Wednesday, May 26, 2010

It's NOT a "Leaf Blower"

I’m coining a new phrase today, so if you want to be at the forefront of “40k coolness”, read on.  I am doing this because as soon as I set up a couple chimeras in the ‘Ardboyz tournament last week someone walked up and asked if I was playing “Leafblower.”  According to Darkwynn, of BOLS fame, “Leafblower” is a term that relates to his IG army that consists of only armor 12 vehicles.  It was coined because apparently it blows the competition’s models off the table.  I think his is mostly mechanized with some Valkyries, Medusas, Hydras, etc.  I don’t care either way, it’s his army and I’m not going to copy it. Especially since I started building my current IG army 10 years again and stopped building it 6 years ago. 

The “Leafblower” term is now so widespread that people place this moniker on every IG army they see, hear about, write list for.  It is a misused term on so many levels.  At least if you’re going to copy someone’s list, but then change it and add in an Executioner because it looks so boss, don’t also copy their nickname.  I don’t see other “40k cool” phrases being used on lists they don’t apply to often.  A few of these are Nidzilla, Immolator Spam, Razorwolf, Green Tide, Pod-rines, Hoppity Vampires, Mech Angels, Goat Angels, the list goes on and on.  With all of these being thrown around none are as famous or misused as the “Leafblower”.

The point of this article is that my IG list is not a “Leafblower” list.  I am today, at this moment, coining the phrase “BusBoy IG”.  Reason for this is, if anyone asks, because it “cleans the table”.  Simple.  Now who would I be coining this phrase without some restrictions to its use.  I don’t want this moniker to be misused/overused.  I also don’t want to hundreds of people having to retire their army due to high win to loss ratios.  The restrictions to running a “BusBoy IG” list consist of the following:

Army must contain at least:
1 Company Command
1 Guardsmen Marbo
10 Ratlings with caps painted Regal Blue
2 Leman Russ Chassis vehicles
3 Chimeras
70 Guardsmen wearing tanktops without transports
3 Scout Sentinels with Multilasers – always in used in reserve
10 veterans with shotguns-must be unpainted

Army may not contain any of the following:
Commissars
Hydras
Manticores
Penal Legion
Armoured Sentinels

Okay, so now you’re thinking you’ve got what it takes to run a “BusBoy IG” list.  If you have met the above requirements, you have permission to take this new phrase to the tabletop and “clean the table”.  The list that invented this newest name in the world of 40k was posted earlier for use in ‘Ardboyz.  Have a look at it and make some changes if you like, as long as the restrictions are met, I will allow you to use term “BusBoy IG.”  Now get out there and “clean some tabletops”, but don’t come back here crying when everyone you meet says you have ruined the game with this list and you’re forced to retire the army just to save face. 


Thursday, May 20, 2010

Round 3 ‘Ardboyz Battle Report - IG vs SW

Okay, so two games down and I’m still in first place with 39 pts.  Second had 35 it think.  I needed at least some type of lead to help me place in the third round.  The army I was running had 38 killpoints in this mission, thanks GW.  My opponent would be the other Space Wolves player, but with only 2 transports/fast units, doh.  He had around 20 killpoints to give up, so again I would be forced into going for the table or probably draw at best.  His list consisted of the following:

Wolf Lord – Terminator, SS, TH – walking with Wolf Guard Termies
Rune Priest – walking with Wolf Guard Termies
Ragnar Blackmane
10 GreyHunters in DropPod – 2 meltas
10 GreyHunters in Rhino
15 Blood Claws in Crusader – Ragnar on board
3 WolfGuard Termies on Foot
Arjac Rockfist – slogging with above WGT
5 Scouts – meltabombs
5 Scouts – Heavy Bolter, sniper rifle
6 Long Fangs – 2 Heavy Bolters, 3 Lascannons

I wasn’t very impressed with the list in the beginning, but it was made tougher by him getting first turn of course.  There was a large hill just off center of the table that would block line of sight to some things from one side.

For his setup he just placed the Long Fangs on a hill, with the Rhino, Crusader and Termies in center of board prepared for charging into center of my lines.  One Scout squad and pod were in reserve.  One Scout squad infiltrated to hill in center board. 

My setup, I placed down all my infantry in firing lines with heavy weapons behind them.  I then placed Chimeras between them in intervals for frontline support.  Leman Russes flanked one side and Pask in Vanquisher in the other corner.  The Medusa lined up for a shot on the Crusader center table.  The Ratlings infiltrated into a bunker.  My army took up pretty much the entire deployment zone, which gimped part of units on right side due to the large hill near center table.

Turn 1

I fail to seize the initiative.  He drops his pod full of Grey Hunters in just about 12 inches from my Leman Russ squadron and Inquisitor.  I promptly roll 8 inches on 4D6 and don’t get to annihilate them with both templates, damn this is gonna be tough.  He rolls forward in Rhino and Crusader and shoots a couple guys with the Long Fangs heavy bolters.  The three Lascannons in Long Fang squad then blow turrets off both my Leman Russes firing at front armor. Wow.

My turn comes and I move nothing, instead gearing up for shooting.  I knock Assault Cannons off the Crusader and fail to hurt the Rhino even with loads of heavy weapons.  I explode the Drop Pod and go to work on the unit that hopped out.  After firing 1/3 of my army at them three are still standing, not good.  I also kill the Scout unit that had infiltrated to hill.

Turn 2

Again he rushes forward with Rhino and Crusader and disembarks all passengers, just in front of my lines.  The remaining Grey Hunters from pod move up preparing to melta a tank.  His termies are slowly moving closer with Rune Priest firing Living Lightning each turn, zapping guardsmen while I fail to stop him with my Psychic Hood.  His meltas explode a Chimera killing several surrounding guardsmen.  The Grey Hunters from Rhino fire all weapons and take out a unit of guardsmen.  Ragnar and Blood Claws prepare to charge.  They annihilate a unit and consolidate.  Somewhere in here another Chimera was immobilized.

My turn and I have lots of targets, but with poor placement on my part and some well timed immobilizations and wrecks cause my Chimeras to be blocking line of sight with no way to move out of the way.  This keeps me from bringing my entire army to bear in a single phase of shooting.  This turn I take out the Crusader with Medusa.  I also shoot a few Long Fangs from the hill across the board.  The Rhino I cannot destroy but I do immobilize it and blow off the storm bolter, I need those 3 KP.  My big move of this turn was tossing two demo charges from Special Weapons team among all his guys who were clumped up from previous assaulting.  I kill all but a couple of the Blood Claws with Ragnar and a majority of the Grey Hunters from Rhino.  There is also one GH left with a meltagun from Drop Pod unit.  I’m still ignoring the Wolf Guard Termies.

Turn 3

His other scout squad come in behind my army and kills Inquisitor and retinue.  Ragnar and the few remaining marines begin moving in and start dismantling my remaining men and tanks with krak grenades.  I never thought these were worth even carrying around, but in this game he killed at least 4 of my Chimeras with them.  Again though, he was lucky only wrecking my tanks instead of them being removed from board. 

So with his guys taking up positions behind wrecks and immobilized vehicles in the center of my deployment zone I begin making my way over with some support Chimeras and their cargo.  My Sentinels came in this turn and killed a couple more of his Grey Hunters from Rhino unit leaving 1 remaining.  I also take out the Rhino this turn finally.  Some infantry on the left side near the Scouts shot a couple of them while others finished off the Long Fangs across the board.  His termies are getting closer.

Turn 4

He moves up termies again and uses Rune Priest as normal.  One remaining Grey Hunter with meltagun continues to hide, while the other remaining Grey Hunter does same.  Ragnar and one Blood Claw continue to walk around destroying everything they touch, including my 3 Sentinels.  The Scout squad also blows up both my Leman Russes, killing several guardsmen in the process.

My turn and there’s little I can do besides continue to get closer trying to take a few shots at hiding marines and Ragnar and Blood Claw.  I do finally cause enough wounds to kill the last remaining Blood Claw and wound Ragnar.  Marbo comes in from reserve and I place him behind the unit of Wolf Guard termies, hoping he will turn back to deal with them.  He makes 2 Storm shield saves from the demo charge.  I finally start shooting at Wolf Guard termies causing about 10 wounds, all of which were saved.  End of turn 4 he has Rune Priest, Arjac, 2 Termies and Wolf Lord walking.  He is also hiding the last remaining Grey Hunter from each of his 2 units preserving those killpoints.  Ragnar is still on the move slaying everyone and everything in his path.  He is also hiding the 3 Scouts preserving their precious 1 killpoint.

Turn 5

His Wolf Lord breaks off from unit and destroys a Chimera.  Ragnar is still beating on tanks.  Little else going on, he has very little left.

I continue to jockey for shooting positions and fire a few shots at what I can see, all of which he makes saves for with ease.  I also shoot Marbo’s pistol at Rune Priest who had broken off from unit, wounding him.  I then charge the Rune Priest with Marbo causing 3 wounds, all of which are saved by power armor.  Rune Priest then kills Marbo with his whopping 2 attacks causing 2 wounds.

Turn 6

Again little goes on from his side due to low number of marines on the table and him not risking any more killpoints.

My turn I move a Chimera with unit to center table to claim the Battle Point he had forgotten about.  I also take more shots at what I can see, watching him make all saves and at any wounds I threw at him.

End game showed he ended with 21 killpoints to my 12 killpoints.  He only had 9 models left on the table to show for the massacre he handed me.  I still had about 35% of my army remaining on the right side of the table that never really got in position to help me out due to the wrecks in between blocking passage and line of sight.  What bothered me most about this game was the fact that regardless of how many wounds I caused on a unit he would make 90% of the saves.  Sometimes I would cause 10 wounds at once and he would roll the same 2 to 3 dice at a time until all were passed.  I feel that if you take 10 wounds on similar geared unit you should roll 10 dice, not the same 2 or 3 dice, 4 or 5 times.  This really got annoying when I saw that in 3 turns of shooting I only killed one Blood Claw and wounded a Rune Priest.

Oh well, tournament ended and I had dropped to 3rd place with 41 points.  The SW player that just massacred me finished 1st with 57 points and reklawsj finished 2nd with 55 points.  I feel bad giving up a massacre and taking 1st from my cousin.  I really wanted 1st for myself but the last mission was tough to get past without tabling. 

So we then collected our loot and hit the road for home.  I took home an Astrorath the Grim blister that I will convert to Nightlords army that I’m gonna finish up using the new Blood Angle codex.  Reklawsj took home a Skyshield Landing Pad to flesh out his collection of Planetstrike terrain and because it was the closest thing to $40 without going over he could find.

‘Ardboyz was fun this year and I’m looking forward to Semis if they ever announce the venues and it’s not ridiculously far away.  My pregnant wife and 2 year old will not let me go for more than a day. 

Wednesday, May 19, 2010

Round 2 ‘Ardboyz Battle Report - IG vs Orks

After the first round I was sitting in first by margin of 24 pts to 13 pts for second because I decided to ignore objectives and go for the table instead.  So, the second game put me against some Orks played by a great opponent.  I played him last year and we knocked each other out of top 3 by drawing last game, so I knew he would be tough but also the most fun game of the day.  His entire army was also painted, which was great to see.  Mine was fully painted except for the Medusa, 4 Ratlings, and the 10 Veterans.  This made this game look great with nice table and pretty much two 2,500 pt fully painted armies pitted against each other.  His list consisted of the following:

Ghazkull
9 Meganobs in Battlewagon with Deff-Rolla(with Ghaz)
Warboss on Bike with below
10 Nob Bikers with Painboy, Cybork Bodies, etc.
20 Shoota Boyz in Battlewagon with Deff-Rolla
12 ‘ArdBoyz in Battlewagon with Deff-Rolla
10 StormBoyz with PK Nob
10 Kommandos with Snikrot

This would be my first-ever encounter with Nob Bikers all kitted just like the internet tells you to.  The good news is this is a small army by Ork standards with only a few high cost units.  With the scenario being VPs, I knew this was a great time for me to play this army if I was gonna.  With most of my units being less than 100 pts I felt good going in.  I felt better after I rolled and got first turn, Yes! Finally. 

I chose a table quarter with some difficult terrain right in the front and started deploying my infantry in and behind this.  I then placed 3 chimeras on each flank for support and placed all Leman Russes and Medusa behind infantry wall.

For his setup, he placed all 3 BW side by side and placed all the Nob Bikers up front with the Stormboyz beside them.  He placed Snikrot in reserve.

Turn 1

Luckily, he didn’t steal the initiative and I was able to do the so-called “Alpha Strike”.  First shot of the game was with Pask’s Vanquisher, which promptly exploded Ghazkull’s BW and pinned the unit even with re-rolling check, woohoo.  Next shot was with Medusa which wrecked the second BW and forced the 12 Boyz to disembark.  Next up were 3 Lascannons and 3rd BW which was immobilized.  Not a bad start.  Now time to soften up the Nob Bikers.  So after unloading rest of army I think I killed one biker and put wound on 2 more.

His turn 1 he rushed up with bikes and flew forward with Stormboyz.  His  ‘Ardboyz walked into some ruins mid table.  His bikes shot down a couple guardsmen and it was on to turn 2.

Turn 2

I moved a couple chimeras 6 inches to get better positions, especially trying to set up for some demo charges on Meganobz later in the game.  During shooting I used Ratlings to pin the Stormboyz, stalling them for a turn.  The rest of my army fired into the Bikers, because the Meganobz were way behind the army, so no threat yet.  I eventually killed a couple more bikes and a couple more scattered wounds.

His turn 2 the Meganobz limped forward and the bikes prepared to charge.  His shoota boyz stayed in BW hoping the grot riggers would fix the tire fasta.  Being worried about dangerous terrain checks he was forced to funnel bikes into small area only charging one unit of infantry and a chimera.  So 100 VPs later, the infantry are dead and Chimera immobilised, however the Nobs are in rapid fire range in the open.

Turn 3

Again moving a couple chimeras into position I prepare for shooting phase.  This turn my trap was set and the Meganobz were close enough.  I sped forward with my Chimera with Special Weapons squad, tank shocked the Stormboyz out of the way and disembarked 2 inches from Meganobz and Ghaz.  So during shooting I tossed both demo charges into unit hoping to insta-kill most of the unit for measly investment.  Not to be, each deviated 8 and 9 inches, WHIFF.  Damn, gonna have to do this the old-fashioned way.  So more shooting saw the IG shooting down pretty much all the remaining Nob Bikers with only Warboss and Painboy remaining, both wounded.  I also finished off the Stormboyz, removing another threat.

This turn he decided to get the Shoota boyz off the wagon and begin slog toward my lines.  Also the Meganobz set up for SW squad assault.  Big news was Snikrot and Kommandos came in behind my army, I’ve gotta get some rearguard.  Shooting was ineffective maybe killing few infantry.  Good news for him, the grots changed the tire and were ready to roll, with no passengers onboard now.  Warboss and Painboy took down some more infantry but were too effective so in the open again for my turn.  Ghaz and Meganobz destroyed SW squad and their chimera without breaking a sweat and consolidated toward my lines.  Snikrot and Kommandos charged into my Leman Russ Squadron, a Chimera, the Inquisitor and Retinue, and the Medusa in a single charge.  They took down Chimera, blew battlecannon of one russ, blew siege cannon off Medusa and wiped out the Inquisitor.  Damn you loads of str 4 attacks on rear armor.

Turn 4

My turn 4 I got the Sentinels in from reserve, who walked on from my board edge to fire at Shoota Boyz on right flank.  Marbo, who didn’t even make it to the match round 1 is still sitting in reserve.  This turn saw off the Warboss and Painboy on bike with shooting.  I then turned attention to Meganobz killing a couple while they continued to walk closer.  I also thinned down both of the Boyz units on my right.  I also used a Platoon Command with 3 Flamers and a Heavy flamer to cleanse the Kommando unit.  Snikrot was wounded in subsequent shooting but not killed. 

His turn his BW moved up near battle while Shoota boyz moved closer to Sentinels and a couple Chimeras I had on right flank.  He was now getting into charge range with Ghazkull and a few remaining Meganobz.  Shooting was slight with some infantry kills again.  Snikrot then assaulted Platoon command and wiped them.  Ghaz and nobz charged a couple units and destroyed both leaving them sitting in open again.  A guardsmen put remaining wound on 1 Meganob in assault.  Who says those Catachans can’t fight in tanktops.  

Turn 5

Marbo arrives!  I place him near the shoota boy mob on my right.  I also move my second platoon command up and disembark near remaining ‘Ardboyz in ruin near center table.  I used their flamers and heavy flamer to wipe all the boyz leaving only the Nob, who turned tail and ran away.  Marbo accurately threw his demo charge and killed majority of the Shoota Boyz.   I also shot down Snikrot with a Chimera and dumped tons of shots into Meganobz killing all but one and wounding Ghaz a couple times. 

His turn he charges Ghaz into some tanks destroying one, while the nob charged one unit of infantry, receiving a wound for his trouble.  The unit held their ground.  The shoota boyz charge the Sentinels destroying one.

Turn 6

I move little, preparing for final shooting.  I finally shoot down Ghazkull with meltavets.  I fail to do anything to remaining BW that was fixed, damn.  Onto assault phase.  I charge Shoota boyz with Marbo, not much happens.  I also club the remaining wound off the last Meganob claiming those VPs.  This was great for me as would have been a waste to do that much damage and half points for only leaving one wound. 

His turn he deff-rolla’ed a Chimera and Platoon command in movement phase.  His shoota boyz stayed locked in combat with no one winning.  Game ended.

At game end I walked away with 2,250 VPs(giving my 4,750 on day) to his 1,600 and change.  End game the Orks only have 8 Shoota Boyz and a Battlewagon on the board.  Minor victory for me and I was happy to get it.  This kept me in first place with 39 pts after round 2.  I was pretty excited going into round 3 knowing I had a good chance to place and go to semi's, even being gimped with 38 killpoints due to mission.

Without my first turn of shooting being pretty amazing I definitely would have lost.  After making the Meganobz walk I was able to target specific units until they were dead, knowing the Orks would be coming in waves instead of all at once.  It was a great game showing each army’s strengths and weaknesses and the VPs made the game a lot closer than it looked on the tabletop.

Round 3 Battle Report has me facing off against a cobbled together Space Wolf army.  Stay Tuned.

Tuesday, May 18, 2010

Round 1 'Ardboyz Battle Report - IG vs SW

Having never written a battle report for my blog I thought doing some for ‘Ardboyz would be a good chance since I never really get to play otherwise.  I have only played 3 games of 40k since last years ‘Ardboyz and haven’t used my IG in 5 years.  I took a camera to take pictures but using my IG limited time to the point where I barely finished six turns by time limit.  So no pictures or notes, just memory battle reports. 

My first round of ‘Ardboyz put me against a friend who showed up to hang out and play using his Space Wolves.  Check earlier post for the list I used.  His list consisted of the following as much as I remember:

Logan Grimnar
Rune Priest
4 Wolf Guard Termies(with Logan in a Droppod)
4 Wolf Guard Termies(with Rune Priest in a Droppod)
15 Blood Claws in a LandRaider Crusader
10 Grey Hunters in a LandRaider Redeemer
2 Landspeeders
Dreadnought with Assault Cannon/Missile Launcher
5 Scouts

He of course got first turn because I only get first turn in about 20% of the games I play, so nothing new there.  So after he set up his LandRaiders midtable flanked by Landspeeders and Dreadnought, I set up my firing lines with Chimeras interspersed between them to lend support when my lines faltered.  Behind these I placed Pask in Vanquisher, then 2 Leman Russes in squadron, and Medusa.  The inquisitor was placed nearby all of my Russes.

Turn 1

At the beginning of his turn he podded in Logan and friends behind my entire army in the corner.  I used the inquisitor and mystics to take down one Termie.  He then charge forward with his Landraiders before shooting.  A wolfguard termie with Cyclone ML exploded my Medusa immediately which then killed around 10 guardsmen from surrounding units.  Otherwise not much happening yet.

In my turn 1 I turned weapons on Logans squad and killed all Termies and wounded Logan and exploded the Pod.  I then fired Pask and wrecked his Redeemer.  When the Grey Hunters poured out I fired both Russes and killed most of the unit.  I also exploded the dreadnought and took Typhoon ML off one of the Speeders.

Turn 2

This turn his reserves arrived in the form of more termies and Rune Priest podding behind my entire army again.  Also the Wolf Scouts flanked in behind Pask in the Vanquisher.  He then moved up the Crusader and Landspeeders.  In shooting phase he killed some guardsmen and wrecked a Chimera.  His Rune Priest also put the JotWW to some guardsmen killing several.  In assault he meltabombed the Vanquisher with scouts and assaulted some guardsmen with Logan killing them.

My turn 2 and I was down to only a few lascannons as ways of killing the last Landraider.  A couple lucky rolls later and it was wrecked with the Blood Claws spilling out.  Infantry squads took down a few of these.  During movement I had taken a Platoon command in Chimera with 3 flamers and a Heavy Flamer around to the Wolf Scouts, disembarked and cleansed them from the board.  I also shot all of the termies with the Rune Priest down along with their pod. 

Turn 3

His remaining models consisted of about 12 Blood Claws, Logan, Rune Priest and both Speeders.  He moved up the Blood Claws though still not assault range.  Logan and Rune Priest killed more guardsmen and Inquisitor and Retinue in my backfield.  The Landspeeders also took down some more infantry.

Finally, some reserves arrived in the form of 3 multilaser carrying Sentinels.  Marbo is still nowhere to be seen.  In my turn I positioned my Veterans to shoot at Logan and moved up a Special Weapons squad with 2 Demo Charges into position near the Blood Claws.  The demo charges and several squads of infantry took down all of the Blood Claws in my shooting phase and the Sentinels knocked down a Landspeeder.  I also wounded Logan again and wounded the Rune Priest.  The remaining couple of Grey Hunters were also shot down trying to hold an objective.

Turn 4

With only a speeder, Logan and Runepriest the SW were running out of options.  More guardsmen were killed in shooting and assault but nothing major this turn.

This turn I would shoot down the speeder with Sentinels, kill Logan with Veterans and shoot down the Runepriest with some infantry. 

So SW were tabled and I used the remaining turns to take all five objectives uncontested and take full 24 battle points.  I think ignoring the mission objectives and going for the table was the only way to massacre this scenario as you had to have 4 or 5 more to get full points.  All other games ended in draws, so I was leading with 24 points, second had 13, then some 12s and 10s.  I ended this battle with 2,500 VPs and gave up around 1,200 to the SW. 

Round 2 Battle Report has me facing off against Orks and my first game against Nob Bikers.

If you made it this far, thanks and if you have any ideas on what to change for the other round battle reports tell me.

Monday, May 17, 2010

Local 'Ardboyz Results: Made it to Semis

So, Saturday reklawsj and I made the trip down to Charlotte to play in the ‘Ardboyz Tournament at the Hobbytown USA.  Only 8 people showed up for this one including us.  I took my 3rd edition IG army out of retirement for this, reklawsj took his mechanized Salamanders.  There were also two Space Wolf players, one Blood Angels, one Chaos of the Tzeentch variety and two Ork players with 3 deff-rolla’ed Battlewagons each and lotsa Nob Bikers.  The competition was pretty strong with only a couple of the guys being new to the game.  Also this year the tables and terrain were pretty great compared to last year and there were no whiny old gamers like last year either.  Onto the results.  First place went to one of the Space Wolf players(57 pts), second went to reklawsj and his Salamanders(55 pts) and third went to me with the IG(41 pts, I had 39 going into round 3, suck).  So we will both be going to semi’s when the locations are announced. 

My first game I tabled a friend of mine in 4 turns that had showed up to play with his Space Wolves so 24 pts.  All the other tables drew each other so 6 of them had between 10 and 13 going into game 2.  Second game was against one of the Ork players with 3 Battlewagons with deffrollas, 10 Nob Bikers and 9 Meganobz with Ghazkull.  This game I took a minor victory and some battle points to be sitting in first with 39 pts.  The last game was against the other Space Wolf player.  Even though I killed everything on the table except 9 guys in the first 3 turns he still massacred me.  I had 38 killpoints to give up and he only had 20.  Game ended 21 kp to 12 kp, with him still having 8 of the 9 remaining after turn 6.  Yes, he only failed 2 armor saves(one on 2 wound character) in 3 turns of shooting.  He was a statistical anomaly that should be studied by statisticians everywhere, it was that insane, passing at least 40 armor saves in 3 turns and only failing 2.  So in game 3 I only received 2 points from battle point modifiers dropping me to third and rocketing him to first.  I will post the list I used below and battle reports for each game this week.  Keep in mind this list was written up Thursday using only models I already had built.  I have only played one game with IG in the last 5 years and none of those with the new codex.  Also, all but one tank and 14 infantry were painted, so pretty good for ‘ArdBoyz.  I plan on tweaking the list a little before Semis but don’t intend on buying/building new models.

HQ

Company Command Squad
  Company Commander
    Bolter
Sniper Rifle x 4
Chimera - Dedicated Transport
  Multilaser
  Heavy Bolter


Elites

Ratling Squad
  10 Ratlings

Guardsmen Marbo

Ordo Malleus Inquisitor
  Bolt Pistol
  Psychic Hood
2 Mystics
1 Heirophant


Troops

Veteran Squad
  10 Vets
  Shotguns
  3 Meltaguns
  Heavy Bolter
  Vet Sergeant
    Plasma Pistol
    Power Weapon
Chimera - Dedicated Transport
  Heavy Flamer
  Heavy Flamer









Platoon Command Squad #1
  Platoon Commander
    Meltabombs
  Flamer
  Flamer
  Flamer
  Heavy Flamer
Chimera - Dedicated Transport
  Multilaser
  Heavy Bolter

Infantry Squad 1
  10 Guardsmen
Plasma Gun
Autocannon

Infantry Squad 2
  10 Guardsmen
Plasma Gun
Autocannon

Infantry Squad 3
  10 Guardsmen
Grenade Launcher
Heavy Bolter

Heavy Weapons Squad
  3 Heavy Bolter Teams

Special Weapons Squad
  2 Demo Charges
  Meltagun


Platoon Command Squad #2
  Platoon Commander
    Bolter
    Power Fist
    Meltabombs
  Heavy Flamer
  Flamer
  Flamer
Chimera - Dedicated Transport
  Multilaser
  Heavy Bolter




Infantry Squad 1
  10 Guardsmen
Grenade Launcher
Lascannon

Infantry Squad 2
  10 Guardsmen
Flamer
Missile Launcher
Chimera - Dedicated Transport
  Heavy Flamer
  Heavy Bolter

Infantry Squad 3
  10 Guardsmen
Meltagun
Chimera - Dedicated Transport
  Multilaser
  Heavy Flamer

Heavy Weapons Squad
  3 Missile Launcher Teams

Heavy Weapons Squad
  3 Lascannon Teams


Fast Attack

Sentinel Squadron
  3 Sentinels
  Multilasers


Heavy Support

Leman Russ Vanquisher
  Lascannon
  Heavy Bolter Sponsons
Knight Commander Pask

Leman Russ Squadron
Leman Russ #1
  Heavy Bolter

Leman Russ #2
  Heavy Bolter
  Heavy Bolter Sponsons


Medusa
  Heavy Bolter
Bastion Breacher Shells