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b4d0m3n
18-10-2005, 13:09
I had this (somewhat sudden) idea to do a Forgeworld Defense Force; an Adeptus Mechanicus based and sanctioned Armoured Company. Now, I've never seen one played, and nor have I considered collecting one. As a result, I would like some questions answered:

1) How tactically flexible is the thing? I have heard it referred to as a one-trick-pony, but looking at the list it looks varied enough.

2) Chimera squads. In short, I want some with the crew converted into Skiitari (sp?). Will they spend the whole game inside their iron coffins, or will they see the ash-choked skies of the battlefield?

3) Um. Not so much a question, really, but I would like it if you could give me a general overview of the list. I want to start at 1k and build up. Will the low points severely impair my ability to sometimes win?

That's all, lads. Thanks in advance for any answers.

Puffin Magician
18-10-2005, 13:31
Flexibility depends obviously on which list you use, and what units you take. One-trick pony? Maybe if people fill the list with standard Russes with minimal upgrades and just rain down Ordnance on the enemy. The FW list is very diverse with lots of specialist units to add flavour to the army and give you additional tactical options.

I'd guess that AF squads might last longer than they would in a standard IG force, simply because people will be shooting your Battle Tanks first. I don't like them [tank lists are for tanks], but they really do help. Having no infantry in your army means you're only able to play certain Mission types, and they certainly help with capturing objective and deterring enemy assault units.

Points will certainly restrict you, but not to the point of the army being boring or hopeless to play. Remember that the few units you have can dish out & absorb quite a bit of punishment.

Tips for the list:
Put your HQ in something that can benefit from their higher Bs: Vanquishers, Executioners, Exterminators.

Take some alternate Russes for troops; not only will it remove the stigma of "the Ap3 Ordnance army", but you'll be able to shoot on the move and fire other weapons too [in the case of the Conq/Exec/Ext].

Salamander Scouts are a good idea since they're damn quick and can run around shooting the side/rear armour of vehicles as well as grabbing table quarters and things of that nature. And they're cheap.

I'd take some unique vehicles just to differentiate the list from a normal IG force. It'll also help your "Forge World" idea, with them having access to better/rare equipment.

This is the exact direction I took with my Armoured Company [they're Forge World based], so I'll be happy to help you with any further questions you have.

igotsmeakabob!!
18-10-2005, 18:57
I too was thinking of starting guard (after finishing my tau) and this was one of the things i was looking at.

Getz
18-10-2005, 21:59
On infantry squads, In practice your ground pounders will have to work hard to keep the enem off your tanks, so it's unlikely they'll spend the whole game in their Chimeras... Don't forget you can take AF squads as Fast attack or Stormtroopers as Elites, but in oth cases they compete with "cooler" or more important units like hellhounds, sentinels, salamanders and (in the case of Stormtroopers) Veteran tanks that let you buy more troops tanks.

I would say you should try and include at least two squads of infantry, and perfaps a squadron of Sentinels, which being walkers combine many of your infantries best features with an AV value.

As for Points, Armoured Company doesn't really work at anything much less than 1500 points in my experience. HQ and two compulsory troops will cost you about 600 points on their own.

Bronco Johnny
18-10-2005, 22:35
I'm thinking of a nice 3000 point two org chart army for a game I have coming up. 1500 of armored company and 1500 of Cadians. I'm interested to hear you AC vets talk about how the tanks have worked for you in the past. I'm thinking the Cadian org chart will have 3 basilisks as heavies and then use all my Leman Russes in the AC. I have several Forgeworld turrets so it should be good clean family fun!!

GamesmasterZ
18-10-2005, 22:41
You got me interested in doing a Thread Head army...

I'm gonna' have to shell out money for my Leman's now!



Good thing I have Cadian's that I can convert into Stormies and Armoured Fist Squadrons!

b4d0m3n
19-10-2005, 00:14
Excellent. I'm glad there are so many positive responses here. About the points cost; I'm concerned mainly that I wouldn't be able to participate in lower points cost games, see? If I can have a 1k core that will occasionally win, I'm happy and I can play some short games when we don't have that much time to spare for a larger conflict. It might not be terribly effective, but I would like it as a 'base'.

On another note, I love conversions, so I will be trying to make some of the awesome AC goodies like the Destroyer Tank Hunter out of available kits. Until, that is, I get incredibly bored. :)

Other than that, have we got an AC Tactica up? Are there any useful AC resources/sites you could recommend?

Easy E
19-10-2005, 01:17
Some of the options that fall into the FA and Heavy Support slots are relatively inexpensive points wise. They also allow you to avoid the two troops per Tank Ace/Command tank issue since they aren't troops but part of the other slots. This will also shave some points off.

In the tactis section look under Tactica:Treadhead.

b4d0m3n
19-10-2005, 01:35
Some of the options that fall into the FA and Heavy Support slots are relatively inexpensive points wise. They also allow you to avoid the two troops per Tank Ace/Command tank issue since they aren't troops but part of the other slots. This will also shave some points off.

In the tactis section look under Tactica:Treadhead.

Excellent. I like. Though, er, I cannot locate the Tactica. Perhaps my search-fu is weak. Care to provide a link? ;)

Easy E
19-10-2005, 04:29
http://www.warseer.com/forums/showthread.php?t=688

Enjoy!

mostholycerebus
19-10-2005, 04:31
Even the all-russ list can be pretty flexible if you use the various (overpriced but fun) doctrines.

Gaebriel
19-10-2005, 08:00
I only have experiences with playing against Armoured Company, and we experienced that around 1,000 pts. being competitive can be difficult. As with some armies, they become more balanced at around 1,500 pts.+

The two lists differences are the Armoured Company list allows for doctrines, which can be vital and very fluffy, whereas the Armoured Battlegroup (as IIRC the Forge World list is called ?) includes more interesting goodies.

Also using doctrines can get expensive real fast, and quantity will matter, especially in small points games...

b4d0m3n
19-10-2005, 13:47
I only have experiences with playing against Armoured Company, and we experienced that around 1,000 pts. being competitive can be difficult. As with some armies, they become more balanced at around 1,500 pts.+

The two lists differences are the Armoured Company list allows for doctrines, which can be vital and very fluffy, whereas the Armoured Battlegroup (as IIRC the Forge World list is called ?) includes more interesting goodies.

Also using doctrines can get expensive real fast, and quantity will matter, especially in small points games...

Aye, I thought so. Hmm. I don't really need the doctrines if'n my conversion and paint work is nice. I'll let the general visual theme be the feature, rather than rules supporting the theme. Maybe.