Sunday, October 23, 2011

Using Imperial Guard, at the tournament level

So lets face it, the majority of what I write about, is well, fun stuff. But every now and again, I at least, like to drop the act of fun, and go to a tournament, and beat the shit out of people. And Imperial Guard, are about as competitive as it gets. Now, that's not to say that it's "easy" for us, but it is "easier"... anywho, so how does one win in a tournament setting with Imperial Guard? spam tanks? DUH. With a vehicle count in the double digits, I can easily bring more armor to the table than any of my opponents. But while entertaining as it is effective, its simply not my style. Spam Guardsmen? DUH. With a model collection roaming in the high 200's I find myself able to completely spam the shit out of guardsmen. Orks can suck it when it comes to the numbersgame, because for every 5 orks you can bring, I can bring 6 guardsmen, who when led properly, can easily best you in shooting (big talk, I know). but seriously, the amount of firepower that guardspam brings to the table, is borderline ridiculous. however even guardspam is not my chosen method. Is it vets and valks? nope. Is it some masterplan conspiracy? nope. Is it whacked out of your gourde deathstrike missile launcher and roughrider combo? HELL YEAHHHHH. naw. But seriously, its just a fine mix of it all.

See, too many vehicles calls for cries of imbalance. Too many troops, and you'll just annoy the shit out of your opponent by taking years to move. Too many vets, and you'll be outclassed, AND outnumbered. Too many zany things, and sure you'll kickass, but its all about the objectives. SO, the best thing is to cheese it up in the I can do anything department.

Of course that's not to say you can't still have flavor. See, I'm a world war one man. So lots of infantry, the occasional tank, and a decent ammount of barrage artillery. This works surprisingly well, especially for imperial guard. And I keep it balanced, by giving my guardsmen enough heavy weapons teams to keep it real in the anti tank department, while allowing my guardsmen to run up and well, die for the God Emperor.

Wednesday, October 5, 2011

Ork 1000 point Tourney list

25 boyz
nob
power klaw

25 boyz
nob
power klaw

ghazkull thrakka

trukk
wrekkin ball
reinforced ram
stikkbomb chukka

3 nob warbikers
power klaw
big choppa

8 nobz

annnnnnnd that's it!!!!!!!!!!!!

OK so how does this list work?
The workhorse, as it should be, is the boyz.

Ghazkull ultimately just helps them along with his super waaagh, and is also there to kill vehicles, and punk heroes.

nobz with ghazkull in the trukk are there to ram up, get in the thick ASAP and look good doin it. Also to soak up fire before the boyz can get stuck in. The trukk, can be surprisingly durable, or surprisingly fragile. As an Ork player, I love the gamble.

WARBIKERS here's an important thing to remember. Warbikers are probably the single best anti tank unit orks get. moves super far, ton of attacks, high strength and AP 1. and they hit a lot harder than they look, with three of em, that's six wounds, and all at toughness 5 with a 4+ invulnerable. Also, notice the weapon loadouts, one big choppa, one power klaw, thats it. The extra guy is just there to die. And the big choppa is there incase we fight a ton of infantry, but more just to not have a powerklaw's investment, but be kinda good.

LASTLY overall strategy. In a 1000 point tourney, bringing over 70 orks to the table is an awesome number. Not only that, but they're all pretty tough. Unlike most ork players, I take cover, allowing me a far larger force when the waaagh comes, not to mention causing arguments about cover saves, all I do is follow the rules. lol.