Choose Your Weapon, Sir!

UPDATE  28 Mar 12:  Thanks to all those who've commented and read the article.  There were some tweaks in the final game as points limit was upgunned to 1,000pts, but the battle we fought is readable here.

Exciting new developments!  In the next few days, my Second Battalion troops might get a chance to cut their teeth for the first time, in a planned 600pt Patrol Clash with my long-time Wargaming adversary Headologist.  Ha!  After battling my valiant Palladian Guardsmen, he'll need a Headologist ... to fix him ... come back to me on this.

Anyway, in a shocking development I am pre-publishing my army list for a bit of public speculation.  Also, it is taken from one of my own 'home-made' lists, so I think it's only fair to pre-publish so there are no surprises on battle day.  I'll publish the full rules one day, but for now I'll make a short summary in brackets and I'll answer any specific questions in full.



First Platoon, 1/7 (Pioneer) Company 
Second Battalion
First (Praetorian) Regiment


(Army special rules: only 6+ armour allowed, -1 to all cover saves, can regroup under half strength, get a 'Close Order Drill'-style rule)


Platoon Command Squad, 155 pts
Lieutenant
- Bolt Pistol, close combat weapon
- Medal Hunter (must move/shoot/assault an enemy unit every turn)
Commissar
- Bolt Pistol, close combat weapon
4x Veterans
- Bugle (vox-caster)
- Frag and krak grenades
- Medic

Pioneer Squad, 95 pts
- Veteran Sergeant
- Frag, krak and gas grenades (cause D6 x S D6 hits on assault, one per game)
- Bugle (vox caster)


Pioneer Squad, 95 pts
- Veteran Sergeant
- Frag, krak and gas grenades (cause D6 x S D6 hits on assault, one per game)
- Bugle (vox caster)

Heavy Weapons*, 142 pts
- 3x Heavy Bolters
- Heavy Mortar with 2x extra crew

Salamander, 100 pts
TOTAL: 587 pts

*Includes 3x heavy bolters taken as part of the 'Troops' choice and one Heavy Support mortar

As I say, this is not a tournament list at all (in fact most of the rules are my own, as-yet-not-fully-playtested) but if anyone's got any thoughts as to good or bad choices I'd love to hear them.  Oh, and my opponent will be fielding a hit-and-run force of Space Marines.

Wish me luck ... I'll need it!

Comments

  1. Characterful!

    You do know that a salamander is conventionally only 55pts, right?

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    Replies
    1. What?! No I din't know that. Makes sense, they're not that tough I suppose. I was going off the old WD armoured company rules I got off a cursory Google search. Thanks for the heads up!

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    2. Curses, you can take more now ;)

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    3. Thought of a potentially beardy tweak to the patrol clash rules, with there being:

      0-1 HS, 0-1 FA and 0-1 Elites - perhaps you could exchange your HS slot for an additional FA perhaps - but there can never be more than three, and they can never be more than Troops slots. So, if you've only taken 2 Troops choices you couldn't fill all 3 potential slots with Fast Attack. Take 3 Troops, you can.

      Perhaps it should alway be one less than Troops taken...

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    4. Yup - they're even better now than they used to be too (although I know you're not in it for the win): for 55pts it can deter infiltrators within 4d6", AND it has two heavy weapons AND (and this is the truly awesome bit, especially in small games) it can issue two Coy Cmdr orders exactly as if there were a Coy Cmdr on board.

      Genius.

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  2. Just found this Force Org for alternate patrol clash - perhaps this in conjuction with GW's most recent "600pt, no restrictions" version?

    http://rocketshipgames.com/blog/wp-content/uploads/2009/06/combat-foc.jpg

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  3. I have to say that my favorite part of your list is the Heavy Mortar. I just love that! Good luck in the game.

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    Replies
    1. Thanks! That extra accuracy is really going to come in handy, and the extra punch compared to the regular mortar is really going to be felt. And most importantly, the model is stunning!

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  4. There are two types of Salamander - the autocannon equipped fast Recon version, and the Command version Drax mentions above.
    Full rules are in the ForgeWorld pdf

    http://www.forgeworld.co.uk/downloads/product/pdf/i/IA1update28AUG.pdf

    I see no reason not to combine the two by refitting a Command Sally with an autocannon though as a house rule.

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    Replies
    1. Koloth, cheers for the link there. Yeah we sometimes use the old VDR to tweak designs like that. They're too out of date to use to make 'scratch-built' vehicles any more, but the points costs for additional weapons etc are good benchmarks. May do that.

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  5. I like the medal hunter rule. Very Classy Sir.

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    Replies
    1. Thanks! It's designed to represent Capt Nero's service record as an undisciplined - but brave and impulsive - soldier. The full rules give him +1 WS and BS, but he can only issue one order per turn as he's to busy hunting medals to lead his men, as well as the move/shoot/assault thing. If you go back into the blog archives (end of Jan, start of Feb) there are some of the other Trial Officer rules. I'll post up some more in the next week or so as well, if you fancy the full set just drop me an e-mail (see profile).

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