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Made in gb
Regular Dakkanaut




Hi all, I apologies in advance for the meandering nature of this post but I'm interested in getting a few views and opinions on things. I apologies in advance if this is a very uninformed list, I've borrowed a couple of codecies off friends but have yet to get my hand on the lastest rule bug but reading these forums for the past couple of weeks has given me a general flavour of how things work.

First a bit of back ground, for a short while I collected IG as a kid a never got to heavily into the gaming side of things it was more a case of I liked building models and I had friends who played. That was back in the days of 3rd edition, however recently a friend got me into reading some of the 40k fiction (mainly Ciaphus Cain) and I've been biten by the bug again, I'm a sucker for anything with an indepth background as it fuels my escapism although grim dark can be frustrating at times with its inconsistancies and everyone tying to out do each other.

Getting to the point I'd like to start collecting guard again, it will be a piece meal endevour but 2000pt is my aim, however I quite fancy an allied force for a bit of diversity, Tau was tempting as I can tone down the psychic element with a rebel guard faction but the armies are to similar in tactics for my liking. A deep striking space marine element though has taken my fancy with the expensive, elite nature contrasting with the cheap and expendable guard, and also allowing CC competancy and some fun and games in my opponents quarter. Originally I was looking at Deathwing allies with Belial and 2 terminator squads deep striking due to the reliabitity of the strike, however while noseying around on the net I came across the Mentors chapter and they seemed to suit my idea of fluff with them "lending" expertise and individual squads to IG and other SM chapters. Now I'm considering a SW allie as the way they work seems like it could fit in with this with their drop pods options and Wolf Guard so I could just use them and alter the asthetics.

On top of this I'm hoping to make a fairly fluffy force, I spent a (very) little while with her majesty's armed forces and would like to use some of the characters I met and aesthetics influence my force, so it won't be optimal but I'd like to see if I've got some glaring gaps in my force or breaking any rules. One final point is while reading the forums I've seen that some things can wind people up, if theres anything in my force that seems cheesey let me know, originally I was looking at using forge world units for effectiveness (SABREs and artillary platforms) but have switched them with the codex variants to try keep things friendly.

Sorry again for length, anyway heres what I've got so far:

List 1;
HQ (90pts)
Company Command Squad (90pts)
Lascannon (20pts), Regimental Standard (15pts), Sniper Rifle (5pts)
Company Commander
Close Combat Weapon, Laspistol


Infantry Platoon (595pts)
Heavy Weapons Squad (105pts)
3x Lascannon
Heavy Weapons Squad (105pts)
3x Lascannon

Infantry Squad (75pts)
Missile Launcher (15pts)
Sergeant
Laspistol, Power Weapon (10pts)
Infantry Squad (80pts)
Grenade Launcher (5pts), Missile Launcher (15pts)
Sergeant
Laspistol, Power Weapon (10pts)
Infantry Squad (80pts)
Grenade Launcher (5pts), Missile Launcher (15pts)
Sergeant
Laspistol, Power Weapon (10pts)
Infantry Squad (80pts)
Grenade Launcher (5pts), Missile Launcher (15pts)
Sergeant
Laspistol, Power Weapon (10pts)

Platoon Command Squad (70pts)
4x Meltagun (40pts)
Platoon Commander
Close Combat Weapon, Laspistol

Veteran Squad (115pts)
3x Plasma Gun
Veteran Sergeant
Close Combat Weapon, Laspistol

Vendetta (130pts)

Ordnance Battery (270pts)
Medusa (135pts)
Heavy Bolter
Medusa (135pts)
Heavy Bolter

Logan Grimnar (275pts)

Dreadnought (150pts)
Multi-Melta, Searchlight, Smoke Launchers
Dreadnought Close Combat Weapon
Heavy Flamer (10pts)
Drop Pod
Storm Bolter

Troops (245pts)
Wolf Guard Pack (Troops) (245pts)
Drop Pod (35pts)
Storm Bolter
Wolf Guard (38pts)
Combi Flamer/Melta/Plasma Power Weapon, Terminator Armour
Wolf Guard (38pts)
Combi Flamer/Melta/Plasma , Power Weapon, Terminator Armour
Wolf Guard (48pts)
Storm Shield, Thunder Hammer,Terminator Armour
Wolf Guard (48pts)
Storm Shield, Thunder Hammer, Terminator Armour
Wolf Guard (38pts)
Combi Flamer/Melta/Plasma,Power Weapon, Terminator Armour

Aegis Defense Line (100pts)
Gun emplacement with quad-gun

Ok with this one the plan is blob up the infantry and stick Logar in there to hopefully keep them on the table with ATSKNF, as well as give them some increased effectiveness with the other attributes like tank hunter and fearless he can lend; I'm also hoping that him along with the few power weapons I've dowled out among the sergeants that they can whittle down anyone who assaults them, I admitt probaly not the best use of points but it reassures me to plug that hole. On top of that I'm hoping to use Logar to man the quad gun with his BS5. I'll admitt this is pretty cheesey, my fluff reasoning is that he's an advisor for my force, the reality is I was going use as standard wolf loard for the role but realised I need to use Logar for Wolf guard to be troops. I'm also aware that missle launchers and grenade launchers are the least effective weapons choices, my reasoning is two fold I like the aethetics, the wheeled heavy weapons aways seemed daft for an infantry squad (even if I wont be moving them) plus the flexability in role suits an "all round" squad (I also like the thought of all the blast templates, even if the spread of models means it doesn't count for much).
The main things I'm worried about in this force are:
.Lack of AV 14
.Only 2 pie plates
.Am i being daft in including the lonely vendetta and veteran squad, the role is anti armour andd then to hold any objective the deep stikers manage to free up. But is it worth while with out the multiple redundancy the guard relies on?


List 2;
This one is even less practical but I'd be interested if anyone can make it work. Going for an 8th army vibe with infantry advancing under armoured cover (even if it is normally vice versa with the guard)

Company Command Squad (85pts)
Lascannon, Regimental Standard
Company Commander
Close Combat Weapon, Laspistol

Infantry Platoon
Infantry Squad (55pts)
Flamer
Sergeant
Close Combat Weapon, Laspistol
Infantry Squad (65pts)
Flamer
Sergeant
Laspistol, Power Weapon
Infantry Squad (65pts)
Flamer
Sergeant
Laspistol, Power Weapon
Infantry Squad (110pts)
Flamer
Commissar
Bolt Pistol, Power Weapon (10pts)
Sergeant
Laspistol, Power Weapon

Platoon Command Squad (70pts)
4x Meltagun (40pts)
Platoon Commander
Close Combat Weapon, Laspistol


Veteran Squad (135pts)
Lascannon 4x Lasgun, 3x Plasma Gun
Veteran Sergeant
Close Combat Weapon, Laspistol
Veteran Squad (135pts)
Lascannon , 4x Lasgun, 3x Plasma Gun
Veteran Sergeant
Close Combat Weapon, Laspistol
Veteran Squad (135pts)
Forward Sentries , Lascannon , 4x Lasgun, 3x Sniper Rifle
Veteran Sergeant
Close Combat Weapon, Laspistol

Leman Russ Squadron (470pts)
Leman Russ
Heavy Bolter
Leman Russ
Heavy Bolter
Leman Russ Exterminator (170pts)
Heavy Bolter, Heavy Bolters


Wolf Lord (135pts)
Combi Flamer/Melta/Plasma, Frost Blade, Power Armour


Grey Hunters Pack (195pts)
10x Grey Hunter, Plasma Gun,Plasma Gun
Drop Pod
Storm Bolter

Wolf Guard Pack (245pts)
Drop Pod
Storm Bolter
Wolf Guard (38pts)
Combi Flamer/Melta/Plasma,Power Weapon, Terminator Armour
Wolf Guard (38pts)
Combi Flamer/Melta/Plasma, Power Weapon, Terminator Armour
Wolf Guard (38pts)
Combi Flamer/Melta/Plasma, Power Weapon, Terminator Armour
Wolf Guard (48pts)
Storm Shield , Terminator Armour
Wolf Guard (48pts)
Storm Shield, Terminator Armour

Aegis Defense Line (100pts)
Gun emplacement with quad-gun

This kind of works back wards to most IG lists, this time the Veterans hold the home objective, staying in cover behind the aegis to increase their survivability and provide fire support with their superior BS4. The Wolf Lord is again an "advisor" manning the quad gun and joining the veteran squad with forward sentries, I'm hoping the increased cover save makes up for lack of bodies. Meanwhile the infantry platoon again blobs up and heads up the table to meet up with the marines, with the armour hopefully keeping them out of line of site, I've figured theres no point in giving them heavy weapons as they will be moving and that flamers make the most of the poor BS and help prevent them getting charged. The comissar will try hold 'em in place and provides and extra power weapon.
To be honest I think this is the more interesting list but think that the armour will be too easily taken out.

Edit: just realised two of my wolf guard don't have TH, I'll have to knock off forward sentries from my veterans to cover that.

Once agin apologies for length.


   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

I like the sound of this, I'd be very keen to see what your models end up looking like.
   
 
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