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New Detachments for my Armored Company


Brendaen

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Hey people,

 

Took a break from 40k earlier this year, but now we have new detachments that should breathe some new life into my Armored Company list. I got excited about an AM Decurion formation, but then realized it only benefits mass ground troop lists, which is NOT how I play Guard anymore. 10 years ago, when I first started playing Imperial Guard, I was all about the swarm of troops, now I am a Mech-Vet/Tread-Head.

 

So, what has me excited? The "Emperor's Blade" and "Emperor's Wrath" detachments.

 

I've been a big fan of Mechanized Veterans for a long time. This new formation makes them even better, especially at taking Objectives. I've seen some people post that the Hellhound is a "tax" for using this formation. These people clearly have not been using Hellhounds correctly. I love the Hellhound. Nothing fries up Tau quite like the Inferno Cannon, "Can I get a side salad with that order of grilled fish?" (I play alot of Tau... Orks too, but they don't smell as good when they are on fire....)

 

The Basilisk has always been a favorite of mine, but I hadn't used them for the past couple of years. WIth this new formation, they just moved up to my "mandatory" selection. Twin-linked and Ignores Cover on a Strength 9 AP3 large blast barrage weapon? If you can get that combination to go off, it will be devastating... All my troops will have Voxcasters just for that now...

 

Now, what will my list look like:

 

Primary Combined Arms detachment - FW IA Armored Company

 

HQ:

Command Vanquisher Tank with Lascannon and Beast Hunter rounds (because BH rounds are awesome)

Troops:

Lemun Russ Battle Tank (dependable and can camp an objective)

Thunderer (one of my favorite tanks... Can't beat it for the points)

 

Emperor's Blade detachment

 

Company Commander in Carapace armor armed with a Power Fist

3 Veterans with Meltaguns and 1 with a Voxcaster

Chimera with Autocannon turret and hull Heavy flamer

 

Mechanized Veteran unit with shotguns, voxcaster, 2 meltaguns, and heavy flamer

Chimera with Autocannon turret and hull Heavy Flamer

 

Mechanized Veteran unit with 3 plasmaguns and voxcaster

Taurox

 

Mechanized Veteran unit with 3 plasmaguns and voxcaster

Taurox

 

Hellhound

 

Emperor's Wrath detachment

 

Company Commander with a melta bomb (kept this guy cheap, because if this unit is in CC, I'm kinda already screwed)

3 Veterans with Grenade launchers and 1 with a Voxcaster

Chimera with Autocannon turret and hull Heavy Flamer

(I know alot of people hate Grenade Launchers, but the humble Grenade Launcher has saved my bacon more times than I can count over the past 10 years. They are versatile and cheap. Whether it's firing a Krak round at a Tyranid Warrior or a Frag round at the swarm of Gaunts, they very rarely let me down)

 

Basilisk with Enclosed Crew Compartment (because open topped sucks and I have the model)

 

Basilisk with Enclosed Crew Compartment

 

Manticore

 

Enginseer with two servitors

 

Aegis Defense Line (to protect my artillery)

 

2000 points

 

The only thing I'm really lacking is Anti-Air defense. If that became a real problem, I would probably swap out the Aegis and the LRBT for my Vulture Gun Ship. 

 

 

 

 

 

They need to ditch the 36" minimum on the earthshaker...

I was thinking the same formation with the wrath but chances any smart opponent with get inside that minimum at which point unless you have dedicated defense squads its all over red Rover

They need to ditch the 36" minimum on the earthshaker...

I was thinking the same formation with the wrath but chances any smart opponent with get inside that minimum at which point unless you have dedicated defense squads its all over red Rover

 

You can still shoot directly under 36", you just need line-of-sight to what you're shooting at. 

Yeah that's something that is often missed. I did an artillery primer to help explain the rules a while back but it's likely out of date with the new edition... Maybe I'll see if I can find the time to update it for 7th Ed? Missing out on the barrage rule is sad but even as a direct fire weapon the Bassie will ruin people's days!

 

edit: decided to update it now, since it wasn't a lot of work :)

I am aware of that

My point is for most games you're playing the short edge which is 36" so you hav to put the vehicle in los

And if you're dropping 1-3 s9 ap3 large blasts a turn on your opponent isn't going to wait too long to shut that down

At least if it was 12" you could put the vehicle completely out of los and gain an extra turn or two before they destroy it...

The Bassie would certainly get a lot more use if the minimum range got decreased. 12" might be a bit too low though, 18" might more more reasonable as it's related to the maximum range (which is expansive for the Earthshaker!).

The minimum range on the barrage has never really been an issue with me. I've had at least one opponent pop his unit down within 24 inches and in LOS, then claim that I couldn't shoot at them because they were too close. His unit lost 3/4s of their numbers after a Judge explained that could still direct fire.

 

Yes, the Bassies can be a fire magnet, but if my opponent is focusing on trying to kill them (which are always hidden in my back field), then he's ignoring my other units. Being able to twin link the blast makes those tight shots alittle more manageable.

 

I just think some of these detachments will give my play style (Armor and Mech Vets) a big boost..

Sounds like you need to give these detachments a few goes and report back to us Bren :tu: Plenty of troops and big guns can go a long way, but in the current environment you lack mobility or rather can't afford it. If we can see a drop in artillery prices and perhaps some improvements to old stats/rules then we might see the big guns reigning supreme as they should.

  • 2 weeks later...

After a couple of games, I've switched this list up some;

 

The Emperor's Wrath unit now has a unit of two Bassies and a unit of two Wyrvens. The bonuses of the orders and twin linking makes the Artillery brutal.

 

Two important keys; Voxcasters on anyone who can take them and protection for the detachment. Aegis is mandatory,as well as a unit to protect them.

 

I took out the Armored Company allied detachment and added a Militarium Tempest detachment. Generic Commissar with a plasma pistol, one 8 man unit of Scions with plasmaguns to protect the Artillery and man the Quadgun (found out I needed the anti-air), and one 8 man unit of Scions with meltagins and vox to deepstrike in and disrupt the enemies back field (with combination of the vox for Artillery twin linking, this is quite effective)

 

 

In short, loving the new detachments!

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