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Made in us
Drop Trooper with Demo Charge






With 2 weeks until a 1500 point Tourny, making up an IG drop troop list. Bringing it to the Dakka world for critque, flame, and improvements. So here goes:


Doctines:
Drop Troops
Special Weapons Squads
Close Order Drill
Veterans
Priests

HeadQuarters
Command Platton =154
1x Heroic Senior Officer w/PowerFist
4x Veterans w/Plasma Pistols, CCW

Advisors =315
1x Priest w/Honorifica Imperialis, Eviscerator
3x Commissars w/Mastercrafted Powerfists

Special Weapons Support Squad =110
3x Guardsmen w/Meltaguns, Meltabombs
3x Guardsmen w/Lasguns, Meltabombs

Special Weapons Support Squad =110
3x Guardsmen w/Meltaguns, Meltabombs
3x Guardsmen w/Lasguns, Meltabombs

Elites
Hardened Veterans =95
1x Veteran Sergeant w/Power weapon, Plasma Pistol, Frag
3x Veterans w/Plasmaguns, Frag
1x Veteran w/Lasgun, Frag

Hardened Veterans =95
1x Veteran Sergeant w/Power weapon, Plasma Pistol, Frag
3x Veterans w/Plasmaguns, Frag
1x Veteran w/Lasgun, Frag

Hardened Veterans =95
1x Veteran Sergeant w/Power weapon, Plasma Pistol, Frag
3x Veterans w/Plasmaguns, Frag
1x Veteran w/Lasgun, Frag

Troops
Infantry Platoon =260
1x Junior Officer w/Plasma Pistol
4x Guardsmen w/Plasmaguns

1x Sergeant w/Lasgun
2x Guardsmen w/Lascannon
7x Guardsmen w/Lasguns

1x Sergeant w/Lasgun
2x Guardsmen w/Lascannon
7x Guardsmen w/Lasguns

Infantry Platoon =260
1x Junior Officer w/Plasma Pistol
4x Guardsmen w/Plasmaguns

1x Sergeant w/Lasgun
2x Guardsmen w/Lascannon
7x Guardsmen w/Lasguns

1x Sergeant w/Lasgun
2x Guardsmen w/Lascannon
7x Guardsmen w/Lasguns

And that totals up to: 1496 points

QuickFacts:
86 Men
41 Lasguns
17 Plasmaguns
15 Frag Grenades
12 Meltabombs
8 Plasma Pistols
6 Meltaguns
4 Lascannons
4 Powerfists
3 Powerweapons
1 Eviscerator

The basic battle plan in my head is thus: Dropping the Infantry Squads on the important "Take and hold" points. Be they objectives, quarters, sides... etc etc. Thier job is to take and hold real estate. The Plasma death squads (Vets and Junior Command) are to drop, double tap, and either A: Blow incredable holes in squads, transports, walkers, anything really. (Not much out there likes plasma goodness) or B: Die horribly from plasma burns, get assulted, but make the attackers buy a piece of it and wipe out in 1 turn of CC. The melta squads go after the big'uns. Be that Heavy Tanks, or Single High Toughness Beasties. The Senior Command squad is just a nasty piece of Assult goodness. My thought is to drop them behind cover, and use them as a counter to anything I need dead NOW.
Not foolproof, but no Battle Plan survives first contact with the enemy. I feel against MEQ's I shouldnt have a problem. Against tank heavy I feel confident. The only bit I worry about is Hordy. It packs ALOT of ap2 double tapping but not alot of mass casualty createing templates.

Thoughts? Flame? Changes?

-Deewalla





This message was edited 1 time. Last update was at 2008/10/27 02:24:25


   
Made in ca
Sword-Wielding Bloodletter of Khorne



Burnaby, British Columbia

I would personally suggest adding a few flamers into the mix. then you'd have a chance against hordes. perhaps drop half a dozen plasma guns in favour of them? if you have enough points through revisions, consider a hellhound.

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Made in us
Drop Trooper with Demo Charge






I personally LOVE hellhounds! I own 2 GW versions, and 1 FW version. Unfortunatly, I really want everything dropping. (Or as I envision it fluffwise, hidden in ambush, drawing the enemy closer until the time is perfect to break their concealed positions and strike) Nothing on the board for the first turn, and then pop! Massed double tapping plasma death. Taking the mastercrafted off the powerfist on the Senior Command Commissar would give me 15 points, for a total of 19 points to play with. Then I'm just unsure where to put it... being rather hesitant to remove any plasma death squads.

-Deewalla

   
Made in us
Hardened Veteran Guardsman



CNY

With the abundance of cover saves in 5th ed, I'm of the opinion that autocannons are quite handy things to have. Granted, you can't do armor 14 with them, but two shots up your chances of putting a wound on something.

Next, while plasma guns do armor decent and kill infantry in ones and twos, a helping of flame weapons could help you handle the horde of orks and nids.

Lastly, with the spare points you could possibly swing a remnant squad or two - it's the absolute cheapest way to hold an objective.

STAND FAST AND DIE LIKE GUARDSMEN 
   
Made in us
Hardened Veteran Guardsman



CNY

(edit: double post)

This message was edited 1 time. Last update was at 2008/10/27 17:26:14


STAND FAST AND DIE LIKE GUARDSMEN 
   
Made in us
Drop Trooper with Demo Charge






Hummm, maybe switch out the Lascannons for Autocannons. That would be 40 points there. Not enought for two remnant squads, but perhaps taking away the mastercrafted. That would be 89 points... Two Remnants squads would leave 29 points to blow. 17 left after flamers.... Hum. Total switch.

4 Lascannons into 4 Autocannons
3 Mastercrafted Powerfists into 3 Powerfists
2 Five man Remnant squads with 1 flamer each.

10 Extra men into the drop, a lil more security with the two shot Autocannons vs one hit/miss Lascannons, and two flamers... Hum

Two flamers doth not make it Horde proof... but it helps right?

-Deewalla

   
Made in us
Stoic Grail Knight






Drop Preist Take Rement Squads there the best thing ever there so cheap for a 5 man squad with a flamer 36pts of flamer good ness

Dont take Lascannon's if your going to Drop waste of points they wont get to shoot

Power fist are a waste of points so are preist in IG
And Frags as well. just IMO

looks ok just do that.

Should just take Plasma in the Line Squads then give vets Meltas, and the special weapons should take 3 flamers

All in all if you do drop a rule of thumb dont take heavy weapons if you want to take Sent's. With Improved comms and autocannons/lascannons

This message was edited 1 time. Last update was at 2008/10/28 15:33:29


Hydra Dominatus

World Wide War Winner  
   
Made in us
Hardened Veteran Guardsman



CNY

Drop the remnant squads onto an object for holding's sake. I'd almost recommend another wound on the remnant squad, though the flamer can make it helpful.

Don't have the rules in front of me, but I don't think you can make sentinels drop - though they can infiltrate. (I know you want everything to drop, but if you put a heavy flamer on three Sentinels it goes a decent way in horde control).

STAND FAST AND DIE LIKE GUARDSMEN 
   
Made in us
Drop Trooper with Demo Charge






The Priest and Powerfists I want for scary str 6 cc damage. With them hidden in squads gives them just a lil bit longer to live. The frags on the Vet squads, well. It was kinda an afterthought. I wanted to give the Inf squads heavy weapons and my first thought was to use them to hold ground. And having a heavy weapon would be a bit of a proof vs anything that wanted to sit 25 inches out and shoot them to death. I dont have flamer sentinels (own 5 Lascannon sents) so.. maybe drop 2 of the Commissars and drop in two squads of single Las Sents? Hum... might be able to find my old sprews and clip off the flamer bits...
I really love the BS 4 behind the plasmaguns with the vets. Now that they only burn on rolls of 1. Regardless of shots, it makes it all the more potent. 9 shots with only a 1/3 miss probablity.
Never thought of the imp comm... Rerolls on reserves... It doesnt specify that the reroll has to be taken on a miss or a hit... So if I dont want those guys coming in JUST yet... could reroll a successful roll to try to fail?

Now to do the math and see if it all adds up...

-2 Commissars w/Powerfists = 120
-15 Frag Grenades = 15
120+15+17= 152
Flame Sent w/Imp Com = 60
Flame Sent
Flame Sent
60+40+40=140

Still leaves 12 points floating around. 1 man to each Remnant squad?

Takes out two Commissars and their weapons, but adds 3 Flame Walkers. (And it only takes 1 to halt a whole squad of guants...) If I could squeeze 18 points somewhere... could smack on 3 hunter-killers.... Hum.

Any Further Thoughts?

-Deewalla





This message was edited 1 time. Last update was at 2008/10/28 20:31:41


 
   
Made in us
Hardened Veteran Guardsman



CNY

The hunter killers tend to be duds at their price - they only really become useful if you outflank on the entirely wrong side of the board and you're never going to get to where the action is. If you're not going to outflank and would prefer to use the infiltrators rule normally, it may be better - esp. if you're putting a Improved Comm on one of them, for consistent re-rolling.

With the spare 12 points, put an extra man in each remnant squad, put some smoke launchers on your sentinels (for achievable cover saves while you attempt to get into template range) or... well, that's about it.

STAND FAST AND DIE LIKE GUARDSMEN 
   
 
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