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Opinions on better troop core?


TiguriusX

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The basic configuration is 3 GH packs with Rhinos and a few accessories (WG + others) no more than 686pts

 

Goal is the ability to clean up any infantry they may encounter but versatility to handle anything they run into. I keep playing with the combinations because I have a limited amount of options to deal with TDA (2+ armor saves)

 

OPTION 1 (redundancy)

185-(9)GH + Melta + Wolf Standard + Rhino

*WG + TH

185-(9)GH + Melta + Wolf Standard + Rhino

*WG + TH

185-(9)GH + Melta + Wolf Standard + Rhino

*WG + TH

 

129-WG pack leaders

 

Pros:

High redundancy so every squad can do what I expect

Ability to hit heavy armor

Chance of success v. MC and IC as well

 

Cons:

Casualties will be high against anything with heavy armor or power weapons

Pretty much relies on the TH

 

OPTION 2 (flexibility)

190-(9)GH + Melta + PW + Rhino

*WG + PF

180-(9)GH + Plasma + Rhino

*WG + Combi-melta/TH

180-(9)GH + Plasma + Rhino

*WG + Combi-melta/TH

 

134-WG pack leaders

 

Pros:

Plasma/TH provides a tiny bit of flexibility to try and succeed from range (rapid fire + WG melta) while my dedicated assault GH have a PW + PF to increase odds or simply rush in as well.

 

Cons:

No wolf standards

Can't fire plasma and assault with TH in the same turn

 

OPTION 3 (dedicated roles)

220-(10)GH + 2xPlasma + Wolf Standard + PW + Rhino

185-(9)GH + Melta + Wolf Standard + Rhino

*WG + Combi-melta/TH

185-(9)GH + Melta + Wolf Standard + Rhino

*WG + Combi-melta/TH

 

96-WG pack leaders

 

Pros:

Only 1 dedicated ranged squad with plasma

The assault units are improved with a combi-melta + Wolf Standard

 

Cons:

Plasma GH have no replacement if they don't reach the objective (but the assault GH may be improved enough to compensate)

 

 

OR PROVIDE YOUR OWN

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I've grown further away from the Rhino, don't like it.

 

So I'm going to be running:

 

Pack Leader Thunder Hammer

Storm Bolter

5 Grey Hunters

Power Weapon

Meltagun

Razorback

Twin Linked Assault Cannon

Storm Bolter

 

Someone was kind enough to figure out that the equivalent rhino squad I used to use (four more Hunters) scores on average half a wound more, not accounting for the rending of the assault cannon. Pure probability but it made me even happier to use this unit.

 

Obvious disadvantages are lack of bodies on the ground, whilst the transport has more kick it still gets blown up as easy as a rhino

For 1000 and 1250 pts. games (from which I still haven't grown yet), I use these two "impact squads":

 

8-9 Grey Hunters + Wolf Standard + Mark of the Wulfen (I play Redmaw's Great Company) + Meltagun + Rhino

+ Wolf Guard with a Combi-Melta and a Thunder Hammer

 

both of them have the same armament... I however tend to specialize one of the squads for fire support

 

8 Grey Hunters + Wolf Standard + Mark of the Wulfen + Plasmagun + Rhino

+ my Rune Priest

 

so the impact squad crashes into enemy lines and kills whatever it catches and the fire support squad is kept a little behind to shoot the crap out of enemies while being able to win close combat against infantry

10 grey hunters + free flamer + melta-gun free (2nd weapon) + Powerfist + Rhino = ~225pts (don't have codex).

 

I like this layout as its definately anti-troop (massed bolters/flamer) but can also take on big stuff (melta/powerfist)

 

What i want to try out though, is 10 man squads with 2 flamers, mark of the wulfen, power weapon and rhino (~225)

I prefer specialization, so I'd go option 3.

 

One suggestion though, drop the rhino on the pack with plasma guns and get power weapons/fists for the other two squads. With inteligent placement, most objectives are within 1-2 turns of you DZ ... if not actually inside it. So they don't really need a transport. They just walk up to an objective and sit on it.

 

I'm also not a big fan of THammers. The drop to Init1/shaken thing just isn't worth it for the extra points.

I'm also not a big fan of THammers. The drop to Init1/shaken thing just isn't worth it for the extra points.

 

Yeah, that's probably just a personal preference of mine, my lord loves hammers and I think they look so much cooler, effectiveness is one of my last considerations.

Thanks for all the feedback!

 

With some modifications I swapped things around to look like this:

 

Troops (800)

Identical GH assault teams

230-(9)GH + Melta + Wolf Standard + PW + MOTW + PP + Rhino

*WG + Combi-melta/TH

230-(9)GH + Melta + Wolf Standard + PW + MOTW + PP + Rhino

*WG + Combi-melta/TH

 

Fire support team

150-(5)GH + Razorback + Lascannon + TL-Plasma (chose LC and TL-Plasma instead of assault cannon to handle heavy infantry...3 AP2 shots)

 

Pack leaders + Optional 3-man rear objective holder

190-(5)WG 2xCombi-melta/TH + 1xCombi-melta + Rhino

*If objective game 3 WG remain in Rhino in the rear. Can give up the Rhino to GH if a vehicle is destroyed

*If annihilation the 3 WG become pack leaders (Combi-melta joins GH in razorback/LF/LF) and the Rhino becomes mobile cover

 

The rest of the army is

HQ (275)

Logan

 

Heavy Support (425)

115-Vindicator

*Vindicator is sacrificial pawn intended to draw fire allowing the Rhinos and Razorback a turn to advance. If it survives to unleash the cannon that is just a bonus

140-(6) Long fangs 5xML

170-(6) Long fangs 3xML 2xLC

*Logan (serving in his designated role as "tank hunter" so this LF pack can wipe out all heavy armor)

Pack leaders + Optional 3-man rear objective holder

190-(5)WG 2xCombi-melta/TH + 1xCombi-melta + Rhino

*If objective game 3 WG remain in Rhino in the rear. Can give up the Rhino to GH if a vehicle is destroyed

*If annihilation the 3 WG become pack leaders (Combi-melta joins GH in razorback/LF/LF) and the Rhino becomes mobile cover

 

 

 

unfortunately if you are going to assign the WG to GH, you have to assign them prior to the game beginning. In addition if in a tournament you must play your list the same way as when you turned your sheet in thus the WG listed need to be assigned prior to the game beginning.

 

The only flexibility you have in this regard is what to put in reserves and assigning IC which must be announced prior to deployement.

 

 

Watch for sneaky players. If you are playing against someone who has DP, make sure you know what squad is in what DP and what DP their HQ is joining. Don't let them point to a DP and roll for reserve rather have them point to the squad and roll.

 

Vrox.

unfortunately if you are going to assign the WG to GH, you have to assign them prior to the game beginning. In addition if in a tournament you must play your list the same way as when you turned your sheet in thus the WG listed need to be assigned prior to the game beginning.

 

The only flexibility you have in this regard is what to put in reserves and assigning IC which must be announced prior to deployement.

 

Is that from BRB or standard GT rules? I can't find it in C:SW

 

The WG entry I am relying on is the box with "before the battle" on p.86. I am interpreting that to mean after I know what map etc but before we deploy/set up.

10 GHs- 2x Plasmagun, Powerfist- 185pts.

10 GHs- 2x Meltagun, Powerweapon- 170pts.

10 GHs- 2x Flamer, Powerfist- 175pts.

 

Those are my three basic squads. I have two standards, wich could potentially go in any squad. I also have wolf gaurd... wich again are situational- in many games I just plain dont field them, or find that dropping a GH to do so isnt worth it, particularly in plasma squads. I even have a Plamsapistol guy for each of my Plasmagun squads, and a couple extras left over from weapon swaps with the last edition, though two of them became flamer equipped models instead.

 

I put the plasmaguns and meltas in footslogging, rhino mounted, or DPing forces... flamers go in on foot or rhino- I just find they dont do well for me in pods.

 

WG that I have- C-W and PF, PW+BP, PW+PP, PF+BP, PF+SS, SS+LC, 2xLC, TH+C-W, and Im in the process of making some FB+BP guys, to see how they run. That PA of course... and each has its time and place.

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