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 Post subject: What To Do With The Grot Rebellion With The New Codex?
PostPosted: Thu Apr 16, 2009 11:45 pm 
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Black Orc
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Joined: Sun Feb 10, 2008 2:28 am
Posts: 352
Location: Lincoln
Well the new guard codex is coming out soon, so my Grot Rebellion army need a redo. At the moment I’m only looking to rewrite my list with what models I have using the new Codex at GW.

HQ
70 – Command Squad:
Vox Caster & Regiment Standard
(Stick near the infantry squads and bark orders while avoiding enemy fire)

TROOPS
65 – Infantry Command:
Vox Caster, Missile Launcher & Platoon Standard.

85 – Infantry Squad: Vox Caster, Missile Launcher & Plasma Gun

85 – Infantry Squad: Vox Caster, Missile Launcher & Plasma Gun

85 – Infantry Squad: Vox Caster, Missile Launcher & Plasma Gun
(These Guys will form the main firebase for the army)

130 – Grenadier Squad: 10 Vets and 2 Plasma Guns
(Advance to take objectives)

80 – Penal Legion Squad
(Either Advance with the Grenaiders or counter charge assault units depending on their skill roll and the opposing army)

FAST ATTACK
99 – 9 Rough Riders

(Same as my last army stay behind cover and out of line of sight before charging an enemy assault unit before it hits my main force, or go on the offensive)

145 – Hellhound Or Chem Dog (Poison):
Extra Armour
(This is a tough decision due to the ‘special nature’ of the conversion I can have it represent either a Hellhound or a Chem Dog both will be used both for offence and defence )

90 – 2 Scout Sentinels: Missile Launchers
(Outflank and shoot the side or rear armour of enemy vehicles)

HEAVY SUPPORT
190 – Leman Russ:
3 Heavy Bolters & Camo Netting

185 – Leman Russ Demolisher:
Heavy Bolter & Camo Netting

190 – Manticore:
Heavy Bolter & Camo Netting
(BOOM! LOL)

Total Pts: 1499
Total No: 69 (6)
Total Kill Pts: 13 ( 10 )

Your thoughts, is it a solid list?

Just to let you guys know what other models I have available are another Grenadier and Infantry Squad, an Armoured Sentinel with a Lascannon.

_________________
My 4 Unique Armies
The Noble Zanatorians: Big Mek Award @ Open War XII & Best Army @ Summer War 09
The Bizzare Grot Rebellion: Best Army Open War IX
The Insidious Darkmakers: 18th @ Open War X
The Kroggs: On The Drawing Board


Last edited by Proiteus on Sun Jul 12, 2009 12:16 am, edited 2 times in total.

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 Post subject:
PostPosted: Sun May 03, 2009 12:10 am 
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Black Orc
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Joined: Sun Feb 10, 2008 2:28 am
Posts: 352
Location: Lincoln
Any comments at all?

_________________
My 4 Unique Armies
The Noble Zanatorians: Big Mek Award @ Open War XII & Best Army @ Summer War 09
The Bizzare Grot Rebellion: Best Army Open War IX
The Insidious Darkmakers: 18th @ Open War X
The Kroggs: On The Drawing Board


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 Post subject:
PostPosted: Sun May 03, 2009 9:09 am 
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Club Treasurer
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Joined: Sun Feb 03, 2008 1:01 pm
Posts: 947
Location: Sheffield
no

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WFB: Dark Elves, Empire, High Elves, Chaos Mortals, Lizardmen, Orcs&Goblins, Skaven and Vampire Counts.
40K: Marines (Blood Drinkers, Mentors) Orks, Eldar, Tau and Chaos Marines.


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 Post subject:
PostPosted: Sun May 03, 2009 10:44 am 
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Boss
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Joined: Mon Feb 04, 2008 4:35 pm
Posts: 421
Location: Lincoln, UK
I got the new book yesterday, im seeing alot of static firepower armies about and i dont think theyre good at all. Mech it up in my opinion!


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 Post subject:
PostPosted: Sun May 03, 2009 3:48 pm 
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Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 890
I have to agree with Lee, 5th ed is all about mobility. It will only take one combat unit to hit your lines and roll up it.

And what are you going to do about objective missions?


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 Post subject:
PostPosted: Sun May 03, 2009 10:47 pm 
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Savage Orc

Joined: Mon Feb 04, 2008 2:51 pm
Posts: 286
I seem to recall they made chimeras quite nasty, but I don't remember how. You could stick some of them in.


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 Post subject:
PostPosted: Mon May 04, 2009 10:16 am 
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Boss
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Joined: Mon Feb 04, 2008 4:35 pm
Posts: 421
Location: Lincoln, UK
Theyve got 5 firepoints, front armour 12 and a multilaser(Str6,3 shots, 36" range) Valkyries are much better transports and are more effective but they cost 35 quid each :>


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 Post subject:
PostPosted: Mon May 04, 2009 11:58 am 
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Savage Orc
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Joined: Sun Feb 03, 2008 9:43 pm
Posts: 208
I got the new guard codex on Saturday. The obvious choice for me is as follows:

Straken, 3 Meltaguns and a Flamer, Astropath in a Vendetta with the added Heavy Bolters - 300

Veterans, 3 Plasma, Powerfist, Democharge and Meltabombs in a Vendetta with the added Heavy Bolters - 300 (x4)

1500 points of simple filth.

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I have chosen to include on my signature that if you agree to play against me you are more than likely to face the most diabolical filth imaginable.


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 Post subject:
PostPosted: Mon May 04, 2009 1:13 pm 
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Black Orc
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Joined: Sun Feb 10, 2008 2:28 am
Posts: 352
Location: Lincoln
bubbachop wrote:
I got the new guard codex on Saturday. The obvious choice for me is as follows:

Straken, 3 Meltaguns and a Flamer, Astropath in a Vendetta with the added Heavy Bolters - 300

Veterans, 3 Plasma, Powerfist, Democharge and Meltabombs in a Vendetta with the added Heavy Bolters - 300 (x4)

1500 points of simple filth.


Very expensive filth with that many Vendettas, then again you are a necron player who brought 9 tomb spyders :D

_________________
My 4 Unique Armies
The Noble Zanatorians: Big Mek Award @ Open War XII & Best Army @ Summer War 09
The Bizzare Grot Rebellion: Best Army Open War IX
The Insidious Darkmakers: 18th @ Open War X
The Kroggs: On The Drawing Board


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 Post subject:
PostPosted: Mon May 04, 2009 2:46 pm 
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Boss
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Joined: Mon Feb 04, 2008 4:35 pm
Posts: 421
Location: Lincoln, UK
The list i wrote was kinda similar: Primaris psyker, 3 vet squads with 3 flamers in each and 3x3 vendettas....thats 27 twinlas a turn plus, flamers for anti-horde OR a chimera list: 2 primaris psykers, 3 psyker squads in chimeras, 5 vet squads in chimeras...8 chimeras and the psykers are awesome imo.Plenty of dirt in this new book Adam :)


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 Post subject:
PostPosted: Mon May 04, 2009 2:47 pm 
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Boss
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Joined: Mon Feb 04, 2008 4:35 pm
Posts: 421
Location: Lincoln, UK
The list i wrote was kinda similar: Primaris psyker, 3 vet squads with 3 flamers in each and 3x3 vendettas....thats 27 twinlas a turn plus, flamers for anti-horde OR a chimera list: 2 primaris psykers, 3 psyker squads in chimeras, 5 vet squads in chimeras...8 chimeras and the psykers are awesome imo.Plenty of dirt in this new book Adam :)


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 Post subject:
PostPosted: Mon May 04, 2009 3:34 pm 
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Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 890
I agree, vets and valks are the way to go for tiournaments.


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 Post subject:
PostPosted: Mon May 04, 2009 5:50 pm 
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Black Orc
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Posts: 352
Location: Lincoln
the 1st pip wrote:
I agree, vets and valks are the way to go for tournaments.


and if you can't afford valks then I guess you go mech instead?

_________________
My 4 Unique Armies
The Noble Zanatorians: Big Mek Award @ Open War XII & Best Army @ Summer War 09
The Bizzare Grot Rebellion: Best Army Open War IX
The Insidious Darkmakers: 18th @ Open War X
The Kroggs: On The Drawing Board


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 Post subject:
PostPosted: Mon May 04, 2009 10:00 pm 
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Boss
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Joined: Mon Feb 04, 2008 4:35 pm
Posts: 421
Location: Lincoln, UK
If you want to keep costs down and have a competitive army then id suggest to go with your Chaos and just get another Lashprince and a few Oblits. As for the Imperial Guard its going to be expensive what ever you do im afraid as your army is too Static the next best thing to Valks would be the Chimera armoured assault imo.


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 Post subject: Army 4 Game Against Scouts?
PostPosted: Fri May 08, 2009 11:39 am 
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Black Orc
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Joined: Sun Feb 10, 2008 2:28 am
Posts: 352
Location: Lincoln
I’ve got a friend with a Space Marine scout army visiting in 2 weeks and he wants to fight my guard army with the new codex, however I haven’t got a lot of time to make the big changes that I want to it so I’ve put together this list with what I’ve got.
Hopefully it’s up for the challenge against a marine scout army.

HQ
172 – Command Squad:
Bolt Pistol, Regiemental Standard, 2 Bodyguards, Master Of The Ordance, Master Of The Fleet and Camo Cloaks.
(My mates gonna love my master of the fleet)

ELITE
65 – Marbo

(one big distraction coming up) :D

TROOPS
130 – Veteran Squad (forward sentries):
Missile Launcher and Plasma Gun.
130 – Veteran Squad (forward sentries): Missile Launcher and Plasma Gun.
130 – Veteran Squad (forward sentries): Missile Launcher and Plasma Gun.
130 – Veteran Squad (forward sentries): Missile Launcher and Plasma Gun.
(These guys are my main firebase, they were my original infantry but I’ve made them veterans for this army)

130 – Veteran Squad (Grenadiers): 2 Plasma Guns.
130 – Veteran Squad (Grenadiers): 2 Plasma Guns.
(Advance forward to take an objective on my side of the board)

FAST ATTACK
[B]140 – 3 Scout Sentinels: 2 Missile Launchers, 1 Hunter Seeker and 1 Lascannon.
(Outflank and tank hunter what tank he brings to support his scouts)

140 – Hellhound: Extra Armour(Fighting a scout army, seems suitable)

HEAVY SUPPORT
190 - Leman Russ Battle Tank:
3 Heavy Bolters and Camo Netting.
(Support my main firebase)

Total Pts: 1497
Total No: 70 (4)
Kill Pts: 12

Well what do you think?


I’m not normally one for designing my army lists to deal with a particular army but I need more time to come up with a good effective standard list.

_________________
My 4 Unique Armies
The Noble Zanatorians: Big Mek Award @ Open War XII & Best Army @ Summer War 09
The Bizzare Grot Rebellion: Best Army Open War IX
The Insidious Darkmakers: 18th @ Open War X
The Kroggs: On The Drawing Board


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