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2K Custom Regiments


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6 replies to this topic

#1
The Woodsman

The Woodsman

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Hello folks, 

 

It's been a while since I've taken my Guard out for a spin, the last time was actually before The Greater Good came out (shameful I know!). I've mainly been playing with my Grey Knights, and when 9th Edition came out along with its new detachment rules my way of running the Militarum took a hit - I based my army on the Gaunt's Ghosts novels and was used to running dual Battalions (one Tanith standard Infantry, one Urdeshi Scions) and a Pardus Armored Spearhead. What with Covid-19 and all my opportunities for gaming have been pretty limited in the past year or so, thus me prioritizing my Grey Knights when I did get a chance to play. 

 

However, re-reading the latest Gaunt novel (Anarch) has given me the "Guardsman's Itch" (not something picked up at a less-than-reputable establishment) so I've taken a look at TGG and what I could throw together with what I own model-wise and without running 3 separate detachments, while keeping to the character of my chosen regiments. The following list isn't meant to be top-tier competitive (not that Guard are quite up there at the moment), but I feel it has some teeth nonetheless - that is the intent any how. Pretty straight-forward, the Infantry Squads and supporting characters move up under their own cover to hold objectives, with a 18" rapid fire threat. Command Squads and Heavy teams are more for fluff than anything else, but do provide a little extra firepower (BS3+ Missile Launchers  are always nice to have, and D2 Autocannons could prove useful in the current meta). The Valkyrie isn't superb, but it is cheap(ish) for what it can do, and the combination of Missile Pods and Heavy Bolters can do some nice harassment work on backfield objectives/snipe unscreened characters. The Spearhead also speaks for itself, and aims to do most of the heavy lifting - the Tank Ace is so I can get 4 Tank Orders a turn and have all 4 Russes re-rolling 1s. The combination of doctrines should help the be as efficient as possible while being (hopefully) a little more survivable. The Wyvern isn't great against Marines, but does provide some LoS-ignoring firepower, while fitting into the Spearhead nicely. The idea is that those 4 ObSec T8, 12W tanks can also compete for objectives and maybe rush onto objectives in the end-game thanks to Track Guards. The Sentinels can move onto a mid-board objective early on, and do require some commitment to get rid of. With the +2 to hit Strat they can also take out an armored target on turn 1, using the scout move and their high movement to get a bead on a worthwhile target. 

 

Without further ado, here's the list.

 

+++ Guard Bat. + Spear. (Warhammer 40,000 9th Edition) [104 PL, 8CP, 2,000pts] +++
 
++ Spearhead Detachment -3CP (Imperium - Astra Militarum) ++
 
+ Configuration +
 
Detachment Command Cost
 
Regimental Doctrine: Gunnery Experts, Jury-rigged Repairs
 
+ HQ +
 
Tank Commander: Heavy Bolters, Lascannon, Storm Bolter, Track guards, Turret-mounted Demolisher Siege Cannon
 
Tank Commander: Heavy Bolters, Lascannon, Steel Commander, Storm Bolter, Track guards, Turret-mounted Demolisher Siege Cannon
 
+ Elites +
 
Tech-Priest Enginseer
 
+ 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, Heavy Bolters, Lascannon, Storm Bolter, Track guards
 
Leman Russ Battle Tanks
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolters, Lascannon, Storm Bolter, Track guards
 
Wyverns
. Wyvern: Heavy Bolter
 
++ Battalion Detachment 0CP (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 +
 
Company Commander: Laspistol
 
Company Commander: Laspistol
 
Lord Commissar: Bolt pistol, Power sword, Relic: The Blade of Conquest, Warlord, WT: Grand Strategist
 
+ 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: Sniper rifle
. Veteran w/ Special Weapon: Sniper rifle
. Veteran Weapon Team: Missile launcher
 
Command Squad
. Veteran w/ Special Weapon: Sniper rifle
. Veteran w/ Special Weapon: Sniper rifle
. Veteran Weapon Team: Missile launcher
 
Commissar: Plasma pistol
 
+ Heavy Support +
 
Heavy Weapons Squad
. Heavy Weapon Team: Autocannon
. Heavy Weapon Team: Autocannon
. Heavy Weapon Team: Autocannon
 
+ Flyer +
 
Valkyries
. Valkyrie: 2x Heavy Bolters, 2x Multiple Rocket Pods, Lascannon
 
Created with BattleScribe (https://battlescribe.net)
 
C&C more than welcome, cheers!

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#2
GuardDaddy

GuardDaddy

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Going to look great on the table - classic guard mix of troops and tanks.

 

Regarding your infantry if you can get rapid fire special weapons (plasma) you will benefit for the 6" range boost on rapid fire that the doctrine gives - so making the regiment 'buff' more efficient.


I am creating a custom regiment, the Fallax Hammers based on Necromunda models. Please take a moment to view Work in Progress here

 

gallery_30308_9518_2534.pnggallery_48988_15465_10130.png

 
 

#3
The Woodsman

The Woodsman

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Going to look great on the table - classic guard mix of troops and tanks.

 

Regarding your infantry if you can get rapid fire special weapons (plasma) you will benefit for the 6" range boost on rapid fire that the doctrine gives - so making the regiment 'buff' more efficient.

 

Thanks! I look forward to seeing it all set up. 

 

Makes sense, I have an unopened Infantry Squad kit lying around, I'd have to scrounge up some plasma guns, but it would be an otherwise easy swap to do, both the flamer and plasma guns are 5 points. Would be less fluffy than the classic Tanith flamer, but could definitely be a good option for more "competitive" games.


Edited by The Woodsman, 19 January 2021 - 09:45 PM.

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#4
greatcrusade08

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Hi Woodsman looks like a great list, jury rigged repairs is great for tank heavy list.

gunnery experts is too good not to take, but i was wondering with demolisher cannons being so good, maybe gunnery experts/spotter details/demolisher combo



#5
The Woodsman

The Woodsman

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Hi Woodsman looks like a great list, jury rigged repairs is great for tank heavy list.

gunnery experts is too good not to take, but i was wondering with demolisher cannons being so good, maybe gunnery experts/spotter details/demolisher combo

 

Thanks! 

 

I'm actually kind of unsure whether to go jury-rigged or spotter details... the extra range on the Demo TC would definitely be nifty, I just wonder if in the long run the extra survivability might not be better? Usually, my Turn One focuses on spreading out onto objectives (though I haven't played the Guard in a while), and trying to get rid of some anti-tank that might be in range of my tanks on my opponent's turn. The idea would be to get Strike and Shroud on all four tanks for the -1 to hit, while concentrating their fire on a single target, just to get ahead on the attrition game - especially considering that those Demos (in 8th edition anyways) were never **or very rarely** in range on turn one. Hopefully between the smoke launchers and the jury-rigged doctrine, combined with the Techpriest and the Jury-rigged stratagem I should have four top-profile tanks fully in range and buffed with Gunners Kill On Sight for a Turn Two barrage. 

 

That being said, Spotter Details should allow me to get a Turn One "alpha strike" with all four tanks, but they're still pretty swingy what with d6 shots and d3/d6 damage... I wonder if playing the longer game might not be a safer strategy?


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#6
greatcrusade08

greatcrusade08

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Thanks! 

 

 

That being said, Spotter Details should allow me to get a Turn One "alpha strike" with all four tanks, but they're still pretty swingy what with d6 shots and d3/d6 damage... I wonder if playing the longer game might not be a safer strategy?

 

 

Its definately a consideration, im still breaking into 9th so my mileage is low currently.. two schools of though, if only we could test them, ruddy coof



#7
The Woodsman

The Woodsman

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Yeah not many opportunities to work with at the moment... lockdown is pretty tight right now where I'm at, with 8pm curfew and 2000$ fines for hanging out with people you don't live with. 

 

Hopefully I'll get to bring the Tanith boys out sometime soon!


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