Jump to content

Competitive Guard


Uprising

Recommended Posts

I am planning to get back into the 40k tournament scene, but I am trying to decide who to take. I have two month to prepare for the tournament and this is the tournament rules:http://www.legionsgames.com/phpBB3/calendar.php?view=event&calEid=1760

 

So I am trying to figure out should I take my guard or my csm zombie army. 

 

So what should I consider for an 1850 tournament army, I have

9 Heavy weapon team

3 psyker

140 guardsmen/vets

1 command squad

2 hydra(fw, so no wyndra)

3 chirema

3 valk/vendetta

2 manticore

 

What are your thoughts and thanks for reading. 

p.s. I am planing on picking up a knight, if that helps. 

Link to comment
https://bolterandchainsword.com/topic/294687-competitive-guard/
Share on other sites

You have quite a few models, but few tanks so I'd consider going with a heavy infantry bias. Flood your enemy with numbers and drown them with dice! Especially with a Knight in the mixture too eating up points, it'd be handy to have lots of cheap infantry supporting. Vendettas would help with AA and AT duties, but some HWTs to add to that would help, you could easily take a few Infantry Squads to hang back and use heavy weapons.

50 conscripts and a priest.

 

Run up to their hard hitting close combat units and multi-charge them. For very few point, it will tie them up for most/all of the rest of the game due to the number of bodies they have to punch through to kill the whole unit. Works wonders on high strength/low number of attacks units like Wraithknights. In addition, 103 attacks on the charge with re-rolls to hit and potentially re-rolls to wound can kill almost anything with toughness 6 or less. I've used them to slaughter carnifexes.

interesting ideas guys, it also fits my play style, which is troops blob mix with air/art support.   Now best way to kit out command squads and platoons?  Should I even add the hydra or manti or just use the vendattas as my only model with an av. 

 

Also con with priest sounds like a fun idea. 

I generally think of target saturation in the following terms, light infantry, medium infantry, heavy infantry, light vehicles, flyers, heavy vehicles, if you take only flyers and light infantry then you will fairly well saturate the enemy, more av is not necessarily going to be helpful.

Is Forgeworld allowed in your area's tournaments?  If so I cannot recommend enough taking Heavy Mortars and heavy artillery carriages if you can get/build (if allowed) the models and rules for them (IA 1 2nd edition).  Heavy Mortars are my all star unit in both my Krieg and Guard lists (take four if you can, but three is acceptable).  With T7 to shooting and easy cover saves the unit is hard to kill while the barrage allows them to rain death upon foes no matter where he tries to hide.  The flipping template rules means loads of S6 AP4 all over the place topped off with templates once more hitting ALL levels.  If you can somehow manage to add ignores cover to the unit, a simple task, everything with a 4+ save or worse is going to be hard pressed not to die.  Add in some carriage based Medusa and/or Earthshaker support so they too are actual artillery units and many opposing armies will find it very tough to remove your big guns.  With some mortar teams, demo charges (Cyclops are great here too), and a Master of Ordnance, you can really spam blasts protected by massed infantry with ease. 

Is Forgeworld allowed in your area's tournaments?  If so I cannot recommend enough taking Heavy Mortars and heavy artillery carriages if you can get/build (if allowed) the models and rules for them (IA 1 2nd edition).  Heavy Mortars are my all star unit in both my Krieg and Guard lists (take four if you can, but three is acceptable).  With T7 to shooting and easy cover saves the unit is hard to kill while the barrage allows them to rain death upon foes no matter where he tries to hide.  The flipping template rules means loads of S6 AP4 all over the place topped off with templates once more hitting ALL levels.  If you can somehow manage to add ignores cover to the unit, a simple task, everything with a 4+ save or worse is going to be hard pressed not to die.  Add in some carriage based Medusa and/or Earthshaker support so they too are actual artillery units and many opposing armies will find it very tough to remove your big guns.  With some mortar teams, demo charges (Cyclops are great here too), and a Master of Ordnance, you can really spam blasts protected by massed infantry with ease. 

Forge world is approve, but I have none of the following or the book.  I also only have two months to get this all done. 

 

At the moment I am thinking of four ideas

*Flood the field with bodies, and have Vendetta do the aa/av.

*Flood the field with fewer bodies, and have Vendetta do the aa/av with the two manticore included

*Flood the field with fewer bodies, and have Vendetta do the aa/av and get a knight. 

 

csm idea

*Flood the field with plague zombies, and have heldrakes/daemons do the aa/av.  It is October after all. 

 

thoughts? 

shooting game/heldrake not great at anti air suggests the first option sounds good

I think the knight and the manticores alone would be too little for target saturation.

That being said a knight would be a great fire magnet even though it would probably die quickly. If the tourney has tall terrain I might be tempted to run a knight, 3 vendettas, and all of your guardsmen. Which should fit fine without upgrades (which are probably unnecessary.).

Although, if you felt like getting more vendettas, 5 vendettas and 150 guardsmen should do the trick against just about anything. Promote a company command for your second cad.

 

Also the 3++ cap on the grimoire seems silly. It is unreliable enough as is.

here's an overview of units i would definetly include when going with an infantry heavy force:

 

-big conscript unit+ministorum priest to bog down heavy hitters

-30 man infantry blob with krak grenades and meltaguns + ministorum priest to bog down and/or kill units

-multiple platoons

-multiple command squads to relay orders

 

inquisitorial detachment: 280 pts:

-coteaz

-10 x inquisitorial warband: psycher, 2 acolytes.

this 280 pts inquisitorial detachment is a huge buff to any army, with 12 warp charges standard. use them to roll on the divination table and see how your huge conscript blob suddently becomes invisible! the best part is these henchmen and psychers can easely be converted from empire flagelants and bretonian troops!

Two platoons of 55, but don't blob them up.  There are LOADS of things out there that can kill more than 10 guardsmen a turn (and it's even better when they kill 7-8. cause something else has to finish the job!), so force them into an overkill situation while flooding the board with countless superscorers.  Prolly need two CCSs, too, for more orders and especially to rally that squad that's fleeing with 2-3 models left.  Why?  To make your opponent kill it! Really, with those 120 infantry, you only have 700 points accounted for, under 1100 with the knight, throw in the three chimeras (more superscorers, yay!  Make those dedicated transports for troops, but then have the CCSs get inside two of them on turn one for bonus movement and a larger orders bubble, that'll maximize their flexibility), and you're at ~1250.  Take two vendettas, three is overkill, that brings you to 1600.  For the remaining ~250?  Honestly, I'd buy more chimeras, lol.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.