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105th Preatorian Rifle vs Chaos Emperor's Children, 1500pts


JBugman

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Gentlemen and Ladies,

I played a game this weekend and lost (/unhappy) but wanted to give you the highlights so you can offer suggestions and advice.

Details: The Scouring @ 1500pts; Vanguard Strike deployment

105th Preatorian Rifles, with additional elements

Command Platoon w/LasCannon, Grenade launcher & Chimera (Heavy Bolter, MultiLaser & Heavy Stubber)

Armoured Fist/Veterans w/Chimera (Heavy Bolter, MultiLaser & Heavy Stubber) & 3 Meltaguns

Infantry Platoon
 Command Squad w/AutoCannon & Grenade Launcher
 Infantry Squad w/AutoCannon(Combined with Squad below)
 Infantry Squad w/AutoCannon
 Infantry Squad w/AutoCannon (Combined with Squad below)
 Infantry Squad w/AutoCannon
 Heavy Weapons Squad w/LasCannons

Infantry Platoon
 Command Squad w/Missile Launcher & Grenade Launcher
 Infantry Squad w/Missile Launcher (Combined with Squad below)
 Infantry Squad w/Missile Launcher

Leman Russ BT w/Heavy Bolter

Demolisher BT w/LasCannon

Hellhound Tank w/Heavy Bolter

Basilisk w/Heavy Bolter

Scout Sentinel w/MultiLaser

***

The vile and hated Emperor's Children (Approximate list)

Lord w/Power Fist & Lightening Claw; joined Close Combat Terminator squad in Land Raider

Noise Marines in Rhino (x2)

Devastator Squad w/AutoCannons

Cultist Squad

Obliterators (qty:2)

Obilterator (qty:1), Deep Striking

Secarian Battle Tank (?): Land Raider chassis with single mounted LasCannons and turret with twin linked AutoCannons, so six dice that's twin linked;used for Anti-Aircraft.  Sorry if I mangled the name; it's a Forge World model if that helps.

***

Highlights:  I moved up to secure objectives ('cause that's what I'm supposed to do?  Secure objectives?) but was counter attacked by the Terminators; killed the Terminators and Lord to Armoured Fist Melta Guns (well, mostly) but couldn't do anything about the Land Raider.

 

Deep Striking Obliterator killed Command Squad and Demolisher, but died to massed fire.

 

Noise Marines in destroyed Rhino whittled down to almost nothing, but whittled down both my Blobs not engaging the Terminators.  I ended up destroying one Rhino and breaking it's Noise Marine squad.

 

Broke the Devastators, but they and the other Rhino mounted Marines (and the Obliterator squad, come to think of it) broke/killed my two other blobs.

 

Sentinel scored one Hull Point on Rhino before getting gakked.

 

Cultists showed up late and secured one objective.

***

When the smoke cleared I'd scored First Blood and Kingslayer, but my opponent got Kingslayer and all the objectives on one side of the board...of which there was many.  I lasted until the top of Turn 4 before giving up.

***

Thoughts:

My opponent, who's a really nice fellow, suggested I get Priests for my Blobs.  I'll see how far swapping the heavy weapons for assault gets me.

 

I'm thinking of tooling one Blob for Close Combat and swapping the Heavy Weapons for Flamers. 

 

Artillery rolls were really accurate but there was a lot of Hull Points to chew through and I felt that moving up wasn't the best idea, but it's better than previous versions of Imperial Guard where I never move at all.

 

And is there any benefit to "Going to Ground" since Flak Armour doesn't afford alot of protection ( I know, what a shock)? 

 

I'm also finding out there's really no way to keep my Warlord and his Command Squad in the back issuing Orders since the range is, at best, 12" to 18".

 

Priests would help yes, I think you mean the Sicaran? It is very nasty from what I hear, I didn't know it was a Chaos unit as well but that's something to look out for in the future.

 

Surrounding your CCS will help protect them from deep strikes, better protection is some decent cover/terrain or a Chimera to hide in - best protection is all three! There's also the option of taking a second CCS which is worth considering for an infantry heavy list.

 

Going to ground is if you want to weather a storm for a nicer cover save, so it's more of a last chance gambit than anything else but it has its uses. Obviously as it improves cover saves best use is on units already in cover and not about to get attacked by cover ignoring weaponry!

From what I see of your army, you'll struggle against +2 saves and AV14. Some more melta or lascannons wouldn't be out of place nor would swapping the battle tank for a demolisher. I don't think you need priests. What you need is to sit back and let your heavy weapons do their job. You've got a lot of big guns. Deploy them in cover, near the CCS chimera that is also in cover, hand out a few Bring It Down! and FRFSRF orders until there is no enemy left. A regimental standard on the CCS would also be nice since it will keep your guys in the fight longer.

Yes, WarriorFish, that was the model.  Ideas I'll take away from this include:

Hide the CCS in the Chimera, preferably with a Counter Attack unit nearby

More cover to hide behind...I think my opponent commented about the amount of terrain; I noticed this LGS runs tables with low terrain density, mostly buildings and little forest or walls.

 

I'll try to finish an Aegis Battle Defense before the next time I play and see what happens.  And I'll paint up a Priest anyway.

 

ps. Thanks folks.  More comments won't hurt!

Camo nets are always good for that extra +1 Cover and I almost never field a Leman Russ BT. Vanquisher against armor. Punisher or Eradicator against squishies. Even against a 2+ save a Punisher, especially with Pask in the TC spot is a wonder. Rerolling 1s and Rending on 6s.

 

That's a lot of autocannons. Try mixing it up with a couple of heavy bolters or come lascannons. Normally I give my veterans the autocannon or heavy bolter and stick with the lascannons with my blob.

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