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Made in us
Reverent Tech-Adept





33.509406,-82.220934

Not played in a "Ard Boyz" setting before but my local shop is running an event.
I've tossed my IG list around with a couple of pals and thought I would throw it up
here for a tear down.

The idea is to do what IG do best and out man and out gun who ever I come up
against. I figure with 10 lascannons that should be enough anti-armor and with
them split up into the squads that gives me 10 targets I can engage per shooting
round. My missiles go in the Heavy Weapon Squads to engage what the lascannons
leave or use mass frag missiles for hords. My Special weapon squads take on anyone
who gets to close and my Strom Troopers deep strike for pesky hidden armor.

My Bane Wolf/Devil Dog do what they do best and take one some
troops while my Psyker Battle squad drops a decent S9 template on folks
heads.

My Leman Russ Punishers are mass anti-infantry.

HQ's are pretty naked, I see no reason to dump to many points into them
and I decided not to take Commissars because with 10 + squads if I do have
one or two break I have more then enough to fill in until they rally, if at all.

Reg HQ
Full Adv.

Plt HQ

1st Squad
Lascannon

2nd Squad
Lascannon

3rd Squad
Lascannon

4th Squad
Lascannon

5th Squad
Lascannon

Plt HQ

1st Squad
Lascannon

2nd Squad
Lascannon

3rd Squad
Lascannon

4th Squad
Lascannon

5th Squad
Lascannon

Heavy Weapons
Missile

Heavy Weapons
Missile

Heavy Weapons
Missile

Special Weapons
X2 Plasma
Demo

Special Weapons
X2 Plasma
Demo

Special Weapons
x2 Plasma
Demo

Hellhound Squad
Devil Dog
Devil Dog
Bane Wolf

Storm Troopers
x2 Melta

Storm Troopers
x2 Melta

Psyker BS
x10

LRPBT
LRPBT
LRPBT

Point Total
2493


   
Made in ca
1st Lieutenant





Now I admit that I don't play Horde armies, but to me this list just looks bad. One thing I notice is the Storm Troopers and they have to go, they are some of the worst units in the codex. As well I'm not sold on Special weapons teams, so I'd drop them and the useless troopers and grab some Melta Vets with Melta bombs and Det packs and toss them into Chims.

I'd also drop the Devil dogs for Vendettas as you get more use from 3 TL LC's than you do from a scattering melta blast.
   
Made in us
Rough Rider with Boomstick





Mah Hizzy

Actually if he wants a non mechanised army Storm troops are awsome. They are pretty good. They are sucicide units that deep stirke with the reroll. Don't got past 5 of them though. The army looks interesting man but if you get hit by something on the flank you might just get rolled. I'm not gonna say this list is horrible because IDK. But I see this as interesting alterantive to mech ig.

2000 
   
Made in us
Hardened Veteran Guardsman





Virginia Beach, VA

Cons:

Six tanks at 2500 points - you yourself are taking enough AT to pop all of them by the end of the second turn.

No Special Weapons in the line squads.

No AckAck for the AirCav fad (no real solution for that unless you want to invest in heavy stubbers and/or autocannons and/or Hydras.

Your self-described primary defense against CC is a one-shot template weapon with a 12" effective range.

-------
Solutions:

Drop the Special Weapons Squads, and distribute the plasmas among the line squads.

Get another Company HQ - lose the MOO and the Astropath (unless you were going to outflank some stuff?) and get another Fleet Officer to really disrupt reserve rolls. Just paint a tank sprue officer blue or something appropriately fleet-ish.

Tool the PLT HQs out for at least something - 4 flamers for a counter-attack that's guaranteed to do some damage on the cheap.

You may have to drop a line squad w/ a Lascannon to find points for that stuff.

If you min/max the Stormies, you probably can scrape enough points for a Chimera to put your PBS in, and make it a bit less of a glass cannon.

As for tanks, it'll be interesting to see whether or not three Punishers put out the dakka you need. Definitely post a battle report when you're done!
   
Made in us
Reverent Tech-Adept





33.509406,-82.220934

Ok, to show I listen I made a couple of changes, see if this is better. I dropped one Bane Wolf,
the Psyker Battle Squad and one squad from each platoon. I also dropped the MOF, MOO and bodyguard
and added x2 plasma to the CCSHQ. In my Platoon I went with special weapons for the first line since the second line
will be behind them I did not give them any. I added two Vet squad and two Valk for some quick objective
grabbing action.

CCS HQ
Astropath
x2 Plasma

x5 Storm Troopers
x2 Melta

x5 Storm Troopers
x2 Melta

Plt HQ
x2 Flamers

x2 Inf Squad
w/Flamer, Lascannon

x2 Inf Squad
w/Plasma, Lascannon

Plt HQ
x2 Flamers

x4 Inf Squad
Lascannons

Vet Squad
Demo
x3 Melta

Vet Squad
Demo
x3 Melta

Valkyrie with Rocket Pods

Valkyrie with Rocket Pods

Bane Wolf

Devil Dog

x3 Leman Russ Punishers

   
Made in us
Fresh-Faced New User




I think this second list is a ton more competetive.

- Melta/Demo vets in Valks own Landraiders and AV 13+

- The Lascannons are solid long range AV11+ Anti armor

- More flamers is good

Things I think you should consider
- Plasma is a no bueno on Guard in 5th Edition. With the weak armor save and poor BS, you're just not going to get the return on your investment that you are looking for. I would either ditch it for more melta (close range support if enemy armor reaches your line), or autocannon+2 sniper rifles and cammo cloaks. If you are going to insist on taking plasma, take a medi-pack on the CCS so you at least get FNP on the overheats.

- All Ard Boyz armies usually need 2 things to truly be competitive. Deep strike protection and psychic protection. This is commonly accomplished by allying in inquisition goodies, but the Guard have a cheap option that can fulfill one of these roles. Leave the Officer of the Fleet in. Against all deepstriking armies you are going to want to be able to focus all of your striking power onto small borken up chuncks of you opponent's army. This is better achieved with a OoF to break up reserves rolls.

This message was edited 2 times. Last update was at 2009/06/15 14:28:21


 
   
Made in us
Reverent Tech-Adept





33.509406,-82.220934

Ok, I see the reasion behind Meltas over Plasmas, not to crazy on the loss of range
but how lone will they stay at range anyway. I added a Master of the Fleet for the
very reasion stated in this thread, delay the deep strikers.

CCS
Astropath
MotFleet
x2 Melta

x5 ST
x2 Melta

x5 ST
x2 Melta

Plt HQ
x2 Flamers

x2 Inf Squad
w/Flamers, Lascanon

x2 Inf Squad
w/Melta, Lascannon

Plt HQ
Lascannon

x4 Inf Squad
w/Lascannon

Hvy Weapon
Missile

Hvy Weapon
Missile

Vet Squad
Demo
x3 Melta

Vet Squad
Demo
x3 Melta

Valkyrie
Missile Pod

Valkyrie
Missile Pod

Devil Dog
Bane Wolf

LRPBT
LRPBT
LRPBT

2490

   
 
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