I was curious what I could do with the options in IA1se, specifically the artillery. The following list is themed "Shock and Awe"
IA seems to be getting more widely accepted around my
FLGS, especially
IA written with 6th Ed rules. I wouldn't mind scratch building some of these units, but I'd want to make sure the list was fairly optimized before I put in the effort.
While I would be happy to have a conversation about Competitive Play vs
WAAC vs
TFG via
PM, please keep it off this thread.
You might also want to read
http://www.sirlin.net/articles/playing-to-win-part-1.html
I'm looking for constructive criticism towards making the list as good as possible, hopefully a TACs list. I want to minimize it's weaknesses.
I would be especially interested in hearing from any IG player that runs a similar list. What do you have trouble with?
Total Roster Cost: 1999
Elite: Heavy Mortar Battery (150 pts)
3 Heavy Mortar Battery
9 Guardsmen
2x Elite: Hades Breaching Drill (2x 110 pts)
1 Hades Breaching Drill
9 Assault Squad + Flamer x2
1 Veteran Sergeant
HQ: Lord Commissar (85 pts)
+ Melta Bombs + Power Axe)
Troops: Infantry Platoon (714 pts)
1 Infantry Platoon
4 Platoon Command Squad + Flamer x3 + Heavy Flamer (Vendetta 1)
1 Platoon Commander
9 Infantry Squad + Flamer x1
1 Sergeant + Power Axe
9 Infantry Squad + Flamer x1
1 Sergeant + Power Axe
9 Infantry Squad + Flamer x1
1 Sergeant
2 Sabre Weapons Battery +
TL Lascannon x2
4 Crew
2 Sabre Weapons Battery +
TL Lascannon x2
4 Crew
1 Sabre Weapons Battery +
TL Lascannon x1
2 Crew
1 Sabre Weapons Battery +
TL Lascannon x1
2 Crew
1 Sabre Weapons Battery +
TL Lascannon x1
2 Crew
Special Weapons Squad + Flamer x3 (Vendetta 2)
Special Weapons Squad + Flamer x3 (Vendetta 3)
Troops: Veteran Squad (165 pts)
9 Veteran Squad + Heavy Flamer + Meltagun x2
Gunnery Sergeant Harker
Aegis Defence Lines (1#, 50 pts)
3x Fast Attack: Vendetta Gunship Squadron (3x 130 pts)
1 Vendetta
3x Heavy Support: Heavy Artillery Carriage Battery (
IA) (3 x 75 pts)
1 Heavy Artillery Carriage Battery
4 Guardsmen
That's ...
13 Artillery (3 of them Heavy)
16
TL LC all with Skyfire and 7 with Interceptor
6 Barrage Big Blasts
a 31-man tarpit combined IS unit
4 highly mobile scoring units
6 other scoring units
2 small blast Melta Rams
16 Flamers
2 Heavy Flamers.
It's not as much Melta or Plasma as I usually run, but there's far more LasCannons than usual, so I'm not too worried. I could take out the Heavy Flamers and modify some of the weapons choices.
I'm really enjoying the idea of T7 W2(or 4) Artillery. No more Shaken or Stunned wasted turns. No more death by a single Metla shot.
I considered condensing the Sabre units into 3-2-2 instead of 2-2-1-1, but that's 20 vs 22 Kill Points - not much of a difference. This way, if my lines are breached, fewer are tied up in
CC, and I can split fire more flexibly.
The Interceptor on the Sabres gives me a chance vs Flyers, Swooping
MCs, DSing Dreadnoughts, etc
Specifically, the chance to kill them before they can do anything
I'm not worried about Gunline, Mechanized, Flyers or Hybrid builds. Also, anything that reserves a lot is going to have difficult choice when bringing units on the table.
Dedicated CC builds with high model count, especially those with enhanced mobility, are my current nightmare scenario. DPA with 4+ pods turn 1. GKs Henchmen in Land raiders and/or StormRavens, etc
Thanks, let me know what you think