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Made in us
Longtime Dakkanaut






Norfolk, VA

Hi all! My FLGS uses 2,000 points as standard for games. I've taken a little time off from 40k to help promote Firestorm Armada, but I figured I could use the time to re-tool my list a bit. Here is what I'm thinking:

HQ: Company Command Squad - 245 pts
-Officer w/plasma pistol + pwr sword; Plasmagun x4; Astropath; Officer of the Fleet; Chimera

Melta Veteran Squad - 155 pts
-Meltagun x3; Chimera

Melta Veteran Squad - 155 pts
-Meltagun x3; Chimera

Infantry Platoon - 345 pts

Platoon Command Squad
-Platoon Commander w/Power Fist; Flamer x3; Heavy Flamer; Chimera

Infantry Squad
- Chimera

Infantry Squad
- Chimera

Scout Sentinel Squadron - 110 pts
-Scout Sentinel w/Heavy Flamer
-Scout Sentinel w/ML
-Scout Sentinel w/ML

Hellhound - 130 pts

Vendetta - 130 pts

Hydra Flak Tank Battery - 225 pts
- 3x Hydra Flak Tank

Leman Russ Executioner - 295 pts
-Lascannon; Plasma Cannon Sponsons x2;Knight Commander Pask

Leman Russ Demolisher - 210 pts
-Lascannon; Multi-melta Sponsons x2

Total: 2000

Okay, a couple of questions I had to start with:

-I wanted to go with an all-mounted army, hence the regular squads being in Chimeras. Is this really worth it, or should I dismount them and spend the points on upgrades?

-I have a Manticore and a Basilisk, and I really like them both. However, I left them behind because I was worried about them becoming an easy lunch for deep striking/out flanking/drop-podding nastyness. Am I being too overly worried about this? If I were to take it, what would be the best way to protect them?

-My intention is to out-flank with the Sentinels and the Vendetta, to try and interfere with the enemy's backfield as much as possible. Is this worth it to you guys most of the time?

Thanks for your help!

 
   
Made in cy
Water-Caste Negotiator





I think its a really good list however i would consider taking out the chimeras for the infantry squads and spending it on upgrades instead as i find chimeras to be much more effective for veteran squads becuase of thier increased bs skill and better weapons. Also personally i would take out the hellhound and perhaps add a banewolf with a heavy flamer to add some extra anti horde to your army or even another vendetta to add some more firepower to your outflank.

I find the best way to protect artillary is to have it far back in your deployment zone and out of line of sight of the enemy with terrain, you may also want to take them camo netting for better cover. however i wouldnt take the artillary as it doesnt really suit your list, its more for footslogging lists rather than fast outflanking armies.
   
Made in us
Monstrous Master Moulder




Sacramento, CA

No weapons at all on the infantry squads? I'd downgrade the command squads heavy flamer so I could afford at least a couple grenade launchers or something. Oh, and somebody will be along shortly to tell you that a four flamer command squad is a mistake anyway.

This message was edited 1 time. Last update was at 2010/07/31 21:38:21


Agitator noster fulminis percussus est 
   
Made in rw
Wicked Warp Spider






I think the idea of this list is sound. That said there are a couple of changes I would make.

HQ: If you really feel you need both advisors in the CCS, go for it. However the plasma pistol is a marginal upgrade at best, and the power weapon is flat out useless. (see below)

Troops: Veterans, are good, I feel the PCS needs trimming. A HF is not worth 15 points over a normal flamer, and the power fist seems redundant - after all, the purpose of the squad is to deisembark and flame something, in that situation you will not be able to assault. In any situation where you can assault, the PCS will probably be wiped out before the fist can strike. Downsize to 4x flamers only IMO.
Infantry squads need special and heavy weapons. The cost of weapons on top of these squads is so slight no-one should ever take troops without HWTs. Autocannons are a good bet.

Fast Attack: Why does the sentinel squadron have a HF (range 9") and multilasers (range 36") in the same unit? Pick one or the other. IMO multilasers, not many savvy opponents will ignore outflanking units and place their infantry within 15" of the board edge.
I would like to see a hull-mounted MM on the hellhound, in my experience that is a sweet option which adds lots of flexibility.

Heavy Support: all good but a little bloated choices. Hydras are great but you only need 2 in a squadron. Executioner, fine, but both the lascannon and pask seem unnecessary - the tank is already great at its primary job at 230 pts, why have you made it 295? Demolisher, likewise, is great at tank-killing, but you might be better off taking the naked version and saving up for some seperate meltaguns.

Hope that helps.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Yeah, the thing that really bugs me about the list is the utter lack of weapons on the infantry squads.

Also, sending out your AV12 into he fray while your AV14 hides back in the bushes firing sponsons doesn't sound like a good idea. I'd drop the sponsons so that you can kepe your AV14 presense in front to help the chimeras. If you're going to keep your HS back behind the bushes, then take artillery. More damage for cheaper.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in us
Longtime Dakkanaut






Norfolk, VA

Thanks for the suggestions! It is a little late, so I will have to do the number crunching tomorrow, but here are some of my thoughts on what you guys have suggested:

Some of the reasons for the problems you pointed out are the models I have; for example, I have two officer models, one with a PF and the other with the plasma pistol & power sword. I have enough of the new command frames to make replacements though, so that shouldn't be a problem.

The Sentinels having mixed weapons and the infantry squads having no special/heavy weapons was a result of not having enough points, but you guys gave me enough suggestions on where to make enough room that I should be able to equip them properly now. I am thinking GL/AC for the squads, and going full-on heavy flamer for the Sentinels, with the idea that they can shift hordes out of cover. If there are some points left over, I could arm them with H-K missiles to give them a little more range/punch, I guess.

The tanks are a bit tricky. My Demolisher is one of the old kits, and the metal Multi-Melta sponsons are glued on. So, there isn't a whole lot I can do to change the load-out on that tank. The Executioner is one of the new kits though, so although the sponson pieces are glued on I can shift the hull and sponson weapons (as well as the magnetized main gun!) without too much trouble. Hmm...this is dangerous. It almost sounds like a "reason" to buy another LR Demolisher kit .

What do you guys think of taking a Chimera away from something and mounting that unit in the Vendetta instead? It bugs me that the Vendetta's transport capability is not being utilized...

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Ruckdog wrote:My Demolisher is one of the old kits, and the metal Multi-Melta sponsons are glued on.

Acetone (finger nail polish remover), and a hobby knife will be your friend. Unless you used plastic cement, the acetone should do a pretty good job of releasing the glue, just make sure you only get it on the glue you want undone.

Ruckdog wrote:What do you guys think of taking a Chimera away from something and mounting that unit in the Vendetta instead? It bugs me that the Vendetta's transport capability is not being utilized...

Honestly, I'd ditch the vendetta so that you can take more stuff in chimeras. Your list is sort of fraying at the edges a bit, and could use a little consolidation. Every one more of something you're spamming peripherally helps everything else you've spammed. As such, get more chimeras/other tanks, or drop things like the hellhound in order to get at least two vendettas.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Longtime Dakkanaut






Norfolk, VA

Ok, here is my revised list. It reflects some of the changes suggested above, although for now I am keeping the Demolisher the same as I don't want to rip apart the model, although I might replace it down the road. Actually, I'm "adding" a dozer blade because I forgot the model had one (The CCS chimera now has one too for the same reason). I am also holding on to the Vendetta, mainly because it is one of my favorite models. I understand that it is a bit of a big target since there is only one on the table, but I'm willing to take that chance! It is magnetized, so I guess I can always swap it for a Valk with rocket pods. By getting rid of the PC's power fist and the Heavy Flamer, I was able to add the GL's and AC's to the squads for no additional points cost (!). Also, I dropped the Astropath, Pask, and the hull LC from the Executioner, which freed up enough points for a second Hellhound. Anyway, here we go:

HQ: Company Command Squad - 205 pts
-Officer; Plasmagun x4; Officer of the Fleet; Chimera w/Dozer Blade

Melta Veteran Squad - 155 pts
-Meltagun x3; Chimera

Melta Veteran Squad - 155 pts
-Meltagun x3; Chimera

Infantry Platoon - 345 pts

Platoon Command Squad
-Platoon Commander; Flamer x4; Chimera

Infantry Squad
-GL; AC; Chimera

Infantry Squad
- GL; AC; Chimera

Scout Sentinel Squadron - 120 pts
-Scout Sentinel w/Heavy Flamer
-Scout Sentinel w/Heavy Flamer
-Scout Sentinel w/Heavy Flamer

Hellhound - 140 pts
-Multi-melta

Hellhound - 140 pts
-Multi-melta

Vendetta - 130 pts

Hydra Flak Tank Battery - 150 pts
- 2x Hydra Flak Tank

Leman Russ Executioner - 230 pts
-Hull HB; Plasma Cannon Sponsons x2

Leman Russ Demolisher - 220 pts
-Lascannon; Multi-melta Sponsons x2; Dozer Blade

Total: 2000

Thanks again for all your suggestions. I feel that this list is shaping up nicely!

This message was edited 1 time. Last update was at 2010/08/01 17:03:27


 
   
Made in rw
Wicked Warp Spider






Much better, that's a good list. Hellhounds with MMs cost 145 points though.

I still think that sentinels are better off with autocannons (since every chimera should have a HF on it, and you have 2 hellhounds, you should be alright on that front) and that the demolisher is a bit inefficient.

But overall, a huge improvement. Go forth and conquer!

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in cy
Water-Caste Negotiator





I would take out the dozer blade on the demolisher as youll probably never drive it through cover anyway, then spend the 10 points on infantry upgrades.
   
 
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