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Rogue Trader Merc Force


Frater Cornelius

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I am planning a merc force that accompany a rogue trader. There are two army choices for me: Tau and IG/MT.

 

Tau have the advantage of having a more elite army, giving it a far more professional feel and they appear to have far better funding because they use mechs. This will obviously be a conversion. This is an example: http://i.imgur.com/dMyEBRx.jpg

 

But hey, this is the IG forum, so lets talk IG! It feels pretty awesome to have a command squad with bodyguards and MT are fairly elite.

However, to play IG effectively at higher levels, I need to make use of some chaff. I like the merc force to be professional, so having too many weak infantry with poor tech running around does not sit right with that theme.

If anyone played StarCraft 2, Raynor's Raiders would serve as an example for that merc force.

 

With all of that in mind, any ideas in the IG side of things?

 

Cheers ;)

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Veterans with carapace armour (and/or camo cloaks if you want to splash out) aren't as soft as infantry squads. Put them in Chimeras for extra protection.

Likewise Scions get a 4+ and plenty of special weapons. Throw in Deep Strike and Move Through Cover (so you can DS into cover safely) and you've got some nice tricks.

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No filthy xenos, they're right out. Kier has good ideas, you can make a pretty elite Guard army if you want with upgrades to Vet squads. Chimeras are good for Vets plus would reflect their well funded status too :) MT would also work, but perhaps best as a supplement to a Guard force for more options? With the Guard codex the options are manifold so you can easily justify pretty much anything :D

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Technically they would be humans who managed to weaponize a few mechs for manual labour :P

 

But lets stick with dudes. I want to avoid too much heavy armour. While effective, it does not feel very stormtrooper-like. I want a mobile force that takes plenty of effort to manoeuvre around. We are talking, Chims, Tauroxes, Wyverns, Sentinels, Tauros (Venators) and the occasional gun emplacement.

I suppose Vets is a good way to start. I was thinking Grenadiers + Demo.

CCS would be the next logical step. Maybe even Creed if I get enough smaller squads? I'll save half his cost by skipping vox and it would reflect the competence of the Commander.

 

Any other thoughts and suggestions on how to proceed?

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I don't do lists, and tactics is a whole kettle of fish! :P I think you know well how to play with Guard, the use of units hasn't changed so it's more a matter of the combination of units you will use :) Running Sentinels in support of your infantry is beneficial, especially if they've got Chimera support. Forms a solid and supportive unit to build your tactics around. There's also outflanking the Sentinels so they can cause mischief in enemy back lines - useful to keep them cheap of course as they can be somewhat throw away. Just a matter of reaping enough back which can be surprisingly easy when they get among the enemy's lines.

 

Wyverns sit back and shoot, do exactly what it says on the tin (and very well too), they'd help form a core to your defensive line along with some troopers and emplacements. Should be solid enough with your fast elements advancing, so it's a matter of getting in some AT effectively on top of that.

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So how to run Sents? Solo or units of 3? Suppose some Psykers wouldn't be bad for some twin-linking action.

Also, thoughts on flyers?

 

I also need to voice a concern that playin AV12 spam with infantry support is a risky proposition in these days of S7 spam.

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what point level are you aiming at? 1000, 1500, 2000? whilee sentinel+AV12 spam maight work wonders at 1000 pts it becomes harder at 2000 as the enemy can bring to bear a lot harder hitting units. Do you want a balanced force, or will you try the rock paper scissors method, eg dominate (and rely) on one front so hard that it's either a hit or miss?

Personnally i'dd include at the very least:

-4 veteran squads, carapace armour, specialist weapons of choice (melta or plasma), chimera

-1 squadron of 3 sentinels (armoured); magnetize these so you can field any weapon option, although i mostly lean towards either plasmacannon or lascannons (same points, so easy to switch when list building too!). these models are a lot of fun to build, and you can play these solo or as a squadron as you increase the amount of pts you play. A duo of wyverns is a must in any list, simply because of their low cost/high damage output.

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I always like to get a 1500 blueprint. From there I can upgrade or downgrade whenever needed.

What I value about an army is synergy and tricks. I am not a big fan of IG heavy tank armies, Necrons or SM pod armies. They are pretty one dimensional point and shoot afairs. I enjoy Tau and I think I can get into IG light mech, seeing as I enjoy the movement phase and that I need to get inventive at times.

With that said, I want to maximize the effectiveness of my list to take on xenis scum you usually face on tournaments.

Things to avoid: Weak infatry spam (like conscripts) anr heavy tank spam (leman russ galore). As mentioned, it need the feel of professional soldiers with a scoundel/merc attitude doing their job for a Rogue Trader. Good training, good funding, good opportunists, bad with authorities unless paid to be nice.

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there's the good old fashioned veteran spam in chimeras. back them up with wyverns and you should be OK against infantry. to deal with heavy armour (which you will face without any doubt) i would recommend maybe some scions armed with meltaguns, or even an allied elysian D99 force aimed at taking out high priority armoured targets. sure, it's deepstriking,and thus may not be what you want,however it's a very reliable method to get those meltas where they are needed, when you need them (especially so with the D99 which let you deepstrike half of them on turn 1)

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Agree with the points made so far.

 

The only thing I would consider including is a Valk or 2 depending on points and available slots to help out with mobility and its easy enough to justify.

 

Considered having the rogue trader represented by an Inquisitor too?

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I have thrown together a quick draft:

HQ:

Company Command Squad

CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEED

Medic

Officer of the Fleet

Three dudes with Plasmas

+ Chimera w/ Dozer Blade, Multi-Laser, HB

Elite:

Stormtrooper Platoon:

Stormtroopers:

1 Sarge

2 Dudes with Melta

2 Regular Dudes

+ Taurox Prime w/ TLAC, Missile Pods

Stormtroopers:

1 Sarge

2 Dudes with Melta

2 Regular Dudes

+ Taurox Prime w/ TLAC, Missile Pods

Stormtroopers:

1 Sarge

2 Dudes with Melta

2 Regular Dudes

+ Taurox Prime w/ TLAC, Missile Pods

Troops:

Veterans (Grenadiers)

1 Sarge

3 Dudes with Meltas

6 Regular Dudes

+ Chimera w/ Dozer Blade, Multi-Laser, HB

Veterans (Grenadiers)

1 Sarge

3 Dudes with Meltas

6 Regular Dudes

+ Chimera w/ Dozer Blade, Multi-Laser, HB

Veterans (Grenadiers)

1 Sarge

3 Dudes with Meltas

6 Regular Dudes

+ Chimera w/ Dozer Blade, Multi-Laser, HB

Fast Attack:

Armoured Sentinel

- AC

Armoured Sentinel

- AC

Armoured Sentinel

- AC

Heavy Support:

Wyvern

Wyvern

1650pts.

The general idea is to open extreme dakka on turn 1 with Tauroxes, Chimeras, Sents and Wyverns to take out key elements like Markerlights. After that it is very flexible. Capping prowess is pretty strong and that list is virtually immune to anti-infantry fire as well as possesses high redundancy to deal with alpha strike.

Stormtroopers can either deploy, but usually they will deep strike. OotF can help with that.

Creed is there to buff the army as a whole. I have plenty of targets for orders to make him work at his fullest. I can even attempt to roll on strategic (two traits + re-rolls) to get Master of Ambush in order to infiltrate units. It is fairly like that I get it with Creed.

It is fairly flexible in its setup and thus subject to change. I will definitely want to get myself Rapiers and a Marauder Destroyer, because they fit the theme fairly well.

As an alternative to the vet spam, I was also considering Elysians. Do not want to carry around that many flyers though.

As for conversions, Taurox will get wheels, Vets and Troopers will get the old Kasrkin look with this one:

http://www.forgeworld.co.uk/Warhammer-40000/Imperial_Guard/Cadian_Shock_Troops/CADIAN_HOSTILE_ENVIRONMENT_TROOPS_CONVERSION_SET.html

http://www.forgeworld.co.uk/Warhammer-40000/Imperial_Guard/Cadian_Shock_Troops/CADIAN_HOSTILE_ENVIRONMENT_COMMAND_SQUAD.html

Not sure about the Chimera though. It looks pretty cheap and impractical with the standard hull. RT mercs can afford better. I was thinking about something close to the APCs we use today.

Sentinels can indeed be 1man mechs... I wish they would be as useful biggrin.png

Thoughts on the list?

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