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Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

I haven't posted an army list here in a long while, but I'm going to an RTT saturday run by the Pittsburgh Iron Legion, and I figured I'd share my plan with you all. Here goes:

Doctrines:

Close ORder Drill
Sharpshooters
Veterans
Drop Troops
Iron Discipline

HSO, Standard
Anti-tank squad w/ 3 lascannons

5 Vets w/ 3 meltas
5 Vets w/ 3 meltas
5 Vets w/ 3 meltas

JO, Missile Launcher, 2 Plasma guns, ID
2x(squad w/ Las/plas)

JO, Missile Launcher, 2 Plasma guns, ID
2x(squad w/ Las/plas)

Armored fist with Autocannon/flamer, Chimera w/ HB, ML
Armored fist with Autocannon/flamer, Chimera w/ HB, ML

Leman Russ w/ HBx3
Leman Russ w/ HB
Leman Russ w/ HB

essentially, it's a pretty standard list. My current thoughts are: should I drop the anti-tank squad and find room for a hellhound? What about rough riders?
   
Made in us
Tough Tyrant Guard




North Carolina

I would make at least one unit of the vets with plasma. That way you'll have at least one unit with some range in case your unable to infiltrate and or DS.


Biomass

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Immediately ditch the Missile Launchers and Plasma Guns in the Command Sections.

That nets you 70 points. I suspect that you have Sharp Shooters on the Lascannons. Drop that and you have 80. 80 gets your a Fire Support Squad w/3 HBs.

Alternativley, you can ditch the flamers in the Armoured Fist Squads (12 points), the useless Missile Launchers and Plasma Guns (70 points), and Sharp Shooters completely (10 points I assume), and replace it with 2 Special Weapon Squads w/Demo Charges (90 points).

That leaves you 2 points - 2 Searchlights for your Chimeras.

Also I agree that one unit of Vets should be Plasma. In fact, given you already have 7 Lascannons, two of them should probably take Plasma.

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
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Hmm, good call on plasma in one of the vets squad.

I have a hard time defending the role of my command sections. ON paper they look stupid, but they've worked great for me for years. The ML provides range, the plasmas are plasma guns, and the squad provides a bit more leadership to the army. The reason I don't like dropping the weapons is that the squad is then solely around for leadership, which just doesn't seem to be enough, IMO. I've been toying with swapping the missile launchers for autcannon or lascannons. the main reason I stick with the ML is that people simply ignore them and focus on the lascannons. I've simply never had a game where my opponent focused his fire on my command elements. IG are pretty rare in the Cleveland region, and most people don't know how to play against them, so I can go a little ricoco with my squad selections.

I'm a big fan of focused IG squads, it's just that the command squads inherently have a dual purpose for me: provide command and shoot. For the armored fists, the squad is mobile (or as mobile as I need to be), but a lot of the time I'd rather have them chipping in heavy weapon fire. I could try to find the points and make them Autocannon/plasma, or drop them down to heavybolter/flamer.

Thanks for the input. I hate to be the guy that asks for advice but refuses it, I just think for the squads that you mention (the command squads) I have reasons to field them like that, even if it runs counter to common wisdom.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Either HB/Flamer - gives you cannon fodder - or AC/Plas, as the S7 all round mixes very nicley.

BYE

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

 
   
 
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