Wednesday, February 9, 2011

Retro Army... using the old dex!

Alright, I know, I'm the only one that misses the old dex, I can't stand the lack of doctrines in the new one. Where is the flavor? we're all the same!

So without further hesitation, here's the list:

command squad:

Heroic Senior Officer
mastercraft powerfist
stormbolter
boltpistol
carapace armor
trademark item
refractor field


4 veterans
storm bolters
3 w/ carapace armor

2 mortar squads
1 lascannon squad


Troops:
2 platoons as follows:

command squad
junior officer
stormbolter
veteran standard bearer
veterans w/ stormbolters

1 rocketlauncher squads

3 squads
shotgun veteran sergeants w/ bolt pistol, cc weapons and carapace armor
grenade launchers

one more platoon:
command squad
junior officer w/ storm bolter and powerfist
4 vets w/ grenade launchers

1 heavy bolter squads

3 squads
shotgun veteran sergeants w/ boltpistols and CC weapons and carapace armor
grenade launchers

Doctrines:
Die Hards
Iron Discipline
Hardened Fighters
Close Order Drill
Sharpshooters

total value: 1999

Alright tired of reading? well, if you skipped it (or are unfamiliar with the old codex), the thing to gather was, 120 infantry, each with stubborn, the ability to rally when below half strength, ld 9 initiative 4, WS 4, and the ability to reroll ones when shooting. And many can re-roll their failed morale and pinning tests. As well as a few heavy weapons squads, seasoned to taste.

Overall plan is simple... MASS INFANTRY ATTACK. Rely on the hard charging men who refuse to back down, even as guardsmen! lets say this: 20 guardsmen, against ten space marines, in CC no one got the charge, no preliminary shots, just somehow they appeared in CC. My lads get a total of 28 attacks (sergeant has 2 base attacks, plus extra ccw and bolt pistol, both bought from the armory for 2 points) Space Marines clock in with 13 attacks (bolt pistol, plus two base for sarge) Space Marines hit half the time, meaning 7 hits, and we'll say 5 wounds, of the five wounds, 1 was saved, for four dead guardsmen. Now my guardsmen are initiative 4 so their attacking at the same time. With half of their 28 also hitting, for a total of 14 hits. Now of those fourteen, only 5 will wound, in the end we get two dead space marines. Point for point, on par, and my guardsmen were clockin' in at 9 points a pop, so not too shabby, especially since we didn't get the charge. Now here's the thing, my lads, will test at ld 9, and will re-roll a failed ld test, so they get to stay! and will eventually at that rate, grind down the Marines, and with reinforcements (keep in mind, my platoon command squad and another squad weren't in the engagement) then we'll win hands down every time.

That all said, this list is in its entirety just for fun, I don't know why but I have a hard on for seein' guard win CC and particularly against more smarmy opponents. Not to say we wouldn't be fucked against one squad of terminators, but hey, 120 lasguns and stormbolters firing with sharpshooters, they might do a little damage against somebody.

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