Friday, January 18, 2013

Adeptus Mechanicus Detachment Omicron 4 Kappa

The local shop Gaming Undergound in High Point NC is having a Warhammer 40k tournament on 19Jan13. I have decided to bring out the Adeptus Mechanicus Imperial Guard for the day. I ran through a bunch of lists, some meaner than others but decided I wanted to play with something cool, win or lose. I went through the collection and went with models I dig and that I haven't seen put on the field at the shop. I haven't played in a tournament in quite a few years but no time like the present.



So this is my working list at the moment. the Majority of the models



1850 Pts - Imperial Guard Roster - Detachment Omicron 4 Kappa

Total Roster Cost: 1838

HQ: Primaris Psyker (1#, 70 pts)
   1 Primaris Psyker, 70 pts

HQ: Company Command Squad (5#, 97 pts)
   4 Company Command Squad, 64 pts = 4 * 6 (base cost 6) + Camo Cloak 20 + Sniper Rifle x4 20
      1 Company Commander, 33 pts = (base cost 26 + Melta Bombs 5 + Boltgun 2)

Troops: Infantry Platoon (28#, 387 pts)
   1 Infantry Platoon, 0 pts
      4 Platoon Command Squad, 99 pts = 4 * 6 (base cost 6) + Medi-pack 30 + Plasma gun x3 45
         1 Platoon Commander, 23 pts = (base cost 6 + Melta Bombs 5 + Boltgun 2 + Power Weapon 10)
      7 Infantry Squad, 50 pts = 7 * 5 (base cost 5) + Plasma gun x1 15
         1 Heavy Weapons Team, 25 pts = (base cost 10 + Missile Launcher 15)
         1 Sergeant, 5 pts
      7 Infantry Squad, 50 pts = 7 * 5 (base cost 5) + Plasma gun x1 15
         1 Heavy Weapons Team, 25 pts = (base cost 10 + Missile Launcher 15)
         1 Sergeant, 5 pts
      3 Heavy Weapons Squad, 105 pts = 3 * 20 (base cost 20) + Lascannon x3 45

Troops: Infantry Platoon (26#, 309 pts)
   1 Infantry Platoon, 0 pts
      4 Platoon Command Squad, 79 pts = 4 * 6 (base cost 6) + Flamer x1 5 + Heavy Flamer 20 + Plasma gun x2 30
         1 Commissar, 45 pts = (base cost 35 + Power Weapon 10)
         1 Platoon Commander, 31 pts = (base cost 6 + Melta Bombs 5 + Plasma Pistol 10 + Power Weapon 10)
      9 Infantry Squad, 60 pts = 9 * 5 (base cost 5) + Krak Grenades 10 + Flamer x1 5
         1 Sergeant, 17 pts = (base cost 5 + Bolt Pistol 2 + Power Weapon 10)
      9 Infantry Squad, 60 pts = 9 * 5 (base cost 5) + Krak Grenades 10 + Flamer x1 5
         1 Sergeant, 17 pts = (base cost 5 + Bolt Pistol 2 + Power Weapon 10)

Elite: Guardsman Marbo (1#, 65 pts)
   1 Guardsman Marbo, 65 pts

Elite: Ratling Squad (7#, 70 pts)
   7 Ratling Squad, 70 pts = 7 * 10

Elite: Ratling Squad (7#, 70 pts)
   7 Ratling Squad, 70 pts = 7 * 10

: Techpriest Enginseer (2#, 90 pts)
   1 Techpriest Enginseer, 45 pts
      1 Servitor Unit, 45 pts = (base cost 15) + Plasma Cannon x1 30

: Techpriest Enginseer (2#, 90 pts)
   1 Techpriest Enginseer, 45 pts
     1 Servitor Unit, 45 pts = (base cost 15) + Plasma Cannon x1 30

Heavy Support: Hydra Flak Tank Battery (2#, 150 pts)
   1 Hydra Flak Tank Battery, 0 pts
      1 Hydra Flak Tank, 75 pts
      1 Hydra Flak Tank, 75 pts

Heavy Support: Ordnance Battery (2#, 150 pts)
   1 Ordnance Battery, 0 pts
      1 Griffon, 75 pts
      1 Griffon, 75 pts

Fast Attack: Armoured Sentinel Squadron (2#, 152 pts)
   1 Armoured Sentinel Squadron, 0 pts
      1 Armoured Sentinel, 81 pts = (base cost 55 + Smoke Launchers 5 + Las Cannon 15 + Searchlight 1)
      1 Armoured Sentinel, 81 pts = (base cost 55 + Smoke Launchers 5 + Las Cannon 15 + Searchlight 1)

Fast Attack: Scout Sentinel Squadron (3#, 138 pts)
   1 Scout Sentinel Squadron, 0 pts
      1 Scout Sentinel, 46 pts = (base cost 35 + Smoke Launchers 5 + Autocannon 5 + Searchlight 1)
      1 Scout Sentinel, 46 pts = (base cost 35 + Smoke Launchers 5 + Autocannon 5 + Searchlight 1)
      1 Scout Sentinel, 46 pts = (base cost 35 + Smoke Launchers 5 + Autocannon 5 + Searchlight 1)

Is it a gimmick list, it depends on your point of view. Is it optimized for total domination, I don't think so. Is it going to have problems against certain lists, yep.

I still have some points to use and I am thinking about splitting the Griffons into two squadrons of one instead of one squadron of two. I was planning on the two armored sentinels to have plasma cannons and using  my Rogue trader Imperial Guard land speeders but they were disqualified by the Tournament Organizer. It is still a work in progress because I have already came up with some minor changes just reading it here..

ColKG

2 comments:

sonsoftaurus said...

I like it. Go go Engineseers!

I would think you could get more mileage out of splitting up the hydras instead of the griffons. Lets you better engage multiple flyers at once and cover more arcs.

With a FA slot open, may as well split off one sentinel, maybe one of the scouts for an extra outflank.

Love all the snipers, should be fun against MCs and for picking guys out.

What do you plan to do with the psyker? Stock powers or a particular discipline, where will he go?

I think it would be worth investing in an aegis line, even if you don't get a gun with it. You've got a lot of guys who will want cover; bringing your own is always nice, and the hydras could benefit too.

Good luck!

ColKillgore said...

If something needs a hydra shot at it it will probably need two shot at it.

Splitting the three scouts has suffered in the past from the guard "rule of three" If a guard player wants one shot to hit he needs too shoot at it three times, and sometimes that doesn't work.

Halfing's for the win, or at least for the surprise on my opponents face when they do something. plus with the new faq they will presision shot they hit with a snap shot.

The Primaris is going to be the warlord and I plan to pick the disciplines according to my match up.

An agis would be nice but I don't have one painted up and I am only going to play with painted models.

See you at the Tournament if you are coming.

ColKG