Thursday, December 9, 2010

Need input: DK of Kremlin List Revised 1750


Ok, I am finally cobbling enough models together to form the semblance of an effective list. I've dropped a lot of the "static" models in favor of a more elite and highly maneuverable list that more closely reflects the fluff I wanted of a specialist "spetznaz" type regiment. What are some changes I should shoot for in the future? Give me your input!

HQ: Company Command Squad (6#, 150 pts)
4 Company Command Squad @ 150 pts (Camo Cloak; Carapace Armour; Sniper Rifle x4; Master of Ordnance)
1 General Vanivar aka Company Commander (Camo Cloak; Carapace Armour; Power Weapon)
1 Master of Ordnance (Camo Cloak; Carapace Armour)

HQ: Lord Commissar (1#, 95 pts)
1 Lord Commissar @ 95 pts (Carapace Armour; Power Fist)

Elite: Guardsman Marbo (1#, 65 pts)
1 Komrade Yuri @ 65 pts

Troops: Penal Legion Squad (10#, 80 pts)
9 Penal Legion Squad @ 80 pts
1 Penal Custodian

: Ministorum Priest (1#, 45 pts)
1 Ministorum Priest @ 45 pts

Troops: Veteran Squad (11#, 225 pts)
9 Veteran Squad @ 225 pts (Carapace Armour; Demolition Charge; Melta Bombs; Grenade Launcher x1; Meltagun x2; Demolitions; Grenadiers)
1 Veteran Sergeant (Carapace Armour; Melta Bombs)
1 Chimera (Extra Armor)

Troops: Veteran Squad (11#, 225 pts)
9 Veteran Squad @ 225 pts (Carapace Armour; Demolition Charge; Melta Bombs; Grenade Launcher x1; Meltagun x2; Demolitions; Grenadiers)
1 Veteran Sergeant (Carapace Armour; Melta Bombs)
1 Chimera (Extra Armor)

Troops: Veteran Squad (11#, 310 pts)
7 Veteran Squad @ 310 pts (Carapace Armour; Demolition Charge; Melta Bombs; Grenade Launcher x1; Plasmagun x2; Sergeant Bastonne; Demolitions; Grenadiers)
1 Veteran Heavy Weapon Team (Missile Launcher; Carapace Armour (Based on Squad); Carapace Armour (Based on Squad))
1 Sergeant Bastonne (Carapace Armour; Melta Bombs)
1 Chimera (Extra Armor)

Fast Attack: Vendetta Gunship Squadron (1#, 130 pts)
1 Vendetta Gunship Squadron @ 130 pts
1 Vendetta

Heavy Support: Ordnance Battery (1#, 125 pts)
1 Ordnance Battery @ 125 pts
1 Basilisk (Heavy Flamer)

Heavy Support: Leman Russ Squadron (1#, 150 pts)
1 Leman Russ Squadron @ 150 pts
1 Leman Russ Battle Tank

Heavy Support: Leman Russ Squadron (1#, 150 pts)
1 Leman Russ Squadron @ 150 pts
1 Leman Russ Battle Tank

Validation Report:
d-1. Formatting: Competition Output, for AB 3.2; c-1. File Version: 1.10a For Bug Reports/www.ab40k.org; 1. Guard Regiments: 5th Edition Codex; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Total Roster Cost: 1750

5 comments:

  1. All right- much better! A few possible tweaks for you:

    1. Give the CCS a heavy weapon. Sniper rifles are OK but just don't have the damage output of a lascannon or missile launcher. Also, carapace might not necessarily be needed on them unless it's a modeling concern, in which case it's fine. The camo cloaks should do more than enough at range, and in CC you are going to get torn up no matter how many upgrades you give yourself.

    2. A flamer might be more useful than a grenade launcher on the vets, but that's probably a matter of personal preference. If you drop the carapace on the CCS you could get a heavy flamer on one of the squads which would really pack a punch. If you take extra armor off of Bastonne's chimera then you could afford another one.

    3. I think that Bastonne can't issue orders inside a Chimera- don't have the book on me atm but pretty sure on that. So they might have to jump out if you want to BID or FoMT.

    4. Where is the CL going? A cool trick that you can pull with him is give him a camo cloak- now the unit that he joined has Stealth thanks to the latest FAQ!

    Other than that looks great! Not the hardest list ever made but should definitely put up a fight!

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  2. Not sure how much fluffy vs. competitive you're looking for in the list (obviously you're working up a backstory), but here are some comments from a purely game-based standpoint:

    -You're WAY overspending on those Veteran squads. IG isn't Space Marines- no matter what you do, you aren't going to make your mans very survivable. I would suggest dropping Grenadiers, since it really doesn't do much for you, as well as the Grenade Launcher for for an extra Meltagun. The Plasma-armed squad should obviously take a third as well, although realize that Plasma is extremely risky by nature- Stormtroopers or Company Command Squads are much better suited to carrying it. Also, cool as he is, Bastone is terrible.

    -The Lord Commissar isn't really doing anything for you; normally he's used (when he actually gets used) to anchor a gunline in place; lacking that, he doesn't really do anything. Obviously he fits the list very well, but he's more or less a point sink piled onto other point sinks.

    -Likewise the Priest. Presumably he's intended to go with the Penal Legion? Unfortunately, this denies them their Scouts rule, which is a major detriment as it's one of their best features. For a reroll on one turn of combat, I just don't think it's worth it.

    -The Russes and ordnance, while good, seem somewhat at odds with the "fast, elite army" concept you have in mind. I think they could work, but I', not sure what you're going for there. Thoughts?

    A stealth/surprise/elite infantry army is certainly possible with IG, but I don't think this is the way to do it. However, I don't want to come off as rebuilding your army for you, so I don't want to come off as barging in and yelling "change everything!" if the advice is unwanted. Tweaking some of the above would go a long ways towards improving the army, but there's certainly more fundamental changes that could be made to do even more without necessarily sacrificing the character of the force.

    ReplyDelete
  3. Thanks for all the comments, fellas. You have made me consider what I want to shoot for in the future.

    John: that is a very good point. I think the answer to that one is relatively clear... I need hellhounds!

    Max: you do bring up some good points about the company command loadout. Also, I didn't know the new FAQ changed that! I'll have to dig through my bits box to try and come up with a heavy weapon for the CCS.

    Abusepuppy: I believe you are definitely trying to help me, so don't worry about hurting my feelings by suggesting drastic changes. I do realize my vets are very points heavy, and first thing on the chopping block would be the extra armor and the carapace. However, since I'm just starting this particular army, I will need to get my hands on more models before I can expand it too much model-wise. Thanks for giving me a push in the right direction though!

    ReplyDelete
  4. If you want to run a "infiltrating"-style list, this would be my suggestion:

    CCS, Medic, 3 Plasma, Creed, Astropath, Chimera

    (This is your "Commissar," since it's hard to say Creed isn't a bad-ass S.O.B. that will do anything to win. He also enables some other stuff, and this gives you a good place to put your Plasma team. You could potentially swap him for a "fire support" team with Camo Cloaks, Lascannon, and Sniper Rifles- keep the Astropath, though, he makes your flankers work. If you drop Creed, make sure you swap the Hellhounds for Scout Sentinels or another Vendetta.)

    6 Stormtroopers, 2 Plasma, Chimera
    (These guys feel like real Spetznaz-level hardasses to me and with the ability to get Scout or Deep Strike, they're very flexible. Remember, if they're in their Chimera at the start of the game, it gets Scout as well. Their AP3 guns pair well with the Plasma, and a 4+ doesn't hurt either.)

    1 Komrade Marbo

    (Duh.)

    10 Vetrans, Demolitions, 3 Melta

    (These guys are a wrecking ball that makes things bad for your opponent in a variety of ways. We don't give them a heavy weapon because we want to be mobile.)

    10 Vetrans, Demolitions, 3 Melta

    (More of a good thing.)

    Infantry Platoon:
    Platoon Command Squad, 4 Flamers, Chimera

    (You want ways to kill infantry, believe me. These guys can hang with your Infantry Squads and make them dangerous or go roving to torch some butt. Shooting out of a Chimera is awesome.)

    Infantry Squad, Autocannon, Sniper Rifle

    (Old reliable. Both the AC and Sniper have excellent range and can threaten most any target with at least a chance of harm. Use them as an "anchor" for the rest of your army to revolve around. And really, what pseudo-Russian army would be complete without a bunch of dudes who are there to die? You'll often want to combine them into a blob for survivability.)

    Infantry Squad, AC, Sniper
    Infantry Squad, AC, Sniper

    Penal Legion

    ('Cause it totally fits. The idea here is to have lots of units with mobility options, and these guys work. You may sometimes just want to use them as an unpleasant surprise for anyone who wants to charge your regular infantry, though.)

    Heavy Weapon Squad, 3 Autocannons

    (You always need some fire support.)

    1 Vendetta, Heavy Bolters

    (For the price, you just can't beat the sponsons. Your Vetran teams will generally go in here, although it's possible your PCS to go here instead if there's some high-threat infantry.)

    1 Vendetta, Heavy Bolters

    2 Hellhounds, Multimelta

    (Flame tanks are awesome. Outflanking flame tanks are extra-awesome. The Multimelta is so that you can threaten other targets, but they're not really necessary. Banewolves are possible if you really hate Marines. Remember that you're fast, so you can go 12" and shoot or move 6" and fire both guns- melting a tank and laying the template to cover both it and something next to it works well. Scout Sentinels are the other competition for this slot, and in such a case you take three of them with Autocannons and Hunter-Killer Missiles and spend the remaining points on a Leman Russ to outflank with Creed.)

    =================================

    I think that's slightly over 1750, but you can probably trim a few points out (drop Demolitions, heavy weapon squad, multimeltas, whatever.) Your basic plan is to have a "base" composed of Penal + Infantry and then "flanks" of a Ven+Vets, Hellhounds, Stormtroopers, etc. Your base guards a home objective and applies firepower, your flanks hit wherever the enemy is weakest and hit them hard. If they turtle up, you have better shooting than them at range. You can go full reserves pretty easily and outflanking is a good option. (Either do 1-2 units or the whole army, though- don't get caught with just half your army on the battlefield, you'll get wiped out.)

    Oh, Chimeras get Multilaser+Heavy Flamer. Heavy Bolters are a trap, don't bother with them.

    ReplyDelete

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