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Made in us
Regular Dakkanaut



Odessa, TX

So the new Imperial Guard book has more or less been completely leaked now so I am working on tooling up my old list. I have come up with the following "shell" of a mechanized list which is 1365 points and am curious about ideas for what to do with the last 385 to 485 points (I usually play 1750 to 1850):

Command Squad .... 155 points
Master of the fleet
Lascannon
Chimera

Platoon no. 1:

Command Squad ...105 points
Lascannon
Chimera

3x Infantry Squad ...140 ea. (420 total)
Lascannon
Plasma Gun
Chimera

Platoon no. 2

command squad ...105
Lascannon
Chimera

2x Infantry Squad ...140 ea. (280 total)
Lascannonn
Plasma Gun
Chimera

2x Griffon ... 150
2x Griffon ... 150

Total: 1365

I like this shell for several reasons. One, I have most of the models. I need some griffons but that is it. Two, it is quite a bit of mobile firepower. There are 8 Chimeras all of which have a lascannon that can fire out of one of the 5 fire points (that as best I can tell do not make the vehicle open topped). Everything in the list is in an armour 12 shell and with master of the fleet I should be able to mitigate enemy outflankers somewhat and thus make side armor shots that much more difficult. Three, the four griffons and their str 6 ordnance that rerolls misses seems like it should be a solid place to start for thinning out horde armies and strength 6 is still quite serviceable against MEQs since it tends to force a lot of saves.

My concerns are as follows:

1. units in area terrain will still be a problem to clear out as I don't have much to negate that type of save.

2. The 8 lascannons still are probably not enough to reliably handle enemy armor so the remaining points HAVE to include some anti tank units/vehicle of some sort. Drop troop veterans are certainly going to be missed...

As for what I already have modelwise I still have quite a few more heavy weapon teams, several more squads worth of guardsmen, 3 Leman Russ Demolishers with heavy bolter sponsons (these could also be made into some other type of leman russ too without too much trouble). I am also open to thoughts on adding things that I don't already have to the list. Vendettas come to mind but I am not to keep on buying $60 Valkyries and still having to convert them. Any thoughts?

Also suggestions to modify the main list are welcome though I would like to keep with the theme of pretty much everything being able to start in a vehicle so special weapon squads and heavy weapon squads are probably out.

This message was edited 1 time. Last update was at 2009/03/25 13:03:22


 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

I'm retooling my Cadians as a mechanized company which resembles your list in some respects. However, I'm using a LRBT and a Basilisk as my heavies and using far less lascannons. I'm guessing that you see opponents with a lot of AV14.

Like you I'm running a lot of Chimeras but all six of my regular infantry squads will have a HW (four HB/two AC). Every regular squad has a plasma gun. I also plan to run three veteran squads; each with two plasma and one melta. I'll equip them all with Chimeras so they can ride to objectives if needed.

My advisor will be the Master of Ordnance to add more indirect. My command squads use mortars instead of LCs since I plan on hiding them out of sight. If you keep all of your units in Chimeras then you won't benefit from orders. The Bring it Down order would help your LCs out. I'm also running a pair of scout sentinels with HK missles that will outflank.

Why not change a Demolisher into a LRBT and take Knight Commander Pask? He's pretty good (BS4, reroll wounds and add 1 to armor penetration as long as the vehicle remains stationary) but would work better if your LRBT had a hull LC. I guess another way to bump up your AT is to add HK missles to your Chimeras but they're one shot only. Could you add MLs and meltaguns to your two dismounted infantry squads?

Also since I don't like enemy deep strikers and demons, I'm taking an inquisitor and two mystics for 34 points to get the opportunity for a free shot (preferably by my LRBT) if the enemy gets too aggressive and tries to land too close.

This message was edited 2 times. Last update was at 2009/03/25 04:32:16


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Regular Dakkanaut



Odessa, TX

Thanks for the reply. Actually the two infantry squads that don't have anything listed under them are armed identically to the above infantry squads (Chimera, lascannon, plasma gun), hence the identical point costs. I will edit the above to be more clear.

As for the need for more anti tank firepower it is really just a matter of my list under 5th edition vs. 4th edition. Under 4th ed. rules (which is what I had mostly played the list under) 6 or 7 lascannons could usually get the job done since there weren't a lot of landraiders and glances were more dangerous. Now, under 5th ed. rules (which I admittedly have not gotten to play as much as I would like) 6 or 7 lascannons just doesn't "get there" against things with AV 14 (3 to 3.5 hits per turn on average with only a 1 in 6 chance of penetrating ...not so good).

I was thinking possibly some combination of veterans with melta guns in Chimeras and maybe dropping lascannons in the command squads and giving them meltas too.
   
Made in gb
Morphing Obliterator





Think about some russes with multi-meltas for anti-tank. for 200(ish) points you get a lascannon, 2 multi-meltas and a battlecannon on a mobile AV14 shell. All of your anti-tank at the moment comes from heavy infantry weapons, which reduces the mobility of your mechanised forces, since you have to remain stationary to fire them. An extra 2 multi-melta russes will round out your anti-tank nicely while giving you some extra horde killing to boot.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Hardened Veteran Guardsman




my mechanized army uses 3 hellhounds and 3 Russ's.

Chimeras can get smoked pretty bad to standard bolter fire, or basically anything streth 4 or higher which is about 80% of weapons and Assault marines or terminators will have a field day. Theres no way you can keep the front armor pointing at everything especially with infiltrators, deep strike, drop pods, reserves, teleport, hunter killer missles and artillery. I have never used 8 chimeras so it might work but I usually brin hefty fire power to the table.

You also have heavy weapons in every squad which is ok but now you are reducing mobility which means a lot of your guardsmen cant move. I found heavy weapons for effective as support squads in my HQ or only using half my squads with heavy weapons. I am a fan of grenadiers myself.

This message was edited 2 times. Last update was at 2009/03/25 17:42:58


3000 pnts
1500 pnts 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

@Silentway

In the new codex, Heavy Weapons Squads appear to be riskier options than before. As a result, I dropped all of mine (LC, AC, ML, HB). One Sentinel with a multilaser can kill the whole squad now or at least make it fall back. We've lost the LD bubble so the HWS is using its LD of 7.

A Chimera with turret multilaser, hull HB, and pintle HS costs 10 points less than a HB HWS. I think the Chimera will live longer too. I think the Vendetta with 3 TL lascannons at 130 points is better than a LC HWS at 105 points. The only HWS that may be worth the risk is the AC HWS at 75 points. There appears to be no S7 Heavy 2 48" range alternative that is equally cheap.

This message was edited 1 time. Last update was at 2009/03/25 21:58:03


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Drop Trooper with Demo Charge






Just one question. Looking over the rumor summaries I have access to, I see no point costs for unit upgrades. How are you determining these?

But on topic, no guard army is complete without at least two hellhounds. Fast, large death template, cover destroying goodness in this age of 5e cover saves.

"No pity. No remorse. No fear." - Black Templar battle cry

"Heroes of Armageddon! You have withstood the evil savagery of the Orks, and they have nothing left for you to fear. So raise high the black banners of vengeance - now is our time." - Commissar Yarrick

Check the guard blog: http://www.dakkadakka.com/dakkaforum/posts/list/344305.page 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

@MEanBob

Look in the News and Rumors: IG Codex thread starting on this page http://www.dakkadakka.com/dakkaforum/posts/list/150/234000.page#629756

I haven't seen all the upgrades and all of the info I have seen is just rumor until I see the actual codex.

Hellhounds are good but there are lots of good fast attack options. I'll try out my list with the usual Hellhound as well as several lists without it. The folks that have seen preview copies of the codex reported the new point cost at around 130 points.

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Regular Dakkanaut



Odessa, TX

MEanBOb wrote:Just one question. Looking over the rumor summaries I have access to, I see no point costs for unit upgrades. How are you determining these?

But on topic, no guard army is complete without at least two hellhounds. Fast, large death template, cover destroying goodness in this age of 5e cover saves.


Just click on the user name "middle" by the IG codex thread and you can view all of his posts. Just cut and paste them into a word document and you have 90% or more of what you need from the codex and if you combine it with what is one warseer you get closer to 99%.

Also, agreed on the heavy weapon squads. In this list at least they are junk (and frankly I think they are junk everywhere else too). They can't take a chimera so will be out in the open with no screening infantry. They now die to any str 6+ weapons pointed at them due to the "instant death" rule, they can't take a vox so can't reliably take orders and are also going to be testing on LD 7 since the leadership bubble from officers is gone and they can't take upgrade characters to get better leadership. I don't want my tests for orders to be 50/50 crapshoots. Also, 60 points just for the price of admission is ridiculous. Six guardsmen with three mortars should only come out to 45 points based on the price of guardsmen (5) and mortars (5). I don't care to pay a 15 point "heavy weapon tax".

This message was edited 2 times. Last update was at 2009/03/26 16:55:18


 
   
Made in us
Regular Dakkanaut



Odessa, TX

What do you guys think about this for the remaining "chunk" of the army.

I am thinking that I could drop one squad of guardsmen in a chimera to knock off 140 points leaving me with 525 points to spare. Then add the following:

2x Veteran Squads w' 3 melta guns and a vox 105 ea. (210 pts)

2x Valkyrie w' upgrade to 2 multiple missile launcher (str 4 large blast) 130 each (260 pts)

This takes up 460 points and leaves me with an additional 55 points to play around with (I could even buy a Chimera for one of the vets and choose to have them not deploy in it).

The thought would be to have the vets outflank in the valkyries and hopefully come in and break vehicles using orders to insure accuracy (or no cover saves) and then have the valkyries use the str. 4 large blasts to cause general mayham.
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

I like the Valkyrie upgrade. You can move 12", fire the multilaser and also the missle pods (S4 defensive weapons).

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Tough Tyrant Guard




North Carolina

I would stop and think about the mission in 5th and then post a list. As it is your looking at trying to blow the enemy off the board. What about going after the objectives and such.

Drop maybe a few lascannon in favor of melta guns. That way your have a some what forced advancing force to meet the enemy head on. Fair amount of the armies now days want to move forward and that is something your going to need to address.


Biomass

 
   
Made in us
Regular Dakkanaut



Odessa, TX

Good point Tarval. It definitely pays to play to the mission and not simply kill stuff (though realistically with the current, soon to be out of date, book tabling the other guy is the only way to win kill point missions).

I have been thinking about objectives and the more I do the more I like the idea of at least a couple of valkyries with some sort of troop choice in them so the list I am currently kicking around looks like this:

Command Squad ... 185
2x advisors (master of the fleet and either master of ordinance or an astropath for reserve rerolls and help with outflankers)
Lascannon
Chimera

Platoon no. 1

Platoon command ... 105
Lascannon
chimera

2x Infantry Squad ... 140 ea (280 total)
lascannon
plasma gun
chimera

Platoon no. 2

Platoon command ... 105
Lascannon
Chimera

2x Infantry Squad ... 140 ea. (280 total)

2x Veteran Squad ... 105 ea. (210 total)
melta gun x 3
vox

Valkyrie x 2 ... 130 ea (260 total)
multi laser
str 4 large blast upgrade

2x Griffon Mortar ... 150
2x Griffon Mortar ... 150

Total: 1725

This gives me 25 points to spare. I am considering using these 25 points to spread 5 flamers out between the three command squads (or most likely between the two platoon command squads) so that when things finally get close enough to assault me (or when outflankers arrive) I can have some guys do a drive by in their Chimeras and do their best hellhound impersonation. Any other thought for what to do with the remaining 25 and also thoughts on master of ordinance vs. the astropath?

Some things I like about the list are that I have a fairly solid firebase that can also get up and move when it is either time to go grab objectives or when I can redeploy to avoid incoming assaults. The valkyries also provide a nice mobile element that can hop around the board and still fire at full effect (that will also still be scoring units so long as the vets are inside). Additionally, everything is in a nice AV 12 shell so anything less than str 6 on the other side of the table is going to be sitting around looking stupid. I also have enough vehicles that I should be able to, for the most part, prevent shots on my side armor of 10.
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Hey there. took a look at the list.

I don't particularly like the standard platoon structure for mechanized armies. Standard platoons just seem to lend themselves so much better to being on the ground, forming up into a big unit and taking on a commissar. Plus all of those command squads won't really have anyone to give orders to, as units inside chimeras can't receive orders.

the company command is still worth it though, even without issuing any orders, because they are made up of BS4 veterans and they allow you to take those cool advisors.

your choice of valkyries and griffons is good. i really like those units for anti-infantry duties.

if you are going to stick to the platoons and not switch over to veterans, then buy a couple 35 point special weapon squads to put in the valks to make them scoring. Putting the veterans in there is a bit of a waste of the veteran firepower, and if they jump out then they lose the protection of the transport.

You have way more troops than you need in my opinion, I'd probably want to shift some more points into fast attack. But the combinations of units and the set up of the units is all spot on. Here is what I would do, using the models you've got.

command squad lascannon 2x meltas plus whatever advisors you want in chimera

10x vets 3x meltas lascannon in chimera

10x vets 3x meltas lascannon in chimera

10x vets 3x meltas lascannon in chimera

10x vets 3x meltas lascannon in chimera

10x vets 3x meltas lascannon in chimera

10x vets 3x meltas lascannon in chimera

valkyrie rockets

valkyrie rockets

2x griffon

griffon

griffon

I know no one is starting in the valks. I was thinking maybe they could hang back and shoot rockets untila chimera dies, then pick up the unit that falls out.

I don't know if the list i just gave fits what you are going for, but really what I'm getting at is that having an 'orders' network seems like its going to be marginalized if everyone is in a vehicle. With the new chimera, it seems like staying inside until forced to get out is the way to go. And with the veterans ability to have 3 specials and a heavy it seems like they were born to ride a chimera.

I don't think there is anything wrong competitively speaking with doing half platoon and half mechanized. In capture and control you'll ahve an objective to babysit... and even in seize ground theres always going to be one obejective close enough to footslog too.

If you do hat, be sure to combine all your infantry squads and take a commissar for them. They wont rrun, they wont fail orders and they wont get beat in combat. Great objective squatter.

more later gotta get back to work


Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in gb
Hardened Veteran Guardsman





Okay so you've written a list for a book that's not even out yet then asking people to make this "list" better dude give me some of whatever your smoking.
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

glowgos wrote:Okay so you've written a list for a book that's not even out yet then asking people to make this "list" better dude give me some of whatever your smoking.


Book might not be out for purchase, but final copies have been circulated to UKGW stores. Multiple people have taken notes and posted all rules all units and all points costs.

Most of the units function very similarly to units from an army book thats been out for around 10 years.

Even a very slow person can read and understand the impact that points reductions or new special rules can have on his army.

Oh, and I've been playing a few games with these leaked rules as well.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Regular Dakkanaut



Odessa, TX

Shep, thanks, some very good suggestions there. The more I think about it the more I like the concept of veterans in Chimeras. The four special/heavy weapons that can shoot out at BS 4 seems really good. I had initially thought only of outflanking meltas with the veterans but you are right that a 35 point special weapon squad could do it almost as well in a Valkyrie without giving up near as many points to return fire and assault (and most importantly still making the Valkyries score). I wish they could take a vox though so I could reliably twin link them.

I do think I want to field at least one "regular" platoon though so that I can get a couple of special weapon squads for the valkyries and have at least one good "blob" platoon, possibly armed with autocannons (they're SO cheap now) to camp objectives along with a commisar. Sort of on the same subject it seems like the Autocannon is just really good in this new book. It is cheaper than before, gets lots of shots to take better advantage of orders and is high enough strength to threaten any non AV 14 vehicle.

At some point later today or tomorrow I will try to put a modified list together and see what I can come up with using a configuration more in line with what you are talking about.
   
Made in gb
Hardened Veteran Guardsman





Well i cant be bothered to look through hundreds of posts so il take your word on it.

As for advice (LOL) id say take more men instead of a small elite force, have infantry squads armed with the autocannon maybe plasma gun but just take a grenade launcher or flamer if plas cost to much. then take lots of leman russes, then use Vultures for Anti tank.

I would also never use lascannons in my infantry squads .

The idea in this is you have troops + chimeras for light infantry and light vehicles leman russes for MEQ's and vultures for heavy armour and Mc's.

   
Made in us
Regular Dakkanaut



Odessa, TX

OK, here's a rough draft list using the vets with chimeras and attempting to make more use of the command structure:

Command HQ ...210
2x advisors (master of the fleet and either ordinance or astropath guy)
2x melta gun
lascannon
vox

Platoon Command ...90 pts
flamer
vox
chimera

Infantry squad ...105
autocannon
flamer
vox
commisar

2x Infantry squad ...65 pts ea (130 total)
autocannon
flamer

2x special weapon squad ... 65 ea (130 total)
3x melta gun

3x vet squad ...175 ea (525 total)
3x melta gun
lascannon
chimera

2x Valkyrie ...130 ea (260 total)
str 4 large blast missile upgrade

2x Griffon ... 150
1x Griffon ... 75
1x Griffon ... 75

If I did my math right (always questionable) that should be 1750 even

This list has a bit less armor than the list above but it also has a 30 man squad that can camp out on an objective and tarpit a lot of things in an assault if necessary. In theory the griffons and missle pods on the valkyries should be able to thin out most hordes before they can give this unit a problem. My thoughts on the weaponry for this unit are that the autocannons should provide good long range support and when something gets close they can just walk up, flame it and use the front, rank second rank order for a bazillion lasgun shots. The vets can either hold back with long range BS 4 lascannons or move up for some hot, melta gun action. I actually feel like I might have gone over the top with melta guns but I'm not sure. I am also still torn on master of ordinance vs. the astropath in the command squad. I am leaning towards ordinance since the valkyries can just scout instead of outflank. Thoughts?

Also, glowgos, if you want a good summary of the IG codex just click on the user name "middle" underneath the IG Codex thread and you can view all of his recent posts most of whcih are the various sections of the new book. Much easier than sorting through a 30 page thread.
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

tomguycot wrote:...the Autocannon is just really good in this new book. It is cheaper than before, gets lots of shots to take better advantage of orders and is high enough strength to threaten any non AV 14 vehicle.


Yeah. With the +1 strength order as an option, it gets really shockingly good. Autocannon and lascannon seems like the two real standouts. They can really benefit from every order given, whereas the heavy bolter and mortar don't really care about +1 strength vs. vehicles and the missile launcher just becomes a bad lascannon with +1 strength. ML isn't cheap enough for me to give up possible strength 10 or possible heavy 2 strength 8.

I am contemplating taking heavy bolters in my infantry blobs, if only because I know the only units that they'd fire on once the range got close would be infantry. but even then, autocannons really give you that option, if facing a rhino horde or MC spam, to twin-link or +1 strength them and go for it for a turn.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Tough Tyrant Guard




North Carolina

The only time KP becomes an issue is when I face kron. If in a tourny it comes down to a phase out because most of the time they are running the 3x5 destroyers. Though this has only happened once and any other time I have managed to remove and or phase out before it became a problem. Also I run a very fluffy army and am able to handle the KP section of the game with out that much of an issue. Though the biggest issue for KP and Guard is that a lot of players like to run the Drop/DS five man units. Granted your going to really wreck some havoc, your also looking at a five manish squad sitting in somebodies else deployment zone that is easy to kill. More less a KP for a KP which could hurt you later on in the game.

As of now I only try to flank for fun with my two sents and Eversor. Though the Eversor has only really paid off a few times with just a few hits. Over all I am thinking of dropping him because he's really just a fear factor threat and thats little to be afraid of with the new rules and big units like orks.

Biomass

 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

Shep wrote:
tomguycot wrote:...the Autocannon is just really good in this new book. It is cheaper than before, gets lots of shots to take better advantage of orders and is high enough strength to threaten any non AV 14 vehicle.


Yeah. With the +1 strength order as an option, it gets really shockingly good. Autocannon and lascannon seems like the two real standouts. They can really benefit from every order given, whereas the heavy bolter and mortar don't really care about +1 strength vs. vehicles and the missile launcher just becomes a bad lascannon with +1 strength. ML isn't cheap enough for me to give up possible strength 10 or possible heavy 2 strength 8.

I am contemplating taking heavy bolters in my infantry blobs, if only because I know the only units that they'd fire on once the range got close would be infantry. but even then, autocannons really give you that option, if facing a rhino horde or MC spam, to twin-link or +1 strength them and go for it for a turn.


According to Dakka Dakka and Warseer, the order to get +1 strength has been debunked. It's not one of the six available orders. Have you seen a different rumor or have you seen the +1 strength in the new rulebook?

I agree with your comments about the versatility and utility of the AC, even if it doesn't get +1 strength.

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

Here's one of my Mech Company lists to playtest when the new Codex is out. It's based on models I already have
except for the Master of Ordnance, the Psyker Squad and Inquisitor with mystics. I wanted to try a mechanized unit that has eight Chimeras
and only veterans as troop choices.

My only regret is that I don't have enough points to mount the Inquisitor and retinue in a Rhino. I'd like to build an =I= vehicle.

The list is very light on long range AT. Two LRBTs just won't be enough but I think I'll have fun playing the list.


HQ (1)
CCS, Chimera w/ ML, HB/HF, HS 115

Master of Ordnance 30

Elite (2)
Pysker Squad w/overseer, 7 psykers, Chimera w/ ML, HB/HF, HS 155

Inquisitor w/bolt pistol, CCW, 2 mystics 34

Troops(6)
Vet Sqd w/3 meltaguns, Chimera ML, HB/HF, HS 165
Vet Sqd w/3 meltaguns, Chimera ML, HB/HF, HS 165
Vet Sqd w/ 2 plasma, 1 meltagun, AC, HB, Chimera ML, HB/HF, HS 185
Vet Sqd w/ 2 plasma, 1 meltagun, AC, HB, Chimera ML, HB/HF, HS 185
Vet Sqd w/ 2 plasma, 1 meltagun, Chimera ML, HB/HF, HS 175
Vet Sqd w/ 2 plasma, carapace, Chimera ML, HB/HF, HS 195

Fast Attack (2)
Mars Sentinel 35
Mars Sentinel 35

Heavy Support
LRBT w/hull LC, sponson HB 185
LRBT w/hull LC, sponson HB 185

Total: ~1844

This message was edited 1 time. Last update was at 2009/03/29 04:45:47


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Regular Dakkanaut



Odessa, TX

A couple of thoughts on the list JB:

1. I am not entirely sold on the heavy stubbers. They are ten points and for that you could be putting an autocannon into one of your squads. It also takes away from one of the Chimera's main advantages in the new book ....it's cheap! At +10 points you are increasing the point cost by 18%. I would rather have that 10 point heavy weapon investment sitting inside the Chimera (and also behind several ablative wounds from the rest of the squad). Additionally, since they are the same points cost I would take the autocannon over the heavy stubber any day of the week.

2. I am not all that sold on Leman Russes in the new book either. Or at least not in this type of list. I originally had three of them in my mechanized list that I use with the current codex so I am having this same debate as I put my army together for the new book.

Their increased points value really eats into the rest of your list. It seems like the reason they are more expensive now is largely because you can field so many but with all the chimeras you don't really have the extra points to spare so you can't use enough to get the full effect of having a wall of armor 14 on the table. The list I envision them being successful in would be a mostly infantry list where your only armor is 6 to 9 LRBTs.

Also, I am not a fan of the hull lascannon at all. Yes, I know that you can shoot it along with the ordnance now but check out this thread in the tactics forum for a really good mathematical run down of why the hull lascannon probably isn't worth the 15 points that you are paying for it.
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

@tomguycot

You make many good points about the option costs for LRBTs. I am reluctant to rip sponsons and LCs off of existing models but I have some unbuilt models that I can put together. Your point about Heavy Stubbers is also a good one as many of my Chimeras will be moving at Cruising Speed (12") and using Smoke. I chose to use the point savings to make the CCS more dangerous, to add a couple of ACs, and to add a small unit of stormtroopers. I also dropped the Master of Ordnance as I'm not sure he'll earn his points when the CCS is moving much of the time.

Here's a new trial list.

HQ:
CCS, 2 plasma, 2 melta Chimera w/ ML, HF 155

Elites:
Pysker Squad w/overseer, 7 psykers, Chimera w/ ML, HF 145
Inquisitor w/bolt pistol, CCW, 2 mystics 34
5 Stormtroopers w/DS, 2 plasma guns 115

Troops:
Vet Sqd w/3 meltaguns, Chimera ML, HF 155
Vet Sqd w/3 meltaguns, Chimera ML, HF 155
Vet Sqd w/ 2 plasma, 1 meltagun, AC, Chimera ML, HB 175
Vet Sqd w/ 2 plasma, 1 meltagun, AC, Chimera ML, HB 175
Vet Sqd w/ 2 plasma, 1 meltagun, AC, Chimera ML, HB 175
Vet Squad w/ 3 plasma, AC, Chimera ML, HB 180

Fast Attack:
Mars Sent. 35
Mars Sent. 35

Heavy Support:
LRBT w/hull HB 150
LRBT w/hull HB 150

TOTAL: 1834 (I'll either use the remaining 16 points for wargear or add one more stormtrooper)

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in nz
Fresh-Faced New User




my rough new codex list:

HQ 3 plasma (since they are BS 4!)
Officer has power fist
Chimera heavy stubber (9 36" range shots each)

Primirias Psyker (2d6 S6 at BS4!)

Infantry platoon

command section 3 plasma
Chimera heavy stubber

Infantry Squad, plas & missile
Chimera heavy stubber

Infantry Squad, plas & missile
Chimera heavy stubber

Heavy weapons squad 3 lascannons

Heavy weapons squad 3 lascannons

Heavy weapons squad 3 Autocannons (75 points each? sure!!)

Heavy weapons squad 3 Autocannons

Vet squad 3 meltas
Chimera heavy stubber

Leman Russ 3 HB's

Leman Russ 1 HB and 2 heavy plasmas

Leman Russ 1 HB and 2 heavy plasmas

bang on 1750 based off the rummors, and most of it is painted

needs some advisers in the HQ and I might try to find the points for a 4th rus
   
Made in us
Regular Dakkanaut



Odessa, TX

JB wrote:@tomguycot

You make many good points about the option costs for LRBTs. I am reluctant to rip sponsons and LCs off of existing models but I have some unbuilt models that I can put together. Your point about Heavy Stubbers is also a good one as many of my Chimeras will be moving at Cruising Speed (12") and using Smoke. I chose to use the point savings to make the CCS more dangerous, to add a couple of ACs, and to add a small unit of stormtroopers. I also dropped the Master of Ordnance as I'm not sure he'll earn his points when the CCS is moving much of the time.

Here's a new trial list.

HQ:
CCS, 2 plasma, 2 melta Chimera w/ ML, HF 155

Elites:
Pysker Squad w/overseer, 7 psykers, Chimera w/ ML, HF 145
Inquisitor w/bolt pistol, CCW, 2 mystics 34
5 Stormtroopers w/DS, 2 plasma guns 115

Troops:
Vet Sqd w/3 meltaguns, Chimera ML, HF 155
Vet Sqd w/3 meltaguns, Chimera ML, HF 155
Vet Sqd w/ 2 plasma, 1 meltagun, AC, Chimera ML, HB 175
Vet Sqd w/ 2 plasma, 1 meltagun, AC, Chimera ML, HB 175
Vet Sqd w/ 2 plasma, 1 meltagun, AC, Chimera ML, HB 175
Vet Squad w/ 3 plasma, AC, Chimera ML, HB 180

Fast Attack:
Mars Sent. 35
Mars Sent. 35

Heavy Support:
LRBT w/hull HB 150
LRBT w/hull HB 150

TOTAL: 1834 (I'll either use the remaining 16 points for wargear or add one more stormtrooper)


I like it and I may try something similar as well (I imagine I will be trying LOTS of things over the next few months) though I am still thinking that instead of LRBTs I am going to try to take a bunch of Griffons and screen them behind the chimeras (I can get two for every one LRBT) which should make them fairly surviveable. I also like that they fire barrages so I can get some pinning tests at -1 LD wtih them too.

If you get a chance to test the list any I would be curious to know how the psyker squad works out for you. They are quite possibly the only elite choice in the new book that even remotely interests me.
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

tomguycot wrote:
I like it and I may try something similar as well (I imagine I will be trying LOTS of things over the next few months) though I am still thinking that instead of LRBTs I am going to try to take a bunch of Griffons and screen them behind the chimeras (I can get two for every one LRBT) which should make them fairly surviveable. I also like that they fire barrages so I can get some pinning tests at -1 LD wtih them too.

If you get a chance to test the list any I would be curious to know how the psyker squad works out for you. They are quite possibly the only elite choice in the new book that even remotely interests me.


And I'd like to know how well the advisors, Valkyries, and Griffons work for you. I've thought about adding some of these but I don't have any on hand so I left them out of the list. If there's not a mech IG tactics thread for the new codex, we probably ought to start one.

Right now I'm retooling my army to match the list I posted. I ended up popping the sponsons off of my painted LRBTs. That was actually rather easy. Then I used my saw to remove my hull LCs and had little problem replacing them with hull HBs. Given about 1/2 hour of painting tonight, the LRBTs will be good as new. My four new Chimeras arrived today. I got a deal on them on Bartertown. I'll build them this week and paint them over the weekend. I still need the psykers, inquisitor, mystics, and six each plasma guns and melta guns. I also have to paint up two ACs that I built last night. All of the other units are already built and painted (from my existing IG army on the Dakka 40K IG Army List section).

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

backslide wrote:my rough new codex list:

HQ 3 plasma (since they are BS 4!)
Officer has power fist
Chimera heavy stubber (9 36" range shots each)

Primirias Psyker (2d6 S6 at BS4!)

Infantry platoon

command section 3 plasma
Chimera heavy stubber

Infantry Squad, plas & missile
Chimera heavy stubber

Infantry Squad, plas & missile
Chimera heavy stubber

Heavy weapons squad 3 lascannons

Heavy weapons squad 3 lascannons

Heavy weapons squad 3 Autocannons (75 points each? sure!!)

Heavy weapons squad 3 Autocannons

Vet squad 3 meltas
Chimera heavy stubber

Leman Russ 3 HB's

Leman Russ 1 HB and 2 heavy plasmas

Leman Russ 1 HB and 2 heavy plasmas

bang on 1750 based off the rummors, and most of it is painted

needs some advisers in the HQ and I might try to find the points for a 4th rus

backslide, you are definitely trying some options that are counter-intuitive for many IG players. Do you get much use out of the PF in your CCS? Do your troop choices have enough strength to seize or hold objectives? Many folks are steering away from HWS but you're embracing them. I'm interested in the Primaris Psyker. You'll have to tell us how well he works out. Which unit will he join?

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Battleship Captain





Perth

@tomguycot - What do you want your CCS to do? If you're going tank hunting with it, you've got the meltas, but they'll need to be mobile, so you won't be able to use the Master of Ordnance's ability. If you keep them in the backfield for his utility (and also to use the Lascannon), then you're losing out on the utility of the meltas. I'd say go one way or the other. If they're going to be in the backfield, then at least give them plasma guns to give them more range. If they're tank hunters, drop the Advisors and add another melta. What will the job of the PCS be? It's only got one flamer but a vox, so you obviously want it to be able to benefit from orders. What are you thinking about doing with it? Will the Chimera be donated to a SWS? I'm not convinced about the Lascannons in the Vet Squads w/ the Chimeras, but hey, a BS4 Lascannon shot is a BS4 Lascannon shot. Still, that's 45 points that you could free up to use elsewhere. I'm assuming that you plan on using the Valks with the SWSs?


@JB - I think you've got a pretty good list, but I think that you and I probably have fundamental differences of opinion on the concept of mixing special weapons in squads. I'm of the school of thought that if you can take more than one special weapon that they should all be the same. However, I also know that some subscribe to the "Swiss Army Knife" approach. Not my cup of tea, but I understand the logic behind it.


@backslide - tommy's already commented on the stubbers - I feel similarly, but 36" of firepower makes sense with the plasma guns you've armed the CCS with. I'm not sure what the powerfist on the Officer is for, unless it's for show - IMHO S6 just isn't worth it - you can't really hunt tanks with it, and a 5-man squad like this would be wiped out by dedicated assault troops before the Officer could get his hits off with it. I'd say to take it out, but I can understand if you've got a certain attachment to it. It's kind of iconic. I'm assuming with all the plasma you're fielding that you face a lot of foot Marines, right? Because if you're facing heavy mech, I don't think the Lascannon HWS are worth their points. I think you're better off making more of your plasma guns into meltas for heavy tank hunting and change your Lascannons to Autocannons for lighter stuff. 12 Autocannons would put out a very nice field of fire.

Man, I wish there was a real Black Library where I could get a Black Library Card and take out Black Library Books without having to buy them. Of course, late fees would be your soul. But it would be worth it. - InquisitorMack 
   
 
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