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750 Game v. Guard. Any thoughts?


teeef

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Hey B&C BA denizens.

 

I am looking for ideas and suggestions on a game I have coming up on the 6th. I am playing my first New BA game against Guard. It is a small point game – 750. The enemy list is below. I have any and all of the basic units and can run all JP or Razorbacks or Rhinos I also have pretty much everything except Sanguinor or the Sanguinary Guard but I wasn't thinking at 750 they would not fit.

 

IG List at 750

HQ: Company Command Squad

4 Company Command Squad (Carapace Armour; Vox Caster; Lord Castellan Creed)

1 Lord Castellan Creed (Carapace Armour; Frag Grenades; Refractor Field; Hot-shot Laspistols x2; Supreme Commander; Tactical Genius)

 

Troops: Veteran Squad (10)

9 Veteran Squad @ 115 pts (Demolition Charge; Melta Bombs; Vox Caster; Flamer x1; Grenade Launcher x1; Demolitions)

1 Veteran Sergeant (Melta Bombs)

 

Troops: Veteran Squad (10)

9 Veteran Squad (Demolition Charge; Melta Bombs; Vox Caster; Grenade Launcher x1; Demolitions)

1 Veteran Sergeant (Melta Bombs)

 

Elite: Storm Trooper Squad (10)

9 Storm Trooper Squad (Flamer x1; Grenade Launcher x1; Special Operations)

1 Storm Trooper Sergeant (Carapace Armour; Close Combat Weapon; Frag Grenades; Hot-shot Lasgun x1; Hot-shot Laspistol x1; Krak Grenades)

 

Fast Attack: 1 Hellhound (Unit Type: Vehicle (Tank, Fast); Inferno Cannon; Smoke Launchers; Multi-Melta)

 

Elite: Guardsman Marbo

 

My basic understanding is that Creed is the synergy that gives the list its strengths so focusing on Creed as the prime target would make some sense. On Creed, What is "Refractor Field" – I don't have an IG codex.

 

 

My usual 750 list is:

 

Reclusiarch

SP with power weapon

Rhino with Assault Squad Fist and Melta

Razorback with Assault Squad Fist and Melta

TLLC Razorback with Assault Squad Melta

2 Attack Bikes, one Multimelta and one HB

 

But this IG has only the Hellhound so I can reduce my melta and skip the TLLC. I also could go all JP. Also, as he has no psychics I could run a Libby or Epistolary.

 

Thanks in advance for your consideration.

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Refractors are a 5+ save. Against this list Id field:

 

Librarian- Shield, Unleash Rage, JP, MB- 130pts.

Sanguinairy Priest- Jump Pack- 75pts.

10 Assault Marines- 2x Meltagun, Powerweapon- 225pts.

10 Tacticals- Plasmagun, Missile Launcher, Rhino- 230pts.

Whirlwind- 90pts.

 

750pts. With the way his firepower is set up- hit the Salamander with your missile launcher or melta it if it gets to close, run your Assault Marines up in an agressive fashion- hes missing anything strong enough in S or AP to get through your FNP, and doesnt have the volume of fire to take many of them down.

 

Let the whirlwind rain down on him like the fury of hell and vape a squad each turn- dead outright on a 2+ to wound.

 

The tacticals hold a home objective, or string out to hold upwards of 2.

 

In reality, marbos probly the largest threat in this whole list to you. You cant know where or when hes coming in, so just leave it be tell he gets there- and then kill him quickly with ranged firepower.

i play a lot of 500 pt games with a guard player and I usually run

 

captain

2 5 man assault squads with TLAC razorbacks

1 rifleman dred

 

you can stay out his range for the most part. our fast vehicle ensure u have the objective advantage and gives more durability. The 2 TLAC and the rifleman will open up whatever vehicles they bring or wound everything they have on a 2+ with almost guaranteed hits after the TL. 5 turns could annhilate everything they have and on T3 start speeding towards objectives. If they had vehicles they should have been opened up by now forcing them to footslog where you can punish them as they walk. haven't lost a 500 point game since I started running razorbacks.

This IG list is NOT a challenge for a BA player. Just get into CC with your opponent ASAP and he will fold. Take out the Hellhound in CC with a Powerfist (AV10 rear) or a meltagun in one of your squads.

 

His HQ, Troops and Elites are done if you bite them hard in CC...Creed is a points sink in such a small game and both Veteran Squads and Storm Troopers aren't really a challenge in CC.

 

/vadskær

Refractors are a 5+ save. Against this list Id field:

 

Librarian- Shield, Unleash Rage, JP, MB- 130pts.

Sanguinairy Priest- Jump Pack- 75pts.

10 Assault Marines- 2x Meltagun, Powerweapon- 225pts.

10 Tacticals- Plasmagun, Missile Launcher, Rhino- 230pts.

Whirlwind- 90pts.

 

750pts. With the way his firepower is set up- hit the Salamander with your missile launcher or melta it if it gets to close, run your Assault Marines up in an agressive fashion- hes missing anything strong enough in S or AP to get through your FNP, and doesnt have the volume of fire to take many of them down.

 

Let the whirlwind rain down on him like the fury of hell and vape a squad each turn- dead outright on a 2+ to wound.

 

The tacticals hold a home objective, or string out to hold upwards of 2.

 

In reality, marbos probly the largest threat in this whole list to you. You cant know where or when hes coming in, so just leave it be tell he gets there- and then kill him quickly with ranged firepower.

Sounds like a good plan. I don't usually run a Librarian or a Whirlwind so this will make a 750 game a lot more interesting. I think to counter-act Marbo I will just need to remember to keep the whirlwind near the Tac squad for support. Thanks for the advice.

Thanks for the feedback. If I can get in a second game I will run:

 

My usual 750 list but modify a little thanks to the suggestions.

 

Reclusiarch

SP with power weapon

Rhino with Assault Squad Fist and Melta

Razorback with Assault Squad Fist and Melta

TLAssC Razorback with Assault Squad Flamer

Whirlwind

Just a follow-up on my games.

 

Grey Mage. Solid advice on the Whirlie. It was gold. I had one of those days with the dice. We played a couple of games and in the first game I rolled on target 6 turns in a row. 4 to 6 guardsmen a turn in cover. Well the last turn I could only hit three because there wasn't many left out of the original two veteran squads and the command squad. We rolled up Capture and Control. My Tac squad sat all day lobbing a missile or two but he never even sniffed my base. He dropped Marbo and his Storm Troopers on my Assault Squad, Priest and Libby. Marbo's Demo Charge killed off a few but took him with it and Creed's orders (Bring It Down!–Choose one enemy unit, the weapons the ordered unit fires at this unit count as twin-linked; First Rank, FIRE! Second Rank, FIRE! gave his storm troopers some freaky shooting bonuses with their AP 3 Hot Shot Lasguns. That put a hurt on me, but thanks to Shield, Armor, and Feel no Pain two assault squad guys lived to join the libby and the priest in destroying the rest.

 

Also I ended up using both my 750 lists mentioned as one 1500 and fought the 750 IG and Pedro Kantor and 750 points of marines. Again the Whirlie was gold. There was some heavy fighting and Pedro and the Sternguard were a tough nut but thanks to fast vehicles I was able to get a Reclusiarch, a priest with a power sword, and two five man Razorback riding Assault Squads both Sgt.s with Fists on him. Re-rolling misses on furious charge is brutal. And again with an 18" move by a Razorback I was able to contest an objective on turn 6 to win the game. The Librarian with shield really saved my butt when I deep-struck. I didn't calculate very well and was almost sandwiched. But the Whirlie took out one IG squad and Shield, Armor, and Feel no Pain again saved the day. I lost only 3 marines to a lot of fire. Lasgun shots (and there was a hell-of-a-lot-of-em) just aren't that effective when you get those FNPs. Once the smoke cleared it was over.

 

Heros of the day.

Whirlwind. I will never play another game against IG or Orks without one. 90 points is pretty cheap for a weapon that kept him afraid of open spaces and dying in clumps even in cover.

 

FNP. It is almost more valuable as a psychological weapon as your opponent watches you roll and thinks you failed five saves and then no...only two died.

 

Fast vehicles. I loved disembarking, moving my squad 6" and then moving the Raz or Rhino 12" up to block line of sight and unload Heavy Bolters or AssCannons on bad guys. The only down side was twice I killed enough enemy with the Razorback fire so that my assault left me out in the open. And another time there was nothing left to assault because the fire reduced the squad and it failed its morale test.

 

So a good day. Over-all I was lucky with my dice. Probably the best day shooting in a long time and I got the benefit of my opponent not finding anything higher than a two on key shots early in the first game.

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