Showing posts with label Allies. Show all posts
Showing posts with label Allies. Show all posts

Thursday, 19 September 2013

Tigurius - the perfect Imperial Guard ally?


I have been trying to come up with an Imperial Guard list I am happy with for a while now.  Inspiration is pretty sparse on the Internets.  Most people seem to have written off the once mighty guard as an effective ally and a poor primary, or are sticking doggedly to tired 5th edition mech spam lists.  After a weekend of games at the Throne of Skulls I have concluded that this approach no longer works.  The chimera has neither the firepower nor the resilience in today's environment, and the men inside cannot survive, or do significant damage, once they disembark. 

Therefore I have decided to bite the bullet, pack up my chimeras and try a bit of something else.  A few months back, Ven gave me a template for a guard list using one or more blob squads and several Rune Priests to increase resilience and damage output.  While this worked OK, it was something of a one trick pony due to the expense of the HQ choices and blob squads.  Very few points were available to spend on other toys and my damage sucked, so I abandoned the idea. 

However, upon the launch of the new Space Marine code I began to think again.  Space Marine librarians are cheap and powerful.  Sure, they don't give counter attack to the blob, but at 65 points, who cares.  Then I realised the fatal flaw, they don't get Divination!  At this point I didn't notice Tigurius, but after talking to a mate while gaming last night he mentioned that Tigurius can take powers from any disciple, and he can re-roll the dice on the table.  This is huge, and has the capacity to make a single blob very powerful indeed, especially when combined with the chance of getting endurance on a Primaris Psyker. What is more, it doesn't break the bank, and allows you to take some of the cool toys in the Space Marine book in addition to the usual guard support (which is still very powerful). 

The initial list I have come up with is as follows. 

1750 points Guard/SM Roster

Guard Detachment

Primaris Psyker - 70
Platoon Command Squad - 30
5 Infantry Squads, 5 Autocannons, 3 Power Weapons - 330
Penal Legion Squad - 80
Hellhound Squadron, 2 Hellhounds - 260
Vendetta - 130
Vendetta - 130
Griffon - 75
Griffon - 75

Space Marine Detachment

Tigurius - 165
Tactical Squad, Lascannon - 90
Tactical Squad, Lascannon - 90
Stormtalon, Skyhammer Missiles - 125
Thunderfire Cannon - 100

The Penal Legion and PCS will mostly ride in the Vendettas and drop onto objectives, or just sit tight and hold my own.  The blob advances or holds depending on the mission and the powers I end up with. 

Options include replacing the tactical squads with some scouts, possibly with a storm, but I like the threat of lascannons, and on a cheap scoring platform they are quite useful.  The Techmarine allows me to bolster something, so I have gone without the aegis line this time, thought I feel I may miss the quad gun. 

I am slightly concerned I have gone overboard with the S6 anti-infantry firepower, but the two Hellhounds will scare the crap out of backfield scoring units and little bastards like pathfinders, and the amount of barrage means that successful sniping should be a real possibility. 

Av 14 and even 13 is also a problem.  Lascannons can only get you so far, but there doesn't seem to be much of either around right now, so I might see if I can get away with it. 

Of course I could just be talking out of my ass here.  I have minimal actual gaming experience of 6th and I could be missing something huge and obvious.  Advice from my betters please!

Friday, 3 August 2012

Draigo, Coteaz & the little people who die for them

We all love our heroes. Most of the time, we never get to live and act beside them.
We watch them from a distance and never interact.
In this 1850 army list, I intend to give 60 Imperial Guardsmen, everyday men like you (not I, lol) the opportunity to live and die beside their heroes.
The "Heroes" in question are of course, Grand Master Draigo and Inquisitor Coteaz.

So this is what I am thinking is a very strong, adaptable force. The purpose of this army is to push my Necron and Space Wolf armies to the limit and see what each can do. The 2013 UK GT Heats are approaching and whilst I am in good form having won my first 6th ed tournament, that doesn't really mean anything going into this.

What am I thinking then? Well, this is one of my first forays into Allied territory. I have already used a Deathwing/IG Allies army to push against Kabalite's Dark Eldar, which I think is tough as nails, but I think it's possible this is a tougher combo.

The gaps in 5th ed Draigo wing were home objective scoring and with the increased emphasis on objectives in 6th, this problem is exacerbated.
Many sites and myself included, view Allies as only necessary to plug gaps or to raise the game of an army in a certain aspect. Most often this is a weakness that could be exploited.

Imperial Guard allied into Draigowing allows Draigo and the boys to push forward without worrying about what's behind them. They can leave 60 men behind Defence Lines, manning the Quad Gun, in the daunting shadow of the venerable (not in game terms) Dreadnoughts of the Grey Knights.

The Allied block is:
Company Command Squad - Autocannon (vets man the Quad Gun)
Platoon Command - Autocannon
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon

Fortification: Aegis Defence Line - Quad Gun

Then we have the Grey Knight/Draigo core:

Draigo
Coteaz
10 Paladins, 4 Cannons, halberds and hammers.
Solodin - hammer
2 x Psyfleman Dreads

How do I see this 1850 force working then? Sixth brings a few nice tricks with it..