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Made in us
Fresh-Faced New User




So I've been playing with the idea of making a drop troop guard army with a mech base of heavy tanks to help weaken the enemy before my guys start to land.  So that's the fluff/idea behind how I planned the list.  Does anyone play a list like this?  Does it work well?

I've gone with the Harakoni Warhawks doctrines, as I can't find where the rules are for the Elysian Drop-Troops.  Anyone?  So the doctrines are: Drop Troops, Storm Troopers, Special Weapon Squads, Carapace Armor and one I don't know yet?  Suggestions?

I also still have 34 Points left if you have any suggestions on where what to spend it on.  I want to try to get another 2 platoons of troops (for a total of 3 in each troop selection), but I can't seem to find the points.  Do you think I need them?  If so, what should I drop to get the points?

HQ

HQ Drop Platoon - 115  
Heroic Senoir Officer, Carapace Armor, Power Weapon, 2 Plasma Guns, Drop Troops
 
Special Weapons Drop Platoon - 100 
Special Weapons Squad w 3/Meltaguns & Carapace Armor, Drop Troops
 
Special Weapons Drop Platoon - 100 
Special Weapons Squad w 3/Meltaguns & Carapace Armor, Drop Troops
 

ELITE

Storm Trooper Drop Squad - 119 
7 Troopers, 1 Veteran w/ PW, 2 Meltaguns, Drop Troops
 
Storm Trooper Drop Squad - 119 
7 Troopers, 1 Veteran w/ PW, 2 Meltaguns, Drop Troops
 
Storm Trooper Drop Squad - 119 
7 Troopers, 1 Veteran w/ PW, 2 Meltaguns, Drop Troops
 

TROOP

Infantry Drop HQ Platoon - 85 
Junior Officer, Carapace Armor, 2 Plasma Guns, 1 PW
 
Infantry Drop Platoon - 116 
Verteran w/PW, Carapace Armor, 1 Plasma Gun, 1 ML
 
Infantry Drop  Platoon - 116 
Verteran w/PW, Carapace Armor, 1 Plasma Gun, 1 ML
Infantry Drop HQ Platoon - 85 
Junior Officer, Carapace Armor, 2 Plasma Guns, 1 PW
 
Infantry Drop Platoon - 116 
Verteran w/PW, Carapace Armor, 1 Plasma Gun, 1 ML
 
Infantry Drop Platoon - 116 
Verteran w/PW, Carapace Armor, 1 Plasma Gun, 1 ML
 

FAST ATTACK

Drop Sentinal - 50
Sentinal w/ Autocannon
 
Drop Sentinal - 50
Sentinal w/ Autocannon
 
Drop Sentinal - 50
Sentinal w/ Autocannon
 

HEAVY SUPPORT

Leman Russ Battle Tank - 170 
Leman Russ, Hull Mounted Lascannon, HB Side Sponsons, Extra Armor
Leman Russ Battle Tank - 170 
Leman Russ, Hull Mounted Lascannon, HB Side Sponsons, Extra Armor
Leman Russ Battle Tank - 170 
Leman Russ, Hull Mounted Lascannon, HB Side Sponsons, Extra Armor
TOTAL: 1966
   
Made in us
Awesome Autarch






Las Vegas, NV

This is very similar to the IG army i play.

I take 6 tanks ( a russ, bassie, demolisher and 3 hellhounds) and the rest dropping infantry.

If you are playing to maximize killiness and be as competitive as possible, then allmost all infantry would be better. I just like the IG tanks, so i took a bunch. and the rules for the elysian drop troops are in Imperial Amror 4, i believe. But they have a lot of restrictions placed on them (like no tanks and only 1 special weapon in command squads) that make them less effective. I would suggest taking doctrines instead and using the elysian models if you like them (and can afford them)

As for your doctrines, i would say drop the carapace armor, it is wasted on gaurd. Deffinately take close order drill, all of your boys will drop in base to base, and the extra LD and In is so so so good. You will find it to be invaluable, plus its free!
Take hardened vets as they are better than storm troopers in almost every way.
Special weapon squads is good
obviously drop troops is a neccesity.
The last doctrine is up to you, but i like jungle fighters as i will explain later.

That said, here are my suggestions from playing the army:

HQ:

Drop Heroic senior officer and the power weapon, he wont be around long enough to use either. Maybe give him a bolter if you have an extra point to blow. Keep each squad as cheap as you possibly can and assume that each drop squad will not survive the turn they drop. that is the reality of this army. if any do survive that is just a bonus.
Max out the special weapons on the squad, i find that 2 plasma and 2 melta is a great combo, it makes every squad versatile and effective against armor and heavy infantry, plus if you lose a squad on the drop, all your eggs aren't in one basket.

Special Weapon squads: drop carapace armor, just a waste of points, these guys are suicide troopers, keep them cheap. and take a demo charge, it is cheap, and it can wipe out an entire squad of termies in one toss, well worth the risk of the weapon, plus, again, most of these guys will only ever fire once, so who cares if it is a one shot weapon.

Elites:

Take Hardened Vets instead, they are cheaper and better. A 5 man squad with 3 meltas or plasma runs 75 points and is brutal with BS 4. Take three of them and you will love them. They drop and almost always earn more than their points back.

Troops:

On the command squad, make them the exact same as your HQ, 4 special weapons, nothing else and maybe a bolter on the leader.

Again, if you are looking to maximize efficency, drop carapace armor. it is really just wasted points. Guard should be cheap and plentiful. I give my troop squads jungle fighters and drop troopers, that way each squad can have a flamer and heavy flamer. They go after light infantry and wipe them out, works like a charm for me. Also, if you would rather, they can infiltrate (into woods) intead of dropping.
If you intend to have them start on the board, keep in mind that they will be the only soft targets to shoot at. anything that can see them and can't hurt the tanks will shoot them, so you will take a lot of casualties to incidental fire. But if you do want to use them in this roll, upgrade to the las cannon.

Fast attack:

the sentinals make really good drop squads, actually. And the autocannon is nice because when dropping you usually get rear and side shots, so str 7 is good enough most times plus 48" range lets you drop at a safe distance, and the two shots helps to increase accuracy. I use Hellhounds here and they are a burtally effective tank for the points. at 123, you get a nasty anti infantry tank with extra armor and smoke. They daw fire away from the russ's and they just punk light infantry. But if you like the walkers then go for it, they will be very effective at taking table quarters and harrasing the enemies back lines.

Heavy:

The russ is a great tank, really cant go wrong with it, although infantry are more survivable than vehicles, but i couldnt bare to play gaurd without at least one tank on the board. However, drop the hull lascannon and go with 3 heavy bolters. you will find that to work much better and it will save you some points.
You may want to swap a russ for a bassie to hit hidden targets and to take improved comms. You need to control your reserve rolls as much as possible with this army.



On the whole, i say buy more troops with your extra points, the IG drop army needs numbers to succeed. I have 6 tanks and 97 dropping infantry with as many special weapons as i can pack in (which is a ton). When everything works and your dice are hot, you will just wipe your opponant's army off the board by turn 3, but when things go bad, they go really bad and you get just creamed. i play it just for fun, becuase i love the IG and the idea of a band of brothers type army really worked for me.

it is a really fun army to play as well as you and your opponanat will usually kill hordes of stuff, but if you ever roll alpha for your mission, expect a serious up hill battle.

anyway, hope that helps, and good luck!

   
Made in ca
Dakka Veteran




The Hammer

Reecius hits the nail on the head very nicely. The Harakoni doctrines are more for people extremely taken by their fluff. The only thing I might add is Demolishers or Heavy Weapons Platoons are useful to contain your NME's deployment in Cleanse, etc. - "push back" that is either sacrificial - 40 point Heavy Support squad with lasguns - or very resilient and threatening - F AV 13 + just under 20 sq " of S10 AP2 death = fun.

Also, note that each platoon counts as ONE troops choice - a minimum of three squads for one compulsory Force Organization Chart slot using the basic Codex - so you need either an armoured fist - gets you a baby Destructor or a much weaker version of a Hellhound depending on your choice of weapons - a second platoon, some conscripts, 5 Grenadiers, or SOMETHING to make your list legal.

When soldiers think, it's called routing. 
   
 
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