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Made in us
Longtime Dakkanaut





Whorelando, FL

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

   
Made in us
Fixture of Dakka






San Jose, CA

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).

Quis Custodiet Ipsos Custodes? 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

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

   
Made in us
Heroic Senior Officer





Woodbridge, VA

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.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

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.
   
Made in us
Longtime Dakkanaut





Whorelando, FL

My other concern is lack of strong counter assault elements.

Capt K

   
Made in us
Fixture of Dakka






San Jose, CA

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.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

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

   
Made in us
Fixture of Dakka






San Jose, CA

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?

Quis Custodiet Ipsos Custodes? 
   
Made in us
Been Around the Block




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.
   
Made in us
Regular Dakkanaut






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

"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Regular Dakkanaut




Philadelphia, PA

Yow! 24 lascannons. Thats why I am passing on Mechanized.

Clear the battlefield and let me see
All the profit from our victory.
 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

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



   
Made in us
Longtime Dakkanaut





Whorelando, FL

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



   
Made in us
Longtime Dakkanaut





Whorelando, FL

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



   
Made in us
Longtime Dakkanaut





Whorelando, FL

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.


   
Made in us
Longtime Dakkanaut





Whorelando, FL

Gah! Holy quadruple post. WTF?

Capt K

   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

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.

I have never failed to seize on 4+ in my life!

The best 40k page in the Universe
COMMORRAGH 
   
Made in za
Fresh-Faced New User




Johannesburg, South Africa

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


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... 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Your wisdom is quite worthy of the 4x post, Captain.


Something like that...lol

Capt K

   
Made in us
Been Around the Block




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.
   
Made in us
Master Sergeant





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.


Green Blow Fly wrote:Arseholes need to be kept in check. They do exist and play 40k.

Ironically, they do. So do cheats. 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

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

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. 
   
Made in ca
Drew_Riggio




Vancouver, British Columbia.

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.
   
Made in us
Dakka Veteran





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.

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.

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


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

 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

That is some nasty gak right there.

   
Made in us
Gefreiter





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!




   
Made in us
Dakka Veteran





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.

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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