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Made in us
Regular Dakkanaut





After taking a year and a half break from warhammer40k I'm coming back and making an 1850 IG list.  I've read over the 4th edition rules and the new IG codex and I've looked over some of the forums here.  The list bellow is somthing I think might work but if not please tell me what would be better.

Doctrines:
Iron Discipline
Drop Troops
Close Order Drill
Rough Riders
Veterans

HQ

Command Squad - 81pts
Junior Officer w/ Horrifica Imperillis + iron discipline
vet w/ standard bearer 3 guardsmen w/ lasguns

Fire Support
3x Autocannons

Anti Tank
3x Lascannons

Troops

Infantry Platoon 405 pts
Command squad w/ iron discipline 45 pts
2x Auto cannon plas 85 pts ea
2x lascannon plas 95 pts ea

Infantry Platoon 405 pts
Command squad w/ iron discipline 45 pts
2x Auto cannon plas 85 pts ea
2x lascannon plas 95 pts ea


Elites

Vet Squad 75 pts
3x plasma rifles

Vet Squad 75 pts
3x plasma rifles


Fast Attack

Rough Riders 66 pts
6 x hunting lances

Rough Riders 66 pts
6 x hunting lances

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Heavy support

Lemon Russ Battle Tank 155pts
hull and sponson heavy bolters

Lemon Russ Battle Tank 155pts
hull and sponson heavy bolters

Lemon Russ Battle Tank 155pts
hull and sponson heavy bolters

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Total: 1843 pts

 

What worries me the most would be somthing like a monolith or a Land Raider w/ termies inside.  Do you think I have enough lascannons?  I was thinking maybe replacing the fire support squad with an anti tank squad.  Or maybe removing horrifica imperilis and an autocannon and a lascannon squad and putting in another anti tank and another fire support squad.

 

Any help/suggestions/whatever would be appreciated.


"The one difference between me, and a crazy person is I'm not crazy." 
   
Made in us
Dakka Veteran





Alexandria, VA

I'm thinking 7 lascannons would work pretty well vs. a monolith. Remember to shoot the AT squad vs. big tanks because of it's dedicated role, and use the other squads to either cover up if the AT squad can't do anything.

Also, maybe think about switching one of the vet squad's plasma guns for melta guns. this way you could go tank hunting a little more effieciently.

Redundency is key with guard and this list is a prime example of a trimmed up effective guard list with plenty of multiple units.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

About 8-10 Lascannons is right for 1850. You can get away with 7 as long as you have something that can make up for the missing ones. Your Veterans do this quite well, although won't be tackeling any Land Raiders or Monoliths.

Thankfully, once the Land Raider full of Angry Terminators arrive, your multiple Plasma Guns will come into their own. Anything that's left will be annihilated by the Rough Riders.

It's a very good list over all - very little fat (only the Autocannon Squad really). You've got a solid core of 80 infantry, a great number for 1850, enough Leadership Bubbles to ensure everyone is atleast at Ld8 all the time, some hard-hitting counter assault, enough heavy weapons to make a dent on incoming forces, a huge distraction in the form of three Russes (people will probably concentrate on them), and a couple of trouble-shooting Vet units that can be anywhere you want. There isn't really anywhere to trim, although it'd be nice to find points for Extra Armour on the three Russes. It's nice being able to always move unless immobilised. Failing that, spend your last few points on Searchlights for the Russes and Bolters for the H-Vet Vet Sergeants.

What it really comes down to now is your deployment. You've got to find a way to put your heavy weapon squads in good firelanes without exposing them, which is helped by the fact that HQ deploys second last, so your opponent's heavy stuff will be down before you put those 3 Lascannons on the table. You've also got to know where to hide your HQ's so they aren't shot to bits on the first turn.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Regular Dakkanaut





I agree 95 pts for 3 auto cannons and 6 men could be problematic against a good opponent who can choose targets correctly (the lascannon squad is the same way but I don't see how I could avoid at least one with the way my list is set up, with 4 auto cannons in my line squads.)  However once I remove them I'm not sure what I would replace them with.  I was thinking maybe a deep striking melta gun vet squad but with two already that would begin to get redundant (225 some-what waisted pts if theres no deepstriking allowed, plus it feels like putting too many eggs in the deepstriking basket, considering how unreliable it can be.)  Maybe I could add another las-plas squad, but then again I would be approaching redundency. (there don't seem to be many options when using doctrines.) 

Any suggestions/help/whatever would be appreciated.

"The one difference between me, and a crazy person is I'm not crazy." 
   
Made in us
Dakka Veteran





You can swap autocannons from the line squads for lascannons, and put the autocannons in the platoon HQs. They're lower priority for the enemy than lascannons and have good range, so the HQ section is still pretty safe. I just hate having the 45 point squad sit around doing nothing. You can alway make sure the officer is out of LOS so he still provides leadership to your other units if the enemy decides to shoot at the autocannon in his team.

I also find that lascannon AT teams work better in pairs. With one team, and enemy vehicle with powerful weapon (hammerhead with submunition, for example) might chance darting out to blast a team and wipe it out. With two teams, the enemy has to dedicate a huge chunk of his force to wipe out both teams, and may instead choose to avoid the avenue they guard.

At this point I think your local metagame (regular opponents, amount of terrain, etc) will dictate any further tweaking. I'd drop the honorifica on the HQ and upgrade the second support team to lascannons, or maybe drop the autocannon team altogether. Use those points to by another platoon HQ and go for 3 platoons with 2 squads each, and give the HQs something (autocannons, missile launchers). 1 model less, another officer, one more deployment step, same number of autocannons, but they are spread around a bit more.

Holy thread Necromancy Batman. We just might have a new record. - Jayden63 commenting after someone responds to one of my battlereports from 27 months ago 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Put direct-fire heavy weapons into small 5-man units, the same small 5-man units that provide Ld8 and Iron Discipline to all squads within 12".

No, that's a terrible idea.

epidemicHEART

The only thing you really have room for are Sentinels, and even they're a bad compromise. My suggestion would be to stick with the Autocannon Squad, test it out, and if it does not work then dump it and take another AC/Plas squad.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Regular Dakkanaut





I was fooling around with the list a bit and I found a decent compromise that I think makes my new list better then my old one (there’s only 3ish changes, since it appears the list isn’t too bad)


HQ

(First I took out HI from the first junior officer, I felt that the flag + ld 9 should be enough to keep my squads from running.) 

Command Squad – 56 pts.
JO w/ lasgun + Iron Discipline
vet w/ flag + 3x lasguns

Anti Tank Squad 110 pts
3x lascannons

 

Elites

(I switched one of the vet squads to melta guns)

Vet Squad – 75pts
3x plasma guns

Vet Squad – 75 pts
3x melta guns

 

Troops

(Here I made my biggest change by giving two of the squads 85 pt chimera transports, I figure about 75% of the time I’ll use the chimeras just for their shooting and not for their transport ability, but I think about 25% of the time I could use the extra mobility to spearhead an assault either on important forward cover, or to reach an objective.)

 
Infantry Platoon

Command Squad – 45 pts
JO w/ Iron Discipline

Lascannon plas squad – 95 pts
Lascannon plas squad – 95 pts
Autocannon plas  squad – 85 pts

Infantry Platoon

Command Squad – 45
JO w/ Iron Discipline

Autocannon plas squad – 85 pts
Autocannon plas squad – 85 pts
Lascannon plas squad – 95 pts

Armoured Fist Squad

Autocannon plas squad – 85 pts
Chimera w/ multi laser + heavy bolter – 85 pts

  Armoured Fist Squad

  Lascannon plas squad – 95 pts
Chimera w/ multi laser + heavy bolter – 85 pts


Fast Attack

(I had to drop 4 rough riders to make points for the chimeras so I converted all of them to one squad of 8.  I figured it was unnecessary to have 2 squads of rough riders and 2 squads of vets, since they both basically do the same thing, plus its easier to hide one squad)

Rough Riders – 88pts
8 x hunting lances

 

Heavy Support

(This part I left untouched, there’s not much you can do to improve on 3 lemon russes.)

Lemon Russ – 155pts
w/ 3x heavy bolters

Lemon Russ – 155pts
w/ 3x heavy bolters

Lemon Russ – 155pts
w/ 3x heavy bolters

Total: 1849 pts

 
So what do you think is the new list better then the old one?  I think it is, but I know that the common consensus is that chimeras are weak and not worth their points (however I think in this list they could work, they would be providing the fire I wanted from the auto cannon squad, giving some the mobility that the rough rider squad I took out would have provided, and they could draw fire away from my russes [at 85 pts a piece that’s not too bad]).  Also were the chimeras worth sacrificing the other rough rider squad and LD 10 from my command squad?

 

Any help/suggestions/whatever would be appreciated.


"The one difference between me, and a crazy person is I'm not crazy." 
   
 
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