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Made in us
Fresh-Faced New User




Finally have a painted IG force that I can field so thought I'd see how it might fair:
Bear in mind that this list is based primarily on what I have painted.
I come from a FOW background, so this list might not be suited to a 40k game.
They are Tallarn minis so I might use those Doctrines. Haven't decided yet. But I like the idea of rerolling 1s, and improving my morale.
I also have a couple of vox casters if necessary..

HQ:
- Heroic Sr Officer
- Medic
- Company Standard
- Plazma gun

HQ Support:
- Sentinals x 3. 2 with Lascannon, 1 with multilaser
- Mortar squad

TROOPS:
Platoon, 2 squads with MeltaGuns and Autocannons
Armored Fist squad with meltagun and Autocannon (and Chimera with multilaser and heavy bolter)

HEAVY:
2 Leman Russ with Heavy Bolters and Lascannon Hull
1 Demolisher with Plazma Guns and Heavy Flamer

I have no wargear for now, and also have a missile launcher painted if he can fit in somewhere (might give it to the armored fist squad or an HQ)
Is this list going to get owned, or should it be able to hold its own?
Thanks,
Chris

ps One question. If my HQs have vox casters, can my junior officer who is near the platoon (12") give them "his" leadership, which is through the vox caster, the heroric officers'?

This message was edited 1 time. Last update was at 2009/01/06 19:42:39


 
   
Made in gb
Rampaging Reaver Titan Princeps





Earlobe deep in doo doo

At 1250 I'd drop one of the tanks to take more grunts you don't have many bodies and in the current edition you need them to hold objectives (you have only three scoring units in 2/3 of the games).

"But me no buts! Our comrades get hurt. Our friends die. Falkenburg is a knight who swore an oath to serve the church and to defend the weak. He'd be the first to tell you to stop puling and start planning. Because what we are doing-at risk to ourselves-is what we have sworn to do. The West relies on us. It is a risk we take with pride. It is an oath we honour. Even when some soft southern burgher mutters about us, we know the reason he sleeps soft and comfortable, why his wife is able to complain about the price of cabbages as her most serious problem and why his children dare to throw dung and yell "Knot" when we pass. It's because we are what we are. For all our faults we stand for law and light.
Von Gherens This Rough Magic Lackey, Flint & Freer
Mekagorkalicious -Monkeytroll
2017 Model Count-71
 
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Decent army

I would take missile launcher over autocannon since I face SM most of the time.

Also, I'm not a bit fan of mortar squad. once again, for the low AP. but if you face low armour army, thay can be usefull

Aren't you missing a command squad for your troop choices? To lead the 2 basic squad?



 
   
Made in us
Fresh-Faced New User




So the Junior Officer and his squad are included in the platoon. He's included, but I didn't mention him since his squad doesn't have anything special.

I do have another squad (and a storm trooper squad) totally unpainted for now, and plenty of heavy weapon squads (another mortar, lascannons, and 2 heavy bolter squads).

Would it be worth taking out the armored fist and just having another platoon of 2?

I just bought a number of Chimeras so I could go mechanised at some point as well.

Its a pity IG are so expendable :(

How are people's experience with conscipts?

Thanks again for the help,
Chris
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control







conscipts are too weak only good to screen your main advance with 4+ cover

i like the list
   
Made in us
Hardened Veteran Guardsman




i would check up on the autocannons and the melta guns. your squads should have 1 of the 2 but not both or most likly 1 of them is going to be sitting out all game wasting useful points. i would start to dedicate some of the squads to certin purposes such as:
-assult formation:
they carry gernade launchers,melta guns, and flammers
- or objective formation:
just basic squads
its very effective/point saving i belive and saves effort although it lacks flexibilty sometimes. the hvy weapons are just left to the fire teams the HQ command squad can feild
and command squads should not be left with out stuff! they can carry pivitol roles such as counter attack and specialized attacking!
thats about it, other than that it looks good commander.

"Give me my men and let me show you arses how you assult Orks."-Col. Veros

win-loss ratio:
24-17-6
i play:
orkursk 82nd crimson guard 
   
Made in us
On a Canoptek Spyder's Waiting List




Santa Clara, CA

Yeah 'scripts are awful in my experience.
The heavy weapons, like newmic said, should be reserved for heavy weapons teams that your command takes. Also, I wouldn't take a plasma gun in the command squad as you need fodder for enemies who try to kill your hq first.

Plasmas as s/w's are the most useful special weapon in a squad. I usually play the long range game, and hold the back two objectives for a while, blazing lcannons all the the game. Near the end, I contest the middle objective, and have Leman Russ'd a squad or two at one of their back objectives. Moral of the story: you can't do everything range-wise in one squad. If you take Lascannons in squads in platoons, you shouldn't take assault weaponry, and should just hold a flag and stay put. If you take meltas/flamers/gl's, it makes more sense to push an objective.

Necrons--17-2-5
iGuard--36-1-10 
   
Made in us
Fresh-Faced New User




hmm,
I never thought of having each squad with a designated misssion assigned to it. I like that.
Also, I have thought about taking the heavy weapons out and putting them into their own squads (much like a heavy fire team), so that the squad can still move with heavy weapon covering fire.

Thanks again,
This will take some playing (will be learning the game this Sunday. good times!)
Chris
   
Made in us
Ground Crew





Take your meltas out of your 3 line squads and put them in your infantry command squad. Drop the plasma from your main command squad and put it in one of your infantry squads. Deepstrike your infantry command squad and use your main command squad for leadership. Also since you have open fast attack slots split the sentinels up into 3 dif squads it gives you more freedom.

Bioshock Master  
   
Made in us
Stalwart Veteran Guard Sergeant






dont forget to change your HSO to a JO with an Honorifica Imperialis.

and here is why........

HSO = 70 points
JO w/HI = 65 points and has same stat line as an HSO.
Kind of a no-brainer for Guard. 5 points is 5 points.

If you are facing horde armies, then I'd keep the mortars around for fun. But if you're playing against Marines or Marine Equivalents, then drop the mortars like a bad habit. Truth be told the more I played with mortars, the less I liked them in 5th ed. but like all things try it out yourself and after you see how bad they suck then drop them. hehe.

Like someone else suggested, if you are not going to take any other fast attack choices, then split your sentinels up so you aren't nerf when one gets immobilized and your troops abandon it. Look at the squadron rules in the main rulebook if you want to see what i'm talking about. so you would have 3 squadrons of sentinels, and each squadron would only have 1 sentinel in it.

and vox casters are junk/waste of points.

I personally like to have one or both fire support squads in my command squad made up of 3 autocannon teams. i like the firepower and flexibility the autocannon gives. I tend to put heavy bolters in my line squads. also i would put sharpshooter discipline on any fire support/anti-tank support squads you take. rerolling those ones is a very useful doctrine for only 5 points.

Those are my first impressions anyway.

~Bart




Praise the Emperor and pass the ammunition!!!  
   
Made in us
Fresh-Faced New User




Good stuff to know!
I have 2 squads of unpainted Heavy Bolters, so I'll know where to put 'em.

Haven't calc'd points, but the new list is:

HQ:
Jr Officer with HI
Company Standard
Medic

Support: Fire Support, 3xAutocannon teams + Sharpshooter Discipline

TROOPS:
Platoon: Jr Officer + 3 Meltaguns w/ deep strike ability?
2 Squads

Armored Fist:
1 Squad + Plazma

FAST ATTACK:
1 x Sentinal + Lascannon
1 x Sentinal + Lascannon
1 x Sentinal + Multimelta

HEAVY:
2 x Leman Russ + Heavy Bolters, Lascannon
1 x Demolisher + Heavy Plazmas + Heavy Bolter

future editions would be to add a 4th melta to the infantry platoon.

Also make the Platoon command vet or sharpshooter?

What is the purpose of infantry squads since they have very little to help them. Are they there to help the command squad hold an objective with warm bodies? What should they be used for? Very new to IG tactics

thanks again,
Chris
   
 
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