascannon (20) 3 Melta Guns (30) = 120
+ Chimera: Multi Laser, Hvy Flamer = 55
Veteran Squad (70) Lascannon (20) 3 Melta Guns (30) = 120
+ Chimera: Multi Laser, Hvy Flamer = 55
Infantry Platoon:-
Command Squad (30) 3 Flamers (15) = 50
+ Chimera: Multi Laser, Hvy Flamer = 55
Infantry Squad (50) Flamer (5) = 55
Infantry Squad (50) Flamer (5) = 55
Heavy Weapons Squad (60) 3 Autocannons (15) = 75
Heavy Weapons Squad (60) 3 Autocannons (15) = 75
Vendetta (130) Hvy Bolters (10) =140
Vendetta (130) Hvy Bolters (10) = 140
2 Hydras = 150
2 Hydras = 150
Manticore = 160
1750
Take care and speak to you soon dude!
Hey thanks Neil! I changed all the settings to English now so I hope it's not so confusing anymore.
ReplyDeleteTake a look here : http://www.games-workshop.com/gws/content/blogPost.jsp?aId=11200008a
It explains how the new PDFs should be used.