070104APR10
I'm closing on a final Guard list. I thought I'd share the current iteration.
HQ: Company Command Squad with a medi-pack, a vox-caster, a mortar, and an Officer of the Fleet: 120
Troops: Infantry Platoon
Platoon Command Squad with a power fist, a vox-caster, the platoon standard, a heavy flamer, replacing lasguns with laspistols: 85
Infantry Squad with a vox-caster, a grenade launcher, and an autocannon: 70
Infantry Squad with a vox-caster and a flamer: 60
Heavy Weapons Squad with three lascannons: 105
Troops: Infantry Platoon
Platoon Command Squad with a power fist, a vox-caster, the platoon standard, a heavy flamer, replacing lasguns with laspistols: 85
Infantry Squad with a vox-caster, a grenade launcher, and an autocannon: 70
Infantry Squad with a vox-caster and a flamer: 60
Elites: Ogryn Squad: 130
Elites: Guardsman Marbo: 65
Fast Attack: Scout Sentinel Squadron with three autocannon-armed Sentinels and camo-netting: 150
In this iteration, the Company Command would sit in the rear with the lascannons and autocannons, aiming for tanks and the like (autocannon-armed Infantry Squads would screen in front of the Heavy Weapons). I realize I have an Officer of the Fleet in this list, but I would likely swap him out for whatever's most appropriate (Master of Ordnance for, say, Ork mobs and big 'nid swarms, an Astropath when I have no other needs; I don't see Bodyguards being all that useful here). Flamer-armed Infantry Squads would form the front of the tiered gunline to act as a screen and counter-charge. Platoon Commands and the Ogryns would remain in the front to act as skirmishers. The Sentinels harass from the flanks. Marbo's (or rather this army's equivalent's) role is to pop in at the most inconvenient location to irritate and annoy (from cover, of course).
May be worth testing with some old Guard models (I don't have everything, of course, but I can sub some other models in).
Tuesday, April 6, 2010
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