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![[Post New]](/s/i/i.gif) 2007/08/28 03:14:59
Subject: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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I have had moderate-to-decent success with my 2500pt IG list builds. However, I haven't had the chance to playtest against some of the tougher lists. With the amount of guys I have on the table it is both a strength and a weakness. While I am confident in my skills as an IG general...the power curve goes up for most armies while IG's pretty much stays the same. So what do you guys think? Do IG have a good chance of placing in the top 3 in the Ardboyz tourney? Or should I focus on practicing with a different army? Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 03:43:07
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Fixture of Dakka
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I have had moderate-to-decent success with my 2500pt IG list builds. However, I haven't had the chance to playtest against some of the tougher lists. With the amount of guys I have on the table it is both a strength and a weakness. While I am confident in my skills as an IG general...the power curve goes up for most armies while IG's pretty much stays the same. So what do you guys think? Do IG have a good chance of placing in the top 3 in the Ardboyz tourney? Or should I focus on practicing with a different army? I disagree. After 2000 points, most armies have already taken all the "good" stuff - the last 500-1000 ends up on less optimal stuff, like bigger troops squads and such. IG just add more guns. You were using guns before, and now you have MORE of them. Granted, you don't get room for more ordnance, which is sad. But unless you're going fully mechanized, I'd probably leave non-indirect tanks at home anyway; 2500 pts offers room for most armies to pack a LOT of anti-tank weaponry, and they will (to kill Nidzilla).
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Quis Custodiet Ipsos Custodes? |
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![[Post New]](/s/i/i.gif) 2007/08/28 04:30:37
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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True. But to pack that anti-tank in your army you are giving up lack of mobility and risk over crowding your deployment zone. That is the biggest issue I have had problems with...running out of board space. Also your key units really begin to suffer as they are all competing for that piece of cover to hide in. Here is my current test list:
Command HQ J/O w/ Honorifica, PF, PW, Refractor Field, Iron Discipline, 3 guardsmen with flamers, Standard Bearer. Chimera Mulitlaser w/ Hull HB, Smoke, EA, Searchlight
Fire Support Squad: 2 autocannons, 1 HB, Drop Troops, Sharpshooters
Anti-Tank Squad: 3 Lascannons, Drop Troops, Sharpshooters
Anti-Tank Squad: 1 Lascannon, 2 Missile Launchers, Drop Troops, Sharpshooters
Inquisitor Lord w/ hell pistol, Null rod, Hood, Tarot, w/ 2 mystics, Familiar
Troops:
Platoon: J/O with BP, CCW, 4 Meltaguns, Drop Troops, Sharpshooters 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops
AF Squad: 10 guys with Plasma, HB Chimera Multilaser w/hull heavy bolter, EA, Smoke, Searchlight
13 SOB squad w/ Meltagun, HF, Vet sister w/ Eviserator
Elites:
5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 6 Stormtroopers w/ 2 plasmanguns, Infiltrate, Deepstrike
Heavy Support: Bassie w/ Indirect Leman Russ Demolisher w/ hull HB, Sponson HB, Improved comms, EA, Smoke Leman Russ Tank w/ hull HB, Sponson HB, EA, Smoke
Fast Attack: Hellhound w/ EA, Smoke, Stubber Hellhound w/ EA, Smoke, Stubber 5 Seraphim w/ 2 hand flamers, meltabombs
All in all, this is a multi-purpose list. The only real problem is that it has little to none of solidly reliable assault elements. Additionally, there is a lot of models on the table, so crowding can be a problem. However, with the Drop Troop doctrine I can always leave stuff in reserve if deepstrike is permitted. 19 scoring units total, although 4-5 are suicide units and are expected to die.
Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 04:49:24
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Heroic Senior Officer
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I think we'll be competitive. I'm going for a different build tho, not a single tank in my list. Just lots of guys and lots of guns.
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2007/08/28 05:34:20
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Rogue Daemonhunter fueled by Chaos
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So, while I"m planning on taking marines, I do have the models to take all infantry guard. They do well in larger games, but on a 6x4 board things might get tight...
Anyway, here's the brief rundown of what I'd take:
Iron D (all officers have it) Sharpshooters Rough Riders HW Platoons Drop Troops (for vets)
HSO, PP, PW, Medic, Standard, Commissar 2x (anti-tank w/ 3 lascannons, sharpshooters)
5x Vets w/ 3 meltas
2 Platoons with: 4x Flamer command squad, 2x heavy bolter & flamer squads
2 Platoons with: 2 Plasma/Missile Launcher Commnand, 2 x Missile & plasma squads
2 Platoons with: 2 Plasma/Missile Launcher Commnand, 2 x Lascannon & plasma squads
3 squads of 6 Rough Riders each, lances, vet.
HW Platoon: Command with autocannon, Fire support squad with heavy bolters
HW Platoon: Command with autocannon, Fire support squad with autocannons
it's 10 lascannons, 7 heavy bolters, 5 autocannons, 8 Missile Launchers, 16 plasma guns, 12 flamers, 3 meltas, 18 rough riders, and 215 models.
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![[Post New]](/s/i/i.gif) 2007/08/28 05:55:03
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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My other concern is lack of strong counter assault elements.
Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 05:59:52
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Fixture of Dakka
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True. But to pack that anti-tank in your army you are giving up lack of mobility and risk over crowding your deployment zone. That is the biggest issue I have had problems with...running out of board space. Also your key units really begin to suffer as they are all competing for that piece of cover to hide in. Here is my current test list: The table size is the most limiting factor. If I were going to take Guard to one of these, I'd try one of a couple builds. Roughly: Mechanized: Mechanized, Rough Riders, Iron Discipline, Close Order Drill, Veterans HQ: HSO in his ride; Inquisitor Lord w/hood (in a vehicle) Elites: 2-3x small Vet squads w/multiple meltas or plasma guns in Chimerae (optional, as points allow) Troops: 2x platoons with 2-3 las/ plas squads each; JO's equipped with multiple plasma/melta/flamers as points and models allow. Maybe an Armored Fist for the extra deployment option as well. Fast Attack: 3x squads of (6-8) Rough Riders Heavy Support: 2x Russ Demolishers, 1x Russ (or 1x Demolisher, 1x Russ, and 1x indirect Bassie). At 2500, should be on the order of 16-18 vehicles (13-15 of which are AV 12). Rough Riders provide excellent one-use counter-assault, and the suicidal JO's/Vets do wonders for spot-cleaning things like Flyrants which get too close to your lines. "Light" Infantry: Light Infantry, Camelioline, Veterans, Iron Discipline, Rough Riders HQ: HSO, =I= Lord Elites: 3x 10-man Vet squads w/Camelioline, 3x plasma guns, and lascannon. Troops: Lots of squads of Camelioline, las/ plas grunts. Some Light Infantry, some not. FA: 3x squads of rough riders Heavy: 2-3 indirect Basilisks. A core of 3x infiltrating, good cover save BS 4 las/ plas teams, backed by a lot more (less accurate) las/ plas teams. Counter assault from the Rough Riders. Tons of guns, with infiltration to provide some spacing options.
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Quis Custodiet Ipsos Custodes? |
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![[Post New]](/s/i/i.gif) 2007/08/28 06:20:22
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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I thought about those list options, but with Light Infantry it always hinges on getting Infiltrate. Without it, you are back to square one with deployment which is why I chose Drop Troops. If I don't get it...it costed me no points in the exchange. My other test list (AC) has 13 vehicles. The deployment problem there is vehicles getting in the way of each other if you end up getting stuck with a bad deployment zone due to losing the roll off. That can be mitigated by taking an WH inquisitor, but sucks points and a precious elite slot. I'm amazed that you consider RR at all. While a cheap assault unit, they seldom ever reach a combat intact much less kill enough to really cause the enemy harm. I have given up on RR, since no matter how well you screen them with your tanks, etc. indirect weapons, drop pods, DS termies, Fury of the Ancients always kill them before they do anything worthwhile. I'd rather have more Hellhounds. Winning isn't really the concern for me. I can win games with the lists I have...but this tournament seems like it requires that you win big (massacres) in order to have a chance at taking the top 3.
Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 08:17:59
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Fixture of Dakka
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I'm amazed that you consider RR at all. While a cheap assault unit, they seldom ever reach a combat intact much less kill enough to really cause the enemy harm. I have given up on RR, since no matter how well you screen them with your tanks, etc. indirect weapons, drop pods, DS termies, Fury of the Ancients always kill them before they do anything worthwhile. Medium sized squads (6-8) can hide very easily behind terrain or tanks, and can be nearly immune to pods (trying to land a pod inside the IG gunline should be an exercise in futility, if you deployed well. Indirect fire - well, them's the breaks. But if they're shooting at your rough riders, use your Bassie for counter-battery fire. They are the cheapest AND most-effective counter-assault in the IG codex. (If cyclops demo vehicles were an option, my advice would be a bit different.) I don't think an Iquisitor lord is optional, sadly. Too many psychic powers out there. Take the Emperor's Tarot, a Null rod, and a Psycannon, as long as you're spending the points. Get a pre-tourney ruling on Mystics vs. Drop Pods, and stand him near a Demolisher if the ruling goes your way. Yes, Light Infantry (and the veteran army I postulate above) depends on Infiltrate. I haven't read the rules packet - do they provide any info on mission special rules?
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Quis Custodiet Ipsos Custodes? |
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![[Post New]](/s/i/i.gif) 2007/08/28 08:24:02
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Been Around the Block
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I suspect that IG might go up a notch in the power structure, but I'm not sure. As others have brought up, although we can still keep adding most of the stuff that makes the best IG lists, we do run into constraints with our additions.
1.) Adding in Heavy Support Options are probably not an option unless your army was already running with heavy weapons platoons. 2.) Adding in more vehicals into a balanced list (no mech squads with 6+ vahicals) leads to LOS and/or possible mobility issues with the units getting in each other's way 3.) Adding more troops, particularly into an existing hoard army means that you either can not space them enough to avoid consolidation moves or you are bunching up and are now vulnerable to blasts and ordinance.
Of all of these, I think that the all infantry armies get the best boost, because the saturation of shots could be overwhelming without moving a bit. Lack of terrain might be to the IG's benefit in this case.
I am going with a balanced lists. 11-12 Lascannons, 4 Missile launchers, 2 Autocannons, 2 Plasma Cannons (guess where), 17 Heavy Bolters or mutlilasers, 8-10 plasma guns, 3 flamer type weapons, 4-6 melta, 4 grenade launchers
3 min sized patoons, Basi, Leman Russ, Demolisher, Hellhound, 2 CHimeras, 3 Sentinels, 3 vets, Inq Lord w/ mystics. I expect to do fine and likely place in the top 3 regionally, but will probably have to make the list 'Arder for a top 3 in round 2.
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![[Post New]](/s/i/i.gif) 2007/08/28 11:47:01
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Regular Dakkanaut
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Here's a nice list with potential. Has about 200 more points to spare for possibly a dropping Veteran Squad or Inquisitor w/ Tarot. - Doctrines - Heavy Weapon Platoons Iron Discipline Light Infantry Drop Troops Cameleoline - HQ - Command Platoon Junior Officer: Iron Discipline, Honorifica, Veteran Standard Bearer, Cameleoline Sentinel: Heavy Flamer, Drop Troops, Improved Comms Sentinel: Heavy Flamer, Drop Troops Anti-Tank Squad: 3 x Lascannon, Cameleoline Anti-Tank Squad: 3 x Lascannon, Cameleoline, Light Infantry - HQ - Cannoness: Power Weap, Jump Pack, Book, Bolt Pistol - Troops - Command Squad Junior Officer: 4 x Plasma Gun, Cameleoline, Drop Troops Squad Guardsman: 1 x Heavy Bolter, 1 x Flamer, Cameleoline Squad Guardsman: 1 x Heavy Bolter, 1 x Flamer, Cameleoline, Light Infantry - Troops - Command Squad Junior Officer: 4 x Plasma Gun, Cameleoline, Drop Troops Squad Guardsman: 1 x Heavy Bolter, 1 x Flamer, Cameleoline Squad Guardsman: 1 x Heavy Bolter, 1 x Flamer, Cameleoline, Light Infantry - Fast Attack - 8 x Seraphim: VSS, Eviscerator, 2 x Hand Flamers, Book - Fast Attack - Sentinel: Heavy Flamer, Drop Troops, Improved Comms - Fast Attack - Sentinel: Heavy Flamer, Drop Troops, Improved Comms - Heavy Support - Command Squad Junior Officer: 4 x Plasma Gun, Cameleoline, Drop Troops Anti-Tank Squad: 3 x Lascannon, Cameleoline Anti-Tank Squad: 3 x Lascannon, Cameleoline, Light Infantry Anti-Tank Squad: 3 x Lascannon, Cameleoline, Light Infantry - Heavy Support - Command Squad Junior Officer: Iron Discipline, Heavy bolter, 2 x Flamer, Cameleoline Anti-Tank Squad: 3 x Lascannon, Cameleoline Anti-Tank Squad: 3 x Lascannon, Cameleoline, Light Infantry Anti-Tank Squad: 3 x Lascannon, Cameleoline, Light Infantry
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"Someday someone will best me. But it won't be today, and it won't be you." |
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![[Post New]](/s/i/i.gif) 2007/08/28 15:42:17
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Regular Dakkanaut
Philadelphia, PA
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Yow! 24 lascannons. Thats why I am passing on Mechanized.
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Clear the battlefield and let me see
All the profit from our victory.
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![[Post New]](/s/i/i.gif) 2007/08/28 15:56:53
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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Based on our discussions I have revised my list slightly:
Well based on discussions, here is my revised list:
Command HQ J/O w/ Honorifica, PF, PW, Refractor Field, Iron Discipline, 3 guardsmen with flamers, Standard Bearer. Chimera Mulitlaser w/ Hull HB, Smoke, EA, Searchlight
Fire Support Squad: 2 autocannons, 1 HB, Drop Troops, Sharpshooters
Anti-Tank Squad: 3 Lascannons, Drop Troops, Sharpshooters
Anti-Tank Squad: 1 Lascannon, 2 Missile Launchers, Drop Troops, Sharpshooters
5 Greyknights Terminators w/ Incinerator w/ Brother Captain, Hood, Sacred Incense
Troops:
Platoon: J/O with BP, CCW, 4 Meltaguns, Drop Troops, Sharpshooters 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops
AF Squad: 10 guys with Plasma, HB Chimera Multilaser w/hull heavy bolter, EA, Smoke, Searchlight
Inquisitorial Stormtroopers: 2 plasmaguns, vet w/ teleport homer
Elites:
5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 1 Inquisitor w/ Null Rod, Tarot
Heavy Support: Bassie w/ Indirect Leman Russ Demolisher w/ hull HB, Sponson HB, Improved comms, EA, Smoke Leman Russ Tank w/ hull HB, Sponson HB, EA, Smoke
Fast Attack: Hellhound w/ EA, Smoke, Stubber Hellhound w/ EA, Smoke, Stubber
The Greyknights can act as Linebackers in my gun line counter assaulting whatever gets to close if deep striking them isn't really a favorable option. The sacred incense will nuter chaos units slightly. LD10 hood on the brother captain to shut down powers. I added a unit of veterans (I changed my doctrines to allow it) so I now have 3 suicide units (2 vet squads and the command squad). The Elite =I= will join the Fire support squad vs. walking eldar harlequin lists. Otherwise he will join my Command HQ to protect them from Fury sniping. Tarot is on him as well and finally I added the =I= stormtroopers with 2 plasma and gave the vet a teleport homer incase I want to DS my GK termies. This list has a buttload of Plasma and some pretty flexible units. I will be testing this list on Saturday.
Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 15:57:29
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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Based on our discussions I have revised my list slightly:
Well based on discussions, here is my revised list:
Command HQ J/O w/ Honorifica, PF, PW, Refractor Field, Iron Discipline, 3 guardsmen with flamers, Standard Bearer. Chimera Mulitlaser w/ Hull HB, Smoke, EA, Searchlight
Fire Support Squad: 2 autocannons, 1 HB, Drop Troops, Sharpshooters
Anti-Tank Squad: 3 Lascannons, Drop Troops, Sharpshooters
Anti-Tank Squad: 1 Lascannon, 2 Missile Launchers, Drop Troops, Sharpshooters
5 Greyknights Terminators w/ Incinerator w/ Brother Captain, Hood, Sacred Incense
Troops:
Platoon: J/O with BP, CCW, 4 Meltaguns, Drop Troops, Sharpshooters 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops
AF Squad: 10 guys with Plasma, HB Chimera Multilaser w/hull heavy bolter, EA, Smoke, Searchlight
Inquisitorial Stormtroopers: 2 plasmaguns, vet w/ teleport homer
Elites:
5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 1 Inquisitor w/ Null Rod, Tarot
Heavy Support: Bassie w/ Indirect Leman Russ Demolisher w/ hull HB, Sponson HB, Improved comms, EA, Smoke Leman Russ Tank w/ hull HB, Sponson HB, EA, Smoke
Fast Attack: Hellhound w/ EA, Smoke, Stubber Hellhound w/ EA, Smoke, Stubber
The Greyknights can act as Linebackers in my gun line counter assaulting whatever gets to close if deep striking them isn't really a favorable option. The sacred incense will nuter chaos units slightly. LD10 hood on the brother captain to shut down powers. I added a unit of veterans (I changed my doctrines to allow it) so I now have 3 suicide units (2 vet squads and the command squad). The Elite =I= will join the Fire support squad vs. walking eldar harlequin lists. Otherwise he will join my Command HQ to protect them from Fury sniping. Tarot is on him as well and finally I added the =I= stormtroopers with 2 plasma and gave the vet a teleport homer incase I want to DS my GK termies. This list has a buttload of Plasma and some pretty flexible units. I will be testing this list on Saturday.
Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 15:57:52
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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Based on our discussions I have revised my list slightly:
Well based on discussions, here is my revised list:
Command HQ J/O w/ Honorifica, PF, PW, Refractor Field, Iron Discipline, 3 guardsmen with flamers, Standard Bearer. Chimera Mulitlaser w/ Hull HB, Smoke, EA, Searchlight
Fire Support Squad: 2 autocannons, 1 HB, Drop Troops, Sharpshooters
Anti-Tank Squad: 3 Lascannons, Drop Troops, Sharpshooters
Anti-Tank Squad: 1 Lascannon, 2 Missile Launchers, Drop Troops, Sharpshooters
5 Greyknights Terminators w/ Incinerator w/ Brother Captain, Hood, Sacred Incense
Troops:
Platoon: J/O with BP, CCW, 4 Meltaguns, Drop Troops, Sharpshooters 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops
AF Squad: 10 guys with Plasma, HB Chimera Multilaser w/hull heavy bolter, EA, Smoke, Searchlight
Inquisitorial Stormtroopers: 2 plasmaguns, vet w/ teleport homer
Elites:
5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 1 Inquisitor w/ Null Rod, Tarot
Heavy Support: Bassie w/ Indirect Leman Russ Demolisher w/ hull HB, Sponson HB, Improved comms, EA, Smoke Leman Russ Tank w/ hull HB, Sponson HB, EA, Smoke
Fast Attack: Hellhound w/ EA, Smoke, Stubber Hellhound w/ EA, Smoke, Stubber
The Greyknights can act as Linebackers in my gun line counter assaulting whatever gets to close if deep striking them isn't really a favorable option. The sacred incense will nuter chaos units slightly. LD10 hood on the brother captain to shut down powers. I added a unit of veterans (I changed my doctrines to allow it) so I now have 3 suicide units (2 vet squads and the command squad). The Elite =I= will join the Fire support squad vs. walking eldar harlequin lists. Otherwise he will join my Command HQ to protect them from Fury sniping. Tarot is on him as well and finally I added the =I= stormtroopers with 2 plasma and gave the vet a teleport homer incase I want to DS my GK termies. This list has a buttload of Plasma and some pretty flexible units. I will be testing this list on Saturday.
Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 15:58:20
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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Based on our discussions I have revised my list slightly: Command HQ J/O w/ Honorifica, PF, PW, Refractor Field, Iron Discipline, 3 guardsmen with flamers, Standard Bearer. Chimera Mulitlaser w/ Hull HB, Smoke, EA, Searchlight Fire Support Squad: 2 autocannons, 1 HB, Drop Troops, Sharpshooters Anti-Tank Squad: 3 Lascannons, Drop Troops, Sharpshooters Anti-Tank Squad: 1 Lascannon, 2 Missile Launchers, Drop Troops, Sharpshooters 5 Greyknights Terminators w/ Incinerator w/ Brother Captain, Hood, Sacred Incense Troops: Platoon: J/O with BP, CCW, 4 Meltaguns, Drop Troops, Sharpshooters 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops 10 guys with Las/Plas, Drop Troops AF Squad: 10 guys with Plasma, HB Chimera Multilaser w/hull heavy bolter, EA, Smoke, Searchlight Inquisitorial Stormtroopers: 2 plasmaguns, vet w/ teleport homer Elites: 5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 5 Hardened Vets w/ 3 plasmaguns, Sgt w/ Plasma pistol, Drop troops 1 Inquisitor w/ Null Rod, Tarot Heavy Support: Bassie w/ Indirect Leman Russ Demolisher w/ hull HB, Sponson HB, Improved comms, EA, Smoke Leman Russ Tank w/ hull HB, Sponson HB, EA, Smoke Fast Attack: Hellhound w/ EA, Smoke, Stubber Hellhound w/ EA, Smoke, Stubber The Greyknights can act as Linebackers in my gun line counter assaulting whatever gets to close if deep striking them isn't really a favorable option. The sacred incense will nuter chaos units slightly. LD10 hood on the brother captain to shut down powers. I added a unit of veterans (I changed my doctrines to allow it) so I now have 3 suicide units (2 vet squads and the command squad). The Elite =I= will join the Fire support squad vs. walking eldar harlequin lists. Otherwise he will join my Command HQ to protect them from Fury sniping. Tarot is on him as well and finally I added the =I= stormtroopers with 2 plasma and gave the vet a teleport homer incase I want to DS my GK termies. This list has a buttload of Plasma and some pretty flexible units. I will be testing this list on Saturday.
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![[Post New]](/s/i/i.gif) 2007/08/28 16:01:05
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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Gah! Holy quadruple post. WTF?
Capt K
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![[Post New]](/s/i/i.gif) 2007/08/28 16:48:56
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Sslimey Sslyth
Busy somewhere, airin' out the skin jobs.
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Posted By CaptKaruthors on 08/28/2007 9:01 PM Gah! Holy quadruple post. WTF? Capt K Your wisdom is quite worthy of the 4x post, Captain.
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I have never failed to seize on 4+ in my life!
The best 40k page in the Universe
COMMORRAGH |
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![[Post New]](/s/i/i.gif) 2007/08/28 20:56:06
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Fresh-Faced New User
Johannesburg, South Africa
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Yikes! IG at high point games scares me. Where other lists in low point games kind of peak by taking the maximum amount of useful units and minumum not-so-useful units, IG works differently by not really running out of options to stick in more guns, and thus the amount of guns just increase directly in proportion to the amount of points. Have you thought about using drop troops in bigger games? Take your base 1500/1850 list and use it as a firebase, then to get around the overcrowding, spend some points on some droppers. Drop some vets in, and spend some points on single last chancers with demo charges. Those guys are great fun, as you drop them in, the chuck their demo charge, and then they're a squad by themselves, ready to claim objectives and generally muck about in the enemy's lines. As for counter attack, I don't think you need anything fancier than a 40 strong mob of conscripts with gaunt/ID comissar. There's not alot in 40K that can charge a fearless conscript squad and win, and even if they can, it'll take them the whole bloody game. They don't even have to take up alot of space. Stick them in a big mob and march them out of your deployment zone to go rapidfire at something. Template weapons might kill a whole bunch in one go, but who cares, they're frikken teenagers with flashlights... Just some thoughts
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Dark Eldar never lose. If they win, they win, if they run away, they're still alive to fight some more so it doesn't count, and if they get killed, their comrades devour their souls and they live on in an endless state of agony. Oh, wait... |
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![[Post New]](/s/i/i.gif) 2007/08/29 01:21:01
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Longtime Dakkanaut
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Your wisdom is quite worthy of the 4x post, Captain. Something like that... lolCapt K
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![[Post New]](/s/i/i.gif) 2007/08/31 04:49:24
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Been Around the Block
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Those AT squads are big point sinks with sharpshooter, and I doubt they are going to get to fire more than twice or so per game before they get obliterated by ranged weapons that make their targeting checks, even with 48" range and jockeying to block LOS with tanks. I'd strongly suggest replacing the triple LC AT squad with a AC or HB fire support squad. Much less tempting target. I'd much rather put LCs in line squads. Last, what are your plans for beating a Mech Eldar opponent and a Nidzilla opponent? There are sure to be plenty of each around, so giving the matchups some serious thought as to what you are going to do should prove useful.
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![[Post New]](/s/i/i.gif) 2007/08/31 07:07:45
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Master Sergeant
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Posted By Jan on 08/29/2007 1:56 AM As for counter attack, I don't think you need anything fancier than a 40 strong mob of conscripts with gaunt/ID comissar. This is one of the most common IG mistakes. I've played against veteran IG players who think it's perfectly legal. So repeat after me: "You can't take Gaunt with Conscripts." Now go stand in the corner until you've learned your lesson.
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Green Blow Fly wrote:Arseholes need to be kept in check. They do exist and play 40k.
Ironically, they do. So do cheats. |
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![[Post New]](/s/i/i.gif) 2007/08/31 09:11:19
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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I fail to see the wisdom of dropping las/plas squads, they are fire support yes? Someone explain that to me.
Personally in 2.5kpts I would mechanise the list, allow you to take more toys, also the more vehicles you take the better they get, also I fancy multilaseras have a sporting chance against fexes.. GK Termies are a good idea, lash protection and counterassault in one package
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2007/08/31 10:06:31
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Drew_Riggio
Vancouver, British Columbia.
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If you are going to stick with your AT squads, don't mix the weapons. Adding a lascannon to a missle-launcher AT squad will just temp you to fire the squad at lascannon targets (armour 14, terminators), which is a waste of its talents. Make the squad 3 missle launchers and stick to its role- armour 13 or less, or expensive MEQs. Take the savings from losing the lascannon and spend it productively elsewhere.
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![[Post New]](/s/i/i.gif) 2007/08/31 10:35:18
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Dakka Veteran
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I'd agree on not mixing weapons in the AT teams, but I wouldn't stick missile launchers in instead of lascannons. You pay an extra 5 points for the missile launchers over the line squads, but the same price for lascannons....just get the lascannons at the bargain price and be done with it. Really, I'd drop sharpshooters if points are an issue...the extra 8% chance to hit isn't really worth it in my opinion.
Light infantry, though, might be handy. Granted, it's a waste in alpha games, but the ability to stick those teams in terrain, and place them last, is very handy.
Overall, I don't see as much dakka as I would expect from a 2500 point guard list. Maybe I'll put one together and see what it would look like...most local tournaments here are always gamma level missions, so that makes planning much different.
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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 |
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![[Post New]](/s/i/i.gif) 2007/08/31 15:54:14
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Just tried building a list like Janthkin suggested on the first page. Looks a little like this: HSO w/Iron Dispcline Standard Bearer 3 Bullet-Catchers Cameleoline H-Vets #1 Sergeant w/Bolter 9 men w/3 Plasma Guns + 1 Lascannon Cameleoline H-Vets #2 Sergeant w/Bolter 9 men w/3 Plasma Guns + 1 Lascannon Cameleoline H-Vets #3 Sergeant w/Bolter 9 men w/3 Plasma Guns + 1 Lascannon Cameleoline Platoon #1 JO w/Bolter + Iron Discipline 4 Plasmagunners Cameleoline Light Infantry Squad w/Las + Plas Cameleoline Squad w/Las + Plas Cameleoline Squad w/Las + Plas Cameleoline Platoon #2 JO w/Bolter + Iron Discipline 4 Plasmagunners Cameleoline Light Infantry Squad w/Las + Plas Cameleoline Squad w/Las + Plas Cameleoline Squad w/Las + Plas Cameleoline Platoon #3 JO w/Bolter + Honorifica Imperialis +Iron Discipline 4 Flamers Cameleoline Light Infantry Squad w/Las + Plas Cameleoline Light Infantry Squad w/Las + Plas Cameleoline Light Infantry Squad w/Las + Plas Cameleoline Light Infantry 8 Rough Riders w/Hunting Lances 8 Rough Riders w/Hunting Lances 8 Rough Riders w/Hunting Lances Basilisk w/Indirect Fire Basilisk w/Indirect Fire Basilisk w/Indirect Fire 2500 exactly. BYE
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![[Post New]](/s/i/i.gif) 2007/08/31 16:16:05
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Joined the Military for Authentic Experience
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That is some nasty gak right there.
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![[Post New]](/s/i/i.gif) 2007/08/31 16:18:41
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Gefreiter
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I was wondering the same thing myself, just a few days ago... Since, I have played a few games against one of the hardest armies I could imagine, a Mech Eldar army. In the three games played over two days, I commanded the IG twice, and for the third, we swapped armies. All three times the IG pulled out at least a minor victory, with one resounding massacre. The Eldar list contained 4 Serpents, 2 Prisms, 3 Vypers, Farseer on Jetbike, Autarch w/ Wings, 5 Swooping Hawks, 10 Banshees, 10 Scorpions, 10 Spiders, 20 Avengers. Even with the typically difficult skimmers, the number of shots that the IG can unleash is just horrific at this level. IG Regiment w/ Drop Troops Doctrine and a few permissive doctrines. HSO w/ Power Weapon, Laspistol, Carapace, Melta Bombs Priest w/ Power Weapon, CCW Psyker w/ CCW/Laspistol Standard, Meltagun, 2 Flamers Anti-Tank Squad w/ 3 Missile Launchers Anti-Tank Squad w/ 3 Missile Launchers Fire Support Squad w/ 3 Autocannons Special Weapons Squad w/ 2 Meltaguns, Democharge, Drop Troopers Grey Knights (3) w/ Brother Captain w/ Psychic Hood Storm Troopers (5) w/ 2 Meltaguns, Deepstrike, Meltabombs Storm Troopers (10) w/ 2 Plasmaguns, Infiltrate, Meltabombs 1st Platoon JO w/ Power Weapon, Plasma Pistol, Carapace Armor, Meltabombs Priest w/ Power Weapon, Plasma Pistol Psyker w/ CCW, Laspistol 4 Flamers -=- Chimera w/ Heavy Flamer, Hull Heavy Bolter, Extra Armor, Smoke, Searchlight Infantry Squad (10) w/ Heavy Bolter, Plasmagun Infantry Squad (10) w/ Heavy Bolter, Plasmagun Infantry Squad (10) w/ Heavy Bolter, Plasmagun 1st Platoon JO w/ Power Fist, Laspistol, Carapace Armor, Meltabombs Priest w/ Power Weapon, CCW Psyker w/ CCW, Laspistol 4 Flamers -=- Chimera w/ Multi-Laser, Hull Heavy Flamer, Extra Armor, Smoke, Searchlight Infantry Squad (10) w/ Heavy Bolter, Grenade Launcher Infantry Squad (10) w/ Heavy Bolter, Grenade Launcher Infantry Squad (10) w/ Heavy Bolter, Grenade Launcher Sentinel w/ Autocannon Sentinel w/ Autocannon Leman Russ MBT w/ 3 Heavy Bolters, Searchlight Leman Russ MBT w/ 3 Heavy Bolters, Searchlight Leman Russ MBT w/ 1 Heavy Bolter, Searchlight Exactly 2500pts and 130 models. This army has won 5 local tourneys at smaller point levels simply because of the massive number of saves the opponent must roll. And, with 3 Battle Cannons, 6 Missile Launchers, 5 Autocannons and better than a dozen str5-6 weapons, most enemy transports just don't have a chance. Land Raiders are fun, but the few meltaguns spaced throughout the army usually take care of those big bullies. I have yet to face a Monolith, though I expect it will be an interesting experience. Most Necron players are timid about including one if expecting to face an IG army. Good luck with your list!
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![[Post New]](/s/i/i.gif) 2007/09/01 02:52:45
Subject: RE: IG and the Ardboyz tournament. Can they even compete?
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Dakka Veteran
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Looking at how I'd put a list together, I think I'm pretty close to HBMC. I'd be very tempted to take the heavy weapons platoon doctrine and bring 5+ lascannon AT squads with cameoline or light infantry....3 in a platoon and 2 with the HQ. I think I'd refine something like this with some testing:
Doctrines: Light Infantry, Drop Troops, Iron Discipline, Rough Riders, Jungle Fighters
HQ HSO with ID, standard bearer, missile launcher AT squad with 3 lascannons, light infantry AT squad with 3 lascannons, light infantry
DH Inquisitor Lord with hood, tarot, BP and power weapon Familiar 2 mystics
5 vets with 3 plasma guns (drop)
1st Platoon HQ with ID, Missile Squad with las/plas Squad with las/plas Squad with las/plas
2nd Platoon HQ with ID, Missile, plasma gun, Light infantry Squad with las/plas, Light infantry Squad with las/plas, Light infantry
3rd Platoon HQ with ID, Missile, plasma gun, Light infantry Squad with las/plas, Light infantry Squad with las/plas, Light infantry
4th Platoon HQ with ID, 4 plasma guns (drop) Squad with jungle fighters, flamer, heavy flamer (drop) Squad with jungle fighters, flamer, heavy flamer (drop) Squad with jungle fighters, flamer, heavy flamer (drop)
8 rough riders 8 rough riders 8 rough riders
Basilisk Basilisk Basilisk
I think the Inquisitor lord is pretty important to this list....there could be some armies with crazy amounts of psychic power, and a free 50% (or so) chance to cancel them is pretty nice for a mere 114 points. There will also probably be a lot of deepstriking, especially to get your basilisks, so the mystics might help there, too. Slap on a power weapon, and he can provide some limited counter assault.
The deepstriking junglefighters can be very handy against most lists. I find them more reliable than hellhounds, as they tend to get shot up quickly and have limited range. With the large squad size, and putting the heavy flamer on a large base like other heavy weapons, you can easily place the flamers in the most advantageous position to hit the maximum number of enemies.
Of course, alpha level missions would suck, but I don't think any list will be great on all 3 mission levels. I might consider switching the vets plasma guns with meltas. The strength 8 is handy at times, could easily handle landraiders instead of messing around with large amounts of lascannons, and they'd have a chance of continuing to fight instead of frying themselves.
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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 |
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