wrong thread dude, this is the fantasy one...........your eyes are failing you old bean.....eh mi'lord.
Right minions I am attending the doubles tournament at Warhammer world with err minion rules are as follows two seperate armies 500 points each.
Each of you must have one HQ and two troop choices, harsh but interesting. Now after looking through my multitude of toys I have come up with the following.
Imperial Guard (Arbites) (All models have shotguns cause thats what Arbites have)
HQ
Command squad with flamer. (bare bones and there to get killed and issue orders)
Troops
Vet squad with 2 plasma guns and 1 melta gun.
Chimera (zip about and protect the objectives)
Troops
Vet Squad with 3 grenade launchers and an auto-cannon (stay still near the command squad and shoot stuff)
Now the fun part
Leman Russ with heavy bolters and lascannon (basically because this is what I have)
Total 500 points.
What do you lot think then, Minion is taking orks but as he has a tendancy to zoom off and get killed I need some units that can survive and slug it out. Yes Guard are squishy so thats what buildings are for.
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First off, let me say that I absolutely love playing 500 point games with the Imperial Guard. The fact that your army is so versatile at small point levels is a distinct advantage. Plus the fact you can field heavy armor and artillery without much of an issue. Here is my usual 500 point list that I use for doubles.
Headquarters Unit
Grenade Launchers x4
Chimera
Veteran Squad #1
Plasma Gun X3
Chimera
Veteran Squad #2
Plasma Gun X3
Chimera
Sentinel
TOTAL 500
Yes, this list is lacking in AP 8 & 9, but the plasma makes up for it. You can easily punch through most anything the enemy will throw at you up to AV 12. I sincerely doubt you'll be facing any land raiders at this point level. With that being said, you could drop some of the chimeras to free up points to toss in your Leman Russ. I find, though, that a lot of little units such as veterans and sentinels do much better than one big tank.
Originally Posted by Silent_P to Consadine
Nope looks like itys the 40k one to me.....
Yes I do actually think we will see at least one Land Raider, but thats what the Melta is for.
Guard really do come into their own when its restrictions like this. I did look at more Chimeras but I only have two and I dont want to purchase any more.
Still the Russ should be enough to scare people. My only thought is that I have no real hand to hand goodness. I am an agressive player and have been known to throw my guardsmen into the fray.
Oh well they die just as well to knives as they do to boltguns.
I did look at setinals but wanted another tank on the board and a chimera is really a light tank.
Mr Bunny Knows knows where you live!
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There's always the Hellhounds. If I have one vehicle that consistently makes it's points back, it is the Hellhound.
Originally Posted by Silent_P to Consadine
Yes I like the hellhound however I dont have one and also I like the idea of a Russ in an Arbites army.
There is a story where a rebel army attacks a precinct and they roll out three Russ. So I have one and will probally call it Dim, because its a tradition you see.
I think that fluffy wise Arbites would havve access to basic stuff like Russ and Chimeras but not the more up to date stuff like the Hellhound variations.
Nothing says dont speed like a black Leman Russ named Dim!
Mr Bunny Knows knows where you live!
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a russ in a small game is basically a fortress of death. at its high av values and its high yeild guns it's a nightmare, i can't imagine being able to kill it with a marine army or similarly expensive.
that said, watch for ork deff koptas. turn 1 charge, 3x str 7 auto hits if they get first turn on your lemans arse.
-skrall
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Krak grenades are strength 6 + D6 armor penetration, so a Marine army can absolutely destroy a Russ on a 5 or a 6, remember rear armor is 10. Heck you can glance and stun on a 4... So if I get Marines in to base contact with your russ I will need at 4+ to hit you, assuming you moved at combat speed so you can fire the boom stick, and then a 4+ to stun or destroy you. Ill take my chances with Marines. For those of us fortunate enough to pay Space Wolves Krak Grenades are free, for everyone else I would strongly suggest investing the 5 points. Even if they have a Demolisher the rear armor is only 11, so you glance on a 5 and penetrate on a 6.
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“For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack.”
i've had this done to me alot and the results are... Nothing what so ever. Not one tank, even one of my ork tanks, has fallen victim to those things. Your marines need 4 turns to get there, assuming he doesn't come to you. your marines need to make it there in tact, and not fall prey to hit other units shooting or a pie plate. In a 500 point game your looking at 1-3 units, so your chances are slim. Especially against russ, who are the most annoying tank short of a landraider.
-skrall
-skrall
Available for commissions, specialising in tanks, Grim dark painting and monsterous constructs/knight titans. Drop me a PM if your interested.
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Probably the same logic used by the guy who lost his Dreadnought to me just yesterday. Glance on a 6, against AV 12, it's a walker so you don't get rear armor. But you get 2x weapon destroyed and an immobilized and you are in business.
Discounting a viable strategy that many people use simply because it hasn't happened to you is a bit like an ostrich don't you think?![]()
Feel free to contact me, with any questions or concerns, here: tallarn@astronomican.com
“For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack.”
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