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Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts

Tuesday, July 8, 2014

A Tanker Commander's Guide to 7th Edition






Tanks, specifically the tanks of the Imperial Guard, were my introduction to the hobby. White Dwarf had a army list in 3rd Edition for a tank company, which was the first list I ever played. I have fond memories of my unpainted Leman Russ squadrons getting decimated by Dark Lances and Haywire grenades from games played while in high school.

My tank model collection consists of 14 leman russ hulls, in various stages of being retrofitted for the new 7th Edition IG codex. These models were assembled in pre-magnetism days with sponsons, in the glory days of STR 5 defensive weapons (4th edition). Why GW decides to alternatively buff-then-nerf sponsons every other edition and codex is beyond me. Lately I've taken them out for some 1500 games against Eldar and space marines.

What is a tank army and why should I run one?

I think of a "Tank Army" from the perspective of the IG is a list that fields more than 3 Leman Russ hulls in a single detachment. With 3 or less hulls, the tanks aren't the focus of the army, and will be there to support your other models. With 4+ tanks, they take up enough points and table presence that they become the core focal point of the army, with other units serving as support. As vehicles in general got a boost with 7th edition penetrating damage tables, the IG are well suited for the metagame of 7th because our vehicles can dominate the opposition's vehicles when brought in large numbers. Having 6 AV tanks in a 1500 point game might sound like a dick move, but considering how unbalanced this game is and always will be, don't worry about it. You'll need all the AV 14 to face down Eldar wave serpent spam.

Vehicle Selection and Armament:

I am an advocate of battleforged, because objective secured and re-rolling your warlord trait are big advantages for a small price to pay in the IG codex.

Running a "tank army" doesn't mean you have to go Unbound. Sure, you can run nothing but Leman Russes or other vehicles if you want, but such a list has very limited mobility. 7th Edition, especially Maelstrom missions, is all about mobility. A tank army is never going to match Eldar (nothing can match Eldar in 7th in mobility or firepower), Dark Eldar, or Scions in mobility, but it still needs fast units to claim midfield or backfield objectives.

Vet squads in Valkyries are perfect for the task of claiming contested objectives. All they need is a heavy flamer for light infantry, demolitions to threaten TEQs and vehicles in assault, and a push out the door! Taking 2 vet squads gives you the ability to claim enemy backfield objectives on turns 3 or 4, and midfield objectives by turn 2 if you grav-chute deploy. Personally I like waiting till turn 3 or 4 to deploy my vets, but that isn't always the best tactical option.

Obviously you'll need some Valkyries. Rocket pods are a good choice, as you'll be closing in on the squads dropzone on turn 2 or 3 and will want to soften up anything holding the objective. Heavy bolters are too expensive as you'll only get to shoot one at full BS if you fire the multilaser.

In short, vet squads aren't a troops "tax." They are something you want in a "tank army."

Tank commanders: Take 2. This gives you 4 leman russes, right off the bat. I like my commanders to take vanquishers, and the other squadron member to be an exterminator.

Vanquishers are the kings (queens if you are playing chess) of tank-on-tank warfare. Because the main gun is heavy and not ordnance, take a lascannon as the hull-mounted weapon as well. This essentially doubles the anti-tank potential of the vanquisher within 48". For sponsons, I think Heavy Flamers are a must if you aren't going with much infantry support (i.e. only air cav vets, no platoons).

The enemy will ALWAYS try to kill your warlord, and if he can't do it at range, he'll send specialists to assassinate your leader. A primary threat is close-in infantry, especially ones with grenades. Because you probably won't have enough infantry to bubble-wrap your tanks, having some heavy flamer sponsons to hit tightly-packed deep strikers is an excellent defense. The AP 4 helps against stormtroopers, carapace vets, swooping hawks, and a variety of other potential deep striking threats. Plus the H.F. sponsons are half the cost of the heavy bolter ones. As you aren't shooting ordnance, you can still fire your main gun and lascannon at close infantry (even terminators and oblits will be afraid)

The other half of the squadron is the Exterminator, which can deal with everything the BS 4 commander isn't optimized to handle: mass swarms of infantry at range, light vehicles, and aircraft. The twin linked autocannon is a beast, and the BS 3 the crew has doesn't matter. You essentially have BS 4.5 with twin linked BS 3 (75% hits). Kit this vehicle out with 3x Heavy Bolters and a stubber for maximum dakka. With the split-fire order, your squadron tanks can still target separate units. Just make sure you issue orders before you do any other shooting.

Other Unit Options:
You can round out your force with a 5th or 6th tank if you want and are playing higher points levels. Remember you still have all 3 HS slots despite having 4 tanks already. For more tanks, the basic Leman Russ is a good choice: its a generalist threat that MEQs despise. It's greatest weakness is that ordnance forces all other weapons to snap shot, making sponsons on a basic russ unusable. Heavy Flamers should be heavily considered instead of the hull heavy bolter. Template point defense is critical for tank armies, and you can never have enough of it.

A Vendetta is always a good choice for this kind of army. Either bring one of these or two Hydras for anti-air purposes. The vendetta is better because it's guns are AP 2 and can target ground and air targets with the same effectiveness. But you can get two hydras for the less the price of one Vendetta. Your exterminator autocannons can function as anti-air in a pinch.

A third Veteran Squad in a Valkyrie is another option to consider.

Stormtroopers: One thing lacking from the army is mobility. For Maelstrom of war missions, bare-bones storm trooper squads or 2x melta-gun or flamer squads can help with getting midgame VPs by simply deep striking on an objective. Resist the urge to buy plasma guns and consider not bringing any special weapons: they have their uses in a Scions army, but as support for a tank army, these guys are simply there to claim a VP and then get destroyed.

Consider allying these guys in from the Scion codex: the orders are simply better, especially if you are running hotshot-only squad weapons.

Thats it for now. Part II will cover deployment and playing the tank army on the battlefield. 

Friday, March 2, 2012

2000 Point Arborian List





Revised 3/17/2012: Thanks to Kirby at 3++ for the feedback on my list, quoted in his favorite color, and my responses, in Arborian Green
The most obvious thing to say is: needs Chimeras :P but this will probably deter from your theme. Adding Chimeras would give this list a lot more available options in terms of how to manuever and handle the board as most of your firepower (outside of Vendettas) is pretty static. Add in the Vendettas are the only armor you have on the field and they will go down pretty quickly which also leaves all that S6+ firepower to go into your HWTs which will see them bite the dust quicker than you might like. So chimeras, if you can stand to fit them within your theme :P.
Unfortunately, Chimeras are right-out, this being a "Light Infantry" list. I fully understand and comprehend the disadvantages that a no-Chimera list carries. 

Otherwise, drop the Ratlings and Camo Cloaks - not needed.The SWS should really be running meltas + Demo rather than flamers and I wouldn't bother with the Power Weapons on the Platoon Command Squads though without mounting up, Grenade Launchers can work. You're also running two large blobs which is leaving you with only two targets - can't really do much about that without swapping a lot of things around but just bear that in mind - perhaps you'll want to run it so you have three squads of 20 + commissars rather than two squads of 30+. 
I've retooled the infantry squads into three 20-man blobs, each with a Commissar. This means that I've had to drop down to one priest, who I've given an eviscerator and placed in Straken's squad so that his S7 attacks aren't wasted. Dropping the ratlings gave me the points for another Platoon Command squad with 4 grenade launchers, and all three platoon command squads have their power weapons dropped. 

I'll keep the flamers in the SWS for now, as they will 1) most likely be out of range of Straken's Bring It Down order and 2) will cause more damage to their intended targets (small troops units in cover claiming backfield objectives such as Devastators, Long Fangs, Heavy Weapons Squads) than meltas because of their ability to IGNORE COVER SAVES. 

Best of all, I've kept my 130 model count (sans Commissars and Priest attachments)!

Company Command Squad: Straken, Medic, 3 Grenade Launchers, 2 Bodyguards                                                                                            
1 Priest (attached to Company Command Squad)

1 Platoon Command Squad: 
4 Grenade Launchers
1 Platoon Command Squad: 4 Grenade Launchers
1 Platoon Command Squad: 4 Grenade Launchers 

                        
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon     
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon 

             
Heavy Weapons Squad: 3 Autocannons
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons                                                  

Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)
Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)
Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)

Vendetta: 2 Heavy Bolters
Vendetta: 2 Heavy Bolters
Vendetta: 2 Heavy Bolters

Total Infantry: 130 (plus 2 commissars and 2 priests)

Obviously the backfield for this army are the 5 autocannon equipped heavy weapons squads, which can dish out a ton of anti-transport firepower. They are also troops choices, which means that they can effectively hold objectives placed into cover, especially in pairs or trios, where their MSU (multiple small unit) nature makes them more survivable than opponents might expect from 6 GEQ models.

The front-field of this army are the three Vendettas carrying three special weapons squads, each with a demo-charge and 2 flamers. Intended to be the first troops to meet the enemy, they take full advantage of the Scout move of the Vendettas, then deploy close enough to make use of their close-range weapons. Being a troop unit, the enemy MUST eliminate them or risk them taking an objective. The Vendettas are the only long-range anti-AV14 in the army and will no doubt draw considerable fire as there are no other vehicles in my army list, but with 3 there should be enough redundancy to get the job (slagging AV14 vehicles) done.

The midfield for this army are two rock-solid power-weapon blob Combined Squads, each with a commissar to make them Stubborn, and a priest to re-roll attacks when the charge. Leading from the front is the venerable Colonel Straken, whose greatest contribution is Furious Charge to the power weapon blobs within 12". Melta-guns in the power weapon blobs help to keep tank-shocking tanks away, and grenade launchers in the three command squads are a 24" move and fire flexible weapon for supporting the infantry charge.