Jun 12, 2012

Army Lists: Assault Infantry v1.1

Assault Infantry

Army List

HQ

Company Command Squad (vox, Lascannon, Astropath)

Elites

Stormtroopers, 2x plasmagun, 1 plasmapistol

Troops

Infantry Platoon 1
Platoon command squad (Autocannon)
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Infantry squad (Lascannon, vox, Commissar, PW)
Infantry Platoon 2
Platoon command squad (Autocannon)
Infantry squad (Autocannon, meltagun, Sergeant with Power Weapon)
Infantry squad (Autocannon, meltagun, Sergeant with Power Weapon)
Infantry squad (Autocannon, meltagun, Sergeant with Power Weapon, krak grenades)
Infantry squad (Autocannon, meltagun, vox, Sergeant with Power Weapon, Commissar with Power Weapon)
Infantry Platoon 3
Platoon command squad (AlRaheem, 3x Meltaguns, vox)
Infantry squad (meltagun, Sergeant with Power Weapon, Meltabombs)
Infantry squad (meltagun, Sergeant with Power Weapon, Meltabombs)
Infantry squad (meltagun, Sergeant with Power Weapon, Meltabombs, krak grenades)
Infantry squad (meltagun, vox, Sergeant with Power Weapon, Commissar with Power Weapon)

1500 points

Strategy

The strategy is pratically the same of the earlier version of this list (you can find it following this link: v1.0) I've just added a commissar for platoon 1 to prevent the sudden death of 40 guardsmen (and most importantly of 4 lascannons!) while gaining another tarpit unit.
I'm also trying plasma-stormtroopers, to deal with enemy terminators and MC. AlRaheem platoon outflanks and threatens the enemy backfield, moving fast thanks to "Like the Wind!" (Just remember to fire only meltaguns and pistols, not lasguns or you can't assault this turn! :D ). The sheer numbers of guardsman showing up from the flank will basically clog up the whole 6" from the table edge for the whole lenght, be careful for enemy preventing the deployment!
Platoon 1 will sit in deployment zone, providing firepower with 4 twin linked lascannons (thanks to the Company commander orders and the vox caster)
Platoon 2 is like a jack of all trades. If the enemy has a lot of light transports, it will sit nearby platoon 1 for a couple of turns wrecking as much as possible, and then move up and meet the enemy in close combat. 40 stubborn guardsmen aren't nothing to sneer at!

Flaws

Even if i do play guard, i find that i am not that good at managing suicide units. Plasmatroopers will be watched closely.

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