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Hi all! As some of you may know, I'm a huge GG fan, and with the new models coming out (waiting on my pre-order!) I thought I'd re-hash my list to add in Gaunt and friends (officially, I was already fielding Gaunt, Corbec and Rawne as a Lord Commissar and Company Commanders). I've always pictured my force to be themed around the Hagia conflict - this is a turning point in Ghost history with the addition of the Vervunhivers and allowed me to thematically field a bunch of Leman Russes in the form of the Pardus 8th. With the new Gaunt model being armed with a chainsword, this kind of sets us back the the Vervunhive conflict - that being said my tanks could represent the Narmenians, and since I have no female Guards(wo)men this is probably more "hostorically" accurate. The Pardus are also standard Russes instead of Conquerors, and I've taken the liberty of adding in a Demolisher... who's to say the Pardus don't have one hiding about somewhere! Steve Antilles, if you'll please forgive the discrepancy! As it is, the list is basically a couple platoons of Ghosts lead by Gaunt and Co. and (if we're placing the list on Herodor) Ban Daur as a Company Commander. Without further ado, here's the list!

 

+++ Ghosts!!! (Warhammer 40,000 9th Edition) +++
 
++ Spearhead Detachment -3CP (Imperium - Astra Militarum) ++
 
+ Configuration +
 
Detachment Command Cost
 
Regimental Doctrine: Gunnery Experts, Jury-rigged Repairs
 
+ HQ +
 
Tank Commander (Cpt. Woll - Old Strontium): Lascannon, Stat Damage (Leman Russ Commander), Turret-mounted Demolisher Siege Cannon
2 Heavy Bolters: 2x Heavy bolter
 
Tank Commander (Lt. Paulk -  Strife): Lascannon, Stat Damage (Leman Russ Commander), Steel Commander, Turret-mounted Executioner Plasma Cannon
2 Heavy Bolters: 2x Heavy bolter
 
+ Elites +
 
Tech-Priest Enginseer: Laspistol, Omnissan Axe, Servo-arm
 
+ Fast Attack +
 
Scout Sentinels
Scout Sentinel: Lascannon
Scout Sentinel: Lascannon
Scout Sentinel: Lascannon
 
+ Heavy Support +
 
Leman Russ Battle Tanks
Leman Russ Battle Tank: Battle Cannon, Lascannon, Stat Damage (Leman Russ)
2 Heavy Bolters: 2x Heavy bolter
 
Leman Russ Battle Tanks
Leman Russ Battle Tank: Battle Cannon, Lascannon, Stat Damage (Leman Russ)
2 Heavy Bolters: 2x Heavy bolter
 
Leman Russ Battle Tanks
Leman Russ Battle Tank: Battle Cannon, Heavy Bolter, Stat Damage (Leman Russ)
 
Wyverns: Stat Damage (HS)
Wyvern: Heavy Bolter, Hunter-Killer Missile, Wyvern Quad Stormshard Mortar
 
++ Battalion Detachment -3CP (Imperium - Astra Militarum) ++
 
+ Configuration +
 
Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 
 
Detachment Command Cost
 
Regimental Doctrine: Disciplined Shooters, Wilderness Survivors
 
+ Stratagems +
 
Tank Ace
 
+ HQ +
 
Gaunt's Ghosts! (Not yet available in Battle Scribe... but the leaked points say 135 so I've left those points spare.)
 
Company Commander: Boltgun, Frag grenades (Cpt. Ban Daur)
 
+ Troops +
 
Infantry Squad
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Flamer
Sergeant: Laspistol
 
Infantry Squad
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Flamer
Sergeant: Laspistol
 
Infantry Squad
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Flamer
Sergeant: Laspistol
 
Infantry Squad
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Flamer
Sergeant: Laspistol
 
Infantry Squad
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Flamer
Sergeant: Laspistol
 
Infantry Squad
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Flamer
Sergeant: Laspistol
 
+ Elites +
 
Command Squad
Veteran w/ Special Weapon: Frag grenades, Sniper Rifle
Veteran w/ Special Weapon: Frag grenades, Sniper Rifle
Veteran Weapon Team: Frag grenades, Missile launcher
 
Command Squad
Veteran w/ Special Weapon: Frag grenades, Sniper Rifle
Veteran w/ Special Weapon: Frag grenades, Sniper Rifle
Veteran Weapon Team: Frag grenades, Missile launcher
 
Platoon Commander: Chainsword, Frag grenades, Laspistol (Sgt. Varl)
 
Platoon Commander: Chainsword, Frag grenades, Laspistol (Sgt. Kolea)
 
++ Total: [101 PL, 5CP, 1,865pts] ++
 
Created with BattleScribe (https://battlescribe.net)
 
So far the idea with this list has been to use a combination of Survivors and advancing/Move Move Move! into cover with Take Cover! to get onto objectives early, backed by secondary objectives like Banners and Domination to score points early before the Infantry (sadly) runs out. The Command Squads are definitely fluffier than they are effective, but those 3+ missiles are nice and the snipers, especially when you consider Larkin, can threaten supporting characters left out in the open. The Commanders speak for themselves, allowing me to maneuver my squads and boost their effectiveness in shooting. While the Sentinels aren't 100% true to the fluff, I've found them really key in putting pressure on those objectives early on, and kind of force anti-infantry firepower away from the Squads for a turn - that or anti-armor fire away from the tanks, so its win-win. They Lascannons are kind of pricey, but I've always found them to make their mark. Multi-lasers don't do anything so I'd rather spend the points. Leman Russes and Tank Commanders also speak for themselves, their added firepower is just solid, and with the combination of Doctrines usually get a good amount of shots without me having to CP re-roll or spend on Hail of Fire unless I really really want those 12 shots. They also have a good shot at getting up a bracket when damaged. That being said, with stuff like Dark Lances and Entropy Cannons kicking about, I wonder if its not kind of wasted and I'd be better off with the extra range (especially on the Demolisher, Executioner and Heavy Bolters) from Spotter Details? The cherry on top for me is that all five Russ variants are objective secured, meaning I can still play for objectives later on in the game if they aren't all blown up. The Wyvern is also not really in tune with the novels, but it stands to reason an armored company might have one or two to call upon (I mean, they have Hydras right?), and I like the LoS-ignoring option, plus it can really dent hordes early on. Finally, we come the Ghosts themselves! I've shared my thoughts in another thread, but essentially the idea is for them to hold the middle-backfield, being "immune" to shooting outside of 18" with Gaunt  buffing Leadership, Larkin going after characters and Bragg trying (lol) to hurt stuff with his autocannon. When push comes to shove and the battle lines crunch, the gang can move in, hose some heretics with their Lascarbines and wade into combat with Gaunt's Chainsword and their iconic straight silver!
 
Let me know what you guys think! Once the Ghosts arrived and I've got them painted, I'll try and find the time to put together a display board and have a little family photoshoot.

 

**Edit: Gaunt is obviously the Warlord, even if Inspiring Presence isn't that great. I don't think it'll be the case, but if he does come with a Commissar Ld aura, then that could mean leadership 10 Guardsmen within 6" of him, which is cool! I've often found a guardsman or two remain in a unit (unless my opponent really guns them down) and a combination of Ld 10, To the Death and burning 2 CP for auto-pass means I keep on holding those objectives. Relic-wise I'll give Kurov's to the Commander (Daur) just to have a chance of refunding some CP - nothing else really comes to mind. The Tank Ace is so that with the extra order stratagem (for shame, I forget the name) I can get 4 Russes re-rolling 1s to hit.

Edited by The Woodsman
  • 2 weeks later...

Looks pretty solid overall, but I do have a couple things I think you could improve. If i remember correctly, they did an FAQ you can only heal a unit once per turn, so having the tech priest wont help too much. Ill try and find that FAQ here in a bit. Id also split the sentinels into 2 units, just to give yourself options in deployment and stuff. Lore wise vervunhive was a huge conflict, so I think your safe using a few units he didn't mention specifically by name. I like the little command detachments too of the specialists, since he always seems to describe them bouncing from place to place separately from the squads. For effectiveness though, maybe go for a SWS and a HWS? You can use the strats for them that way and still keep the idea of snipers and tread-fethers operating independent of the main squads. I think they've added gaunt to battlescribe too.

*edit strike that cant find any evidence of it whatsoever now.

Edited by Commisar Necros

Looks pretty solid overall, but I do have a couple things I think you could improve. If i remember correctly, they did an FAQ you can only heal a unit once per turn, so having the tech priest wont help too much. Ill try and find that FAQ here in a bit. Id also split the sentinels into 2 units, just to give yourself options in deployment and stuff. Lore wise vervunhive was a huge conflict, so I think your safe using a few units he didn't mention specifically by name. I like the little command detachments too of the specialists, since he always seems to describe them bouncing from place to place separately from the squads. For effectiveness though, maybe go for a SWS and a HWS? You can use the strats for them that way and still keep the idea of snipers and tread-fethers operating independent of the main squads. I think they've added gaunt to battlescribe too.

*edit strike that cant find any evidence of it whatsoever now.

 

I always used to run three single Sentinels and got a lot out of them in board control. I could definitely split them up, though once in a while I like using their +2 to hit strat on those three lascannons. Not in every game though and since 9th dropped a little less. I've never been too keen on SWS, because of the 4+ BS. I could give it a shot though. The Tech-Priest isn't mandatory, and I do like to make the most of Fight to the Death! and Insane Bravery (Courage? I forget) to hold on to objectives so Commissar Hark could definitely fill a role. I do eventually want to do a squad of female troopers to spread throughout my ranks, and a couple of true-blue Tanith veteran squads, with bare arms and tats. So far I've been happy with Cadians to whom I've given various militia/cap/beret heads from various 3rd parties and throughout the books the First does vary its uniform in "shape", though never in color. I remember there being a bit about their bowl helmets (that they practically never wear) in Straight Silver (Aexe Cardinal). 

 

If you wanted, I think you could have gaunt as the warlord but take a second tank ace instead of his warlord trait, please correct me if I'm wrong?

 

That is actually a pretty good idea. That way both Commanders could benefit from a buff, and thematically Gaunt remains the Warlord. It is a bit of a shame that he'd do practically nothing for his army - maybe the Tanith will appear in addition to the GG unit in the 9th edition codex....!

 

Thanks for your input guys, much appreciated!

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