Switch Theme:

1500pt IG: Drop trooping, Cameleoline totting, Light Infantry goodness!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran






Hey All,
as I look to focus my energies on just a few armies, one army I have always wanted to do, but never seemed to be able to was IG.  I have a great conversion idea in mind and below is the list I'd like to use.  I am relatively new to IG, so please be gentle:

Doctrines: Drop Troops, Iron Discipline, Light Infantry, Veterans and Special Equipment: Cameleoline.

Cameleoline: 100pts (for HQ, Elites and Troops)
Light Infantry: 60pts (for Troops)

Command Platoon: 85pts
JO w/ID, 4xPlasma Guns - 85pts

Elites: 225pts
5xVets, 3xMeltaguns - 75pts
5xVets, 3xMeltaguns - 75pts
5xVets, 3xMeltaguns - 75pts 

Troops: 518pts
JO w/ID, 4xFlamers 69pts
    8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
    8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
   
JO w/ID, 4xFlamers 69pts
    8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
    8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
   
Heavy Support: 495pts
Leman Russ Battle Tank with Hull Hvy Bolter, Hvy Bolter Sponsons - 155pts
Leman Russ Battle Tank with Hull Hvy Bolter, Hvy Bolter Sponsons - 155pts
Leman Russ Demolisher with Hull LasCannon, Plasma Cannon Sponsons - 185pts

Total: 1483pts

I have 17 pts left, tell me what you think?

Thanks,
Chappy P!
   
Made in us
Fresh-Faced New User





Decent list but i would dump two Russ and Iron Dis instead grab Chem inhalers and a few more Inf squads.

Ending up with 6+ inf squads 3 vets and the Leadership being  fearless (Chem makes them pin instead of breaking.).

But that a personal choice. I myself have 2k point worth of IG who are fearless drop trooping 3+  Invun saving foot slogger force. (I always run in heavy fortified city resulting in 3+ cover save.)

depending on which force I'm facing i swap some things around either feilding 1 more platoon or i go for heavy firepower with all the bells and whistles.

Current
2500 points Blood Angels
2000 points All Foot Troop IG
2000 points Terminator force (currently Imperial Fist)
Old Armies
3000 points of Eldar
3000 points of CSM (Deathguard)
2000 points of CSM (Thousand Sons)

 
   
Made in us
Regular Dakkanaut




don't bother with chem inhalers, but do drop the russes for more infantry. also, to replace those large blasts, consider special weapon squads with demo charges.

finally, what advantage, exactly, do you hope to gain from the light infantry? if you're dropping, do you really need infiltrate? I just don't see LI + chamo + droptroops jiving well together. either do drop troops or chamo+LI

Went digging through my old posts, and guess what? I've been hating on mat ward since before it was cool

http://www.dakkadakka.com/dakkaforum/posts/list/244212.page 
   
Made in us
Regular Dakkanaut





I'm a little worried over the small number of troops that you're bringing to the table. My Advice is to drop all three of the tanks, convert your HQ to a leadership squad (standard, iron discipline, honorifica imperialis) and add another platoon of a command squad and three infantry squads. That way, all of the las plas squads of the world will have nothing to shoot at and your men will still hold out versus bolter fire. Word of advice: shoot any flame template weapons ASAP.
   
Made in us
Regular Dakkanaut





Oh, and your doctrines are fine. Think of it as a special forces deal...you know, jumping in behind the lines and that sort of thing.
   
Made in us
Nasty Nob






Gardner, MA

I am currently struggling with the same decision: to include armor or not too. In the end, I made the decision that indirect fire is necessary in a guard list. It is necessary to compete against other indirect fire assets, Tau jump suits, tactics that deny half of your gun line from engaging and to help alleviate the static constraints of the IG gunline. All guard lists are essentially static - yes even drop troops and yes even Mechanized (ok maybe not AC lists, but thats a big maybe). To satisify the indirect fire requirment (one that does not rely on a mission requirement to be present - like drop troops), there are:

Mortars
Bassies
Griffons
Heavy Mortars, thudd guns (forgeworld)
Possibly Hellhounds (yes its a direct fire weapon, but its an area weapon with range, it can move and shoot at full capacity and exposing the side armor is not a liability).

Currently - I think the best options are:
Bassies - these are big however and get popped quick
Griffons - lower profile and AP value means longer lifespan

Ill have to wait and see about the new forgeworld options.

Id keep some armor in your list but replace what you have with 2 indirect fire platforms - that would free up 240+ points for more men.

A man's character is his fate.
 
   
Made in us
Dakka Veteran






I can't go in depth right now, but I'll try to answer a few questions...

For Drop troops and Light infantry, I am going for a special forces type army. I like the fact that I can either drop or infiltrate and with infiltration I can have more control over where I deploy and to deploy where I am needed most...

Cameleoline: Cover saves rock, with my nid-zilla's I have learned the importance of the all mighty cover save, and guard are no exception. I want to try and have as many guys in cover as I can and to get a better save out of it is well worth it!

I might drop the tanks for more troops, but the conversion idea I have is mighty exspensive, so I will have to see. I like the idea of tanks, and maybe I'll mount a couple of the squads in chimeras for mobility, how does that sound??

Any other thoughts, advice or comments are more than welcome,

I'll try to respond in more detail later after I get out of work!

Thanks,
Chappy P!
   
Made in us
Dakka Veteran






Ok I am done with work and my son is taking his afternoon nap so here are some indepth answers...

@Sadistikk:

I wouldn't do chem-inhalers, but I'd rather go Afrial strain. It takes up 2 doctrine slots, but would make my entire army have, ATSKNF (and they shall know no fear) this would IMHO be better, and I still might go this way, but I'd have to rework the doctrines a bit....hmmmmmmm.....I'll have to think about that one...

I could do the following:

Abhumans, Afrail Strain, Light infantry, Veterans and special equipment: Cameleoline...

or

Abhumans, AF, Drop Troop, Vets and Cameleoline....

Either might work...we'll see...

@Dumbucket:

The inclusion of Special weapons would mean I'd have to drop something else, even if I were to go the Afrail strain route, which the army started out as cause it intrigues me, which I am not sure what I would drop.

The army is supposed to simulate the best of the best in the guard. They would have the best gear and be the best trained. With both Drop troops and Light Infantry you could and would get the best of both worlds. I'd try to drop the vets in, but infiltrate the rest of the army when and where applicable. However to have afrail strain would be cool...again, I might model them as AF, but use what ever doctrines that I see fit at the time...

@Ether Dude:
Again, the low body count worries me too, but so does the cost of the army. If I still worked for the comapny and could get a discount, then I'd be all for an all infantry army...But if I take you right would you drop the tanks for the following??

JO w/ID, 4xFlamers 69pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts

434pts

That would leave me with 60-70pts left, which I could do either...

Upgrade the main HQ command squad as you suggest with Honorifica and Standard bearer, Not sure how I'd model that...

and maybe change the Platoon command squads weapons from flamers to something else? Or would you keep them as flamers??

Any other thoughts and or Opinions?? Please let me know!

Thanks,
Chappy P!
   
Made in us
Fresh-Faced New User




Afriel and abhumans are horrid doctrines. Chem inhalers isnt very good either. I'm not sure why you'd drop iron discipline if you want nearly unbreakable troops. JO w/ Honorifica, Iron discipline, and a standard will give you a great 12" rerollable leadership bubble. Plus if you break you can still rally under half. Stick with your original disciplines. To free up the points for your leadership HQ I'd just drop the plasma guns off the squad. That should give you enough for honorifica, a standard, and some extra to upgrade some flamers in the PHQs to plasma if you like.

As for the concerns raised about having cameleoline, drop, and light infantry, they work quite well together. Drop is mostly for your vets and your platoon HQs, while cameleoline and light helps out your line squads. Just because you take the option doesnt mean you have to use it, and it gives you plenty of deployment options.

Chimeras dont work well in ones or twos. With AV12, and the only armor you'd be bringing, they go down pretty quickly. Chimeras work best in a mech list where you oversaturate the number of targets and you also bring russes to draw fire for them.

If you do drop the russes I'd try and find the points for at least one bassie. In missions where you cant deep strike you might have trouble w/ JSJ or defilers and a bassie will help with that. One or maybe even two if you can scrounge up the points somewhere.

If you dont want a bassie 70ish poins looks like a good way to add some meatshield squads. Probably 2 remnant squads with a single flamer. Use them to screen your lines or you can choose to drop them and flame something. I'd suggest rough riders for counter charge if you had an open doctrine.

Another option would be to downgrade one las/plas squad to autocannon/plas and use the 70 points to buy another auto/plas squad. This would help with volume of fire, as right now you've only got a couple lascannon shots and some drop troops. Skimmers might give you trouble.
   
Made in us
Dakka Veteran






Hey How does this look??

Doctrines: Drop Troops, Iron Discipline, Light Infantry, Veterans and Special Equipment: Cameleoline.

Cameleoline: 120pts (for HQ, Elites and Troops)
Light Infantry: 80pts (for Troops)

Command Platoon: 111pts
JO w/ID and HI, 4xPlasma Guns, Veteran Standard Bearer - 111pts

Elites: 225pts
5xVets, 3xMeltaguns - 75pts
5xVets, 3xMeltaguns - 75pts
5xVets, 3xMeltaguns - 75pts

Troops: 708pts
JO w/ID, 4xFlamers 69pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts

JO w/ID, 4xFlamers 69pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts
8 Guardmen with Lasgun, 1 Guardmen with Plasma Gun, 1 with LasCannon - 95pts

Heavy Support: 250pts
Basilisk w/Indirect Fire - 125pts
Basilisk w/Indirect Fire - 125pts
Basilisk w/Indirect Fire - 125pts

Total: 1494pts

How does this list look?? Better Worse...too many Basilisk??

Let me know,
Thanks
Chappy P!!
   
Made in al
Nasty Nob






Gardner, MA

I would drop 1 flamer from each plt hq - when you drop in, that 4th one just cant fire clearly. With your other six points, youre up to 18. Drop 2 plamsa guns from your Command HQ and add a remnant squad with a flamer and drop troop

A man's character is his fate.
 
   
Made in us
Fresh-Faced New User





Well to say why dropping Iron Discipline isn't  worth it, as per FAQ Iron Discipline doesn't  transfer down a com link so only units in range use the unmodified leadership.

Chem inhalers is better since being pinned doesn't count as breaking so the standard rally rule do not apply. While marines can be chased off a table Chem inhalers cant.

I personally run 250-300 troops unbreakable with a 3+ cover save you cant believe the amount of games I have played where the opponent has given up by the 4th turn.Just cause they cant kill enough. I field more troops then most people fire shots in a 6turn game. Only thing that scares me templates but then i just spread thin so no more then 4-5 die each template.

Nothing is more annoying to the enemy when they hit your front line kill 75% of a squad and cant move cause instead of breaking they just hunker down and when in close combat pinned models fight as normal so their assault force gets held up by 1-2 models and throws off their game plan.

Not saying your army is not good just trying to say heres a way to win you wouldn't be asking if this was a good list if you didn't want to win cause people who go themed or have an idea of an army in mind don't ask for help.

Want Demo charges dont worry about Special Weapon squads just go for Shaffer and 4 demo charging last chancers its like demo charge reserve rolls that come down at random moments causes your enemy to spread out cause never know where a crazy suicide last chancer is coming down with a big hurt bomb.

With the above army I have 40+ games under my belt ..only lost once to a super shooty Slanesh army of nothing but sonic weapons.

Current
2500 points Blood Angels
2000 points All Foot Troop IG
2000 points Terminator force (currently Imperial Fist)
Old Armies
3000 points of Eldar
3000 points of CSM (Deathguard)
2000 points of CSM (Thousand Sons)

 
   
Made in us
Fresh-Faced New User




Looks pretty solid. I like the HQ much better, but I'm still not set on giving them 4 plasma guns. makes them more expensive, and they probably wont see to much action. I mean if they have the need to use 4 plasma guns then you probably have bigger problems. Maybe it's just the way I play my guard, but if my leadership bubble is dying I'm probably losing.

3 Bassies might be too much. If you only want 2, you could drop the third, drop all 4 plasma guns off the command HQ, and use the 6 extra points to buy 2 auto/plas squads. Gives you 20 more bodies and diversifies your fire base somewhat.

With all your doctrines used and your elites filled it's kind of hard to make any other changes. Another option would be to keep all 3 bassies but drop cameleoline to free up 120 points and instead take special weapons squads. With the extra 6 points you could buy two special weapon squads with demo charge and 2 flamers. Lots of fun to drop and it does add some AP2 large blasts, though they are pretty fickle.

Nice list, just depends if you want to sub out a bassie or switch out some doctrines. At this point I'd playtest your list and see what you like personally. For me, 3 bassies is just too many, but you may like having that many indirect AP3 templates. Good luck with your IG.
   
 
Forum Index » 40K Army Lists
Go to: