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Made in us
Stalwart Tribune





i have an IG list here i want you guys to look at. i havent built it yet and i want to see what you guys think

HQ:CCS+morter+MOO+MOF+med pack=145

HQ:CCS+morter+MOO+MOF+med pack=145

E:inquisitor+4 mist+ land raider = 315

E:marbo=65

T: PCS+Vox+sniperx3=50
IS+vox+chimera=110
IS+vox+chimera=110
HW+las=105
HW+las=105

T:vet+grenade launcherx3+vox=90

F:vendetta+heavy bolters=140

F:hellhound=130

H:executioner+plasma+camo+lascannon=265

H:executioner+plasma+camo+lascannon=265

H:Vanquisher+pask+heavy bolters+lascannon/vanquisher+melta+lascannon+camo=460

keep in mind i dont have my demonhunters codex with me, so that enquisitor may be way out of place.

This message was edited 1 time. Last update was at 2009/06/25 09:17:06


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Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

To be honest I think you're in for a rough time here. The list seems a bit all over the place in terms of strategy and there are some very poor choices for gear/upgrades. The worst are:

Grenade launchers in your vet squad?
Snipers in your PCS?
Las Hvy weapon squads?
LR from the Daemonhunters codex?

Swap the grenade launchers for meltas, the sniper rifles for flamers, the Lascannon for autocannon and get rid of the LR altogether.

Use the saved points to get a couple of Valks/Vendis to put your vet squad and Inq in.

This would be a good start but unless you own a lot of this stuff (did I understand right that this is a new build?) I'd start from scratch if you're serious about competing in 'ard boyz...

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
Made in us
Hardened Veteran Guardsman






Your vets have BS4 which is a waste when used on grenade launchers, plasma is expensive now but its quite worth it on vets, so are meltas.

PCS, I find if you want a good counter charge unit, flamers are these guys are awesome, or grenade launchers, something cheap and mobile for these guys

Id say if your looking for AT, look for meltas,meltabombs and vehicles. hvy weapon teams are garbage this time around and lascannons suck at BS3.

This message was edited 1 time. Last update was at 2009/06/25 14:32:01


 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Wow, only 6 scoring units and all of them t3 5+ save models. I'd say you need to restructure your troop selections like everyone said above and also add more troops. Mech Vets are solid. Also the only HWS worth having at all is the auto-cannon one because it's so cheap it's gross. Otherwise your AT should be handled by melta vets, melta CCS's, devildogs, and Vendettas.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in gb
Towering Hierophant Bio-Titan



UK

If your embarked in a vehicle, you cannot make use of IG orders.

Pask + lascannon & vanquisher = win. 24" non-pask meltas/las/vanquishers no so good. I mean its alot of firepower (the second choice) you wont be using because you'll be moving to get in range to use your lots of firepower. The camo-netting also agrees with this concept. If you can, spare points to get the pask-varient vanquisher (PVV!) camo netting.

Thus the voxes on the Infantry squads are a waste of time.

The company command squads are just horribly pointless. You'll get such better mileage from a 3-strong griffon, hiding behind some chimeras/leman russes.

Try;


1)Teaming up the Executioners & dropping the plasma sponsons.

2)Getting a griffion mortar sqaud, 3 tanks.

3)Dropping the vendetta H.bolters (you just shouldnt be firing at anything that h.bolters can damage. If theres no armor targets, they should be boosting 24" to drop off a multiple template squad)

4)Drop useless upgrades like mechenised voxes, BS4 grenade launchers etc.

5)Drop the HW las squads. @ 2500pts, theres just gonna be too many spare str6+ shots that will annhilate this squad. If you want more lascannons, either get a 30man+ infantry blob with lascannons OR/and get another vendettas.

6) Re-do your troops entirely. If you want chimeras, get atleast 4.

7)Re-do your HQ entirely. Mortar teams on BS4? I mean..come on. I know CCS can be very utilitarian besides being very good shooty - with voxes, regimental standards & order support.. but as it is now.. painful.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Rough Rider with Boomstick





Philadelphia

So, lets start from the top,

MOO+Mortar is cute, but check with your local TO as many stores will not allow that trick and I expect that may be one of the things GW fixes in the FAQ eventually. If your store is good with it however, then two 35 point basilisks – in effect- are not a bad choice if your intent is to go guyspam.

Your Inquisitor is a mess, no reason for more than two mystics, the extras do nothing, and the Land Raider is just out of place. It adds very little to the army that a vendetta would not do better and for less.

Troops are your real problem. You can go partial mech, either do it all the way or don’t do it. Two chimeras sitting out on their own are just easy targets. Your HWS are just easy KPs and your vets serve no purpose. You have 62 troops, total and only 20 of them meched up. 60 troops in 6 chimeras = good. 60 troops out of chimeras = suicide.

Guard does not work with half measures either go all the way mech or go all the way infantry with large numbers. I am obviously a fan of mech but there are some very good infantry builds as well.

You have put so many points into your tanks, inquisitor and camo netting that you have nothing left for troops. Remember in Ard Boyz at least two of the missions are going to be very objective based.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
Made in au
Lone Wolf Sentinel Pilot






i'm tired so i'll just say this; no....

I pretty much agree with every bit of advice given, even if it's just to change the list

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Stalwart Tribune





ok 2ed try here

HQ:CCS+morter+MOO+MOF+med pack=145

HQ:CCS+morter+MOO+MOF+med pack=145

E: marbo 65

E: psyker battle squad+chimera=115

T: PCS+plasmax4+chimera=145
IS+las+chimera=125
IS+las+chimera=125
IS+las+chimera=125

T:vet+melta+chimera=155

T:vet+melta+chimera=155

F:hellhound=130

F:Vendetta=130

F:vendetta=130

H:executioner+plasma+camo+lascannon=265

H:executioner+plasma+camo+lascannon=265

H:Vanquisher+pask+plasma+lascannon+camo=280




Automatically Appended Next Post:
Judging from the other posts i have seen, ive just build a very genaric mec ig list. ive been looking at flamers, ive never had luck with them nor have i ever seen them used well when ive sat across the table from them. what is the big pull on ig with flamers and should i try to fit it in the list.

This message was edited 1 time. Last update was at 2009/06/26 02:28:36


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Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

Flamers have two obvious uses in an IG list - countercharge and 'drop'.

Countercharge is a unit that stays out of sight behind your lines. When enemy assaulters get to you, you step out of cover and flame them.

Drop is the more aggressive version where you deliver a unit into the enemy's face with a valk/vend or chim and flame them.

So why are they good?

First - flamers always hit. This is a good thing!
Second - flamers always hit a lot. Remember, your targets are bunched up infantry so if each flamer can hit, say 6 models, then a squad with four flamers will get you 24 automatic hits. This is a very good thing!
Third - flamers ignore cover. If used in a countercharge role this means that an enemy unit that has taken an objective gets no cover save. In 'drop' it gives you the option of killing a dug in enemy. Also good!

Remember, guard are about massed firepower, not accuracy, and the flamer, though short ranged will generally hit more enemy models than any other gun in the game!!. Position it well and they do fine!

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
Made in us
Stalwart Tribune





thank you for the input.
how would i fit a unit of flamers in this list, should i drop an IS for a vets with 3 flamers or the psyder battle squad, or both?

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Made in us
Rough Rider with Boomstick





Philadelphia

Just give your PCS 3x flamer 1x heavy flamer. Plasma on a PCS is not a great idea, with BS3 your going to average only 4 hits and one fried guardsmen per turn.

My flamer PCS has killed as many as 30 models in a single round of shooting!!!

The flamer PCS in a chimera is spectacular.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
Made in us
Storm Trooper with Maglight



Milwaukee, WI

Chimera_Calvin wrote:
Second - flamers always hit a lot. Remember, your targets are bunched up infantry so if each flamer can hit, say 6 models, then a squad with four flamers will get you 24 automatic hits. This is a very good thing!!


I agree with you generally, but here you're ignoring the potential for overkill (that is, roasting a single model more than once).

It doesn't make flamers/skorchas/burnas bad, only slightly less good.

18th Gamtilla Secundus Dragoon Guards Regiment: “The Lord Governor’s Own” 
   
Made in us
Stalwart Tribune





Ok i hope 3ed times the charm on this one, lets try this one out

CCS+MOO+MOF+morter+medpack=145

CCS+MOO+MOF+morter+medpack=145

Marbo= 65

ICS+H flamer+ flamerx3+camera+H stuber=130
IS+Las+camera+H stuber=135
IS+Las+camera+H stuber=135

Vet+meltax3+demo+camera+H stuber+vox=200

Vet+meltax3+camera+H stuber= 165

Vet+meltax3+camera+H stuber=165

Hellhound+melta=145

Vendetta=130

vendetta=130

LR exe+plasma+camo+las=265

LR exe+plasma+camo+las=265

LR van+plasma+camo+las+pask=280

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Made in us
Hardened Veteran Guardsman





Virginia Beach, VA

If you ditched the medpacks (why is this squad ever going to need FNP?) you'd have enough points to buy your infantry squads something that synergizes with the rest of the Chimera's weapoins (GLs or Flamers).

Thinking about metagame, it might be better for you to: dump the Hellhound, and your Plasma sponsons, and get a battery of Hydras. It makes me nervous personally to put a LR worth of points into something with Rear armor 10, but maybe that's just me.
   
Made in us
Tough Tyrant Guard




North Carolina

At 2500 points you need to pull from all three codex that you can. Its just with Eldar and a few other races your going to need the xtra items from the other codexs in order to win the game. I myself have found that a small unit of say

Inq Lord Hood Incinerator,

Ret: Warrior Melta gun, 2x sages, 3x mystics, Yes the two sages are 20 points which you could buy another warrior with melta gun. Though the rhino only has one fire point and that is the main reason for the two sages. It gives you a reroll and allows you to stay inside of the tank. Being T3 outside of a tank is almost certain death at this point total with so much ranged str 5-6 fire power.

Rhino Smoke extra armour.

I have played around with all the variants and find that the Incinerator works the best. Str 5 ap 4 template which ignores cover saves and Inv saves. Hood has helped as well but over all some of the powers still get threw. This is the reason I am now pulling from the other codex. It just that the WH codex allows for a straight up D6 cancel power so in turn I will have two attempts to cancel powers.

Pask in a vasq seems like the best option because it adds the plus one to the dice roll. This is turn is going to help against waveserpents and such. Unless you can get to the back side of the waveserpent.

Biomass

 
   
Made in us
Stalwart Tribune





ok i proc'ed the list to day and played acouple games. first was a demon list, i wont go in to the details but the mech ig cut them down bad. the 2ed game was with a chaos berzerker rush. i would like to point out that i have had various posts advising me to drop plasma off the LR tanks. the game with the demon hord the plasma tuned the LR van in to a demon killing monster instead of only dealing 2 wounds a turn from a unit worth more then a land raider. as well a number off people have told me to move pask to the LE exe. we have a number of necron players in my area (although necrons are not the most comp. list for ard boyz) and the van seems to be the best way to answer the monolith. i want to point out i do appreciate the criticism, just want you all to know where im comming from with some of the less common units that keep sticking in my lists.

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Made in us
Tough Tyrant Guard




North Carolina

Its good to see that you got a chance to see how things would work.

Only question that remains is if you have to play against say a psychic power race.

Best of luck, grats on the wins

Biomass

 
   
Made in us
Stalwart Tribune





thanks alot to every one for there input. some more play testing and tweeks and i think this list will set me up well for the up comming events.

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