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Made in au
Angry Chaos Agitator




Somewhere on Terra

Hi guys

this is an idea i came up with after my astropath kept on gettin killed in my ccs and i needed him for the st to arrive on time, it's a bit weird so be gentle...here goes...


HQ-

CCS
-straken
-Medic
-Standard Bearer
-2 grenade launchers
-2 bodyguards
240pts


CCS
-powerfist
-astropath
-master of ordnance
-2 LC teams
175 pts


ELITES


STORMTROOPERS
-powerweapon
-1 meltagun
105 pts.

STORMTROOPERS
-powerweapon
-1 meltagun
105 pts.




TROOPS


-VET SQUAD
-powerweapon
-1 meltagun
-2 flamers
100 pts.



-VET SQUAD
-powerweapon
-1 meltagun
-2 flamers
100 pts.


-VET SQUAD
-powerweapon
-2 flamers
-LC team
110 pts.




FAST ATTACK


-ARMORED SENTINEL
-plasma cannon
75 pts.




HEAVY SUPPORT


-LRBT
-hb sponsons
-pintle mounted heavy stubber
-dozer blade
190 pts.


-LRBT
-hb sponsons
-pintle mounted heavy stubber
-dozer blade
190 pts.




-----------------------------
TOTAL 1500 pts.




the ccs 1 will advance supported by Vet squad 1 and 2 to take objectives, bust tanks, kill orks the usual stuff ccs2 will stay in my deployment zone supported by vet squad 3 and shoot tanks and infantry(with the master of ordnance).The sentinel hunts chaos termies, carnifexes, mega nobs and the like and will tie up horde squads with S5 and under(as they cant harm the sentinels fav of 12). the stormies will deop strike behind tanks and melt them, and the lemans....well they do the usual pew pew boom stuff.....wat do ya'll think????






...nothing else matters...


 
   
Made in gb
Numberless Necron Warrior





You need transports, severely. Footslogging veteran squads won't do jack. You have nothing in your army that outflanks, scouts or moves over 6". This will be a problem.

HQ
- If you're set on using Straken, at least add a Priest.
- You can't have multiple Heavy Weapon teams in your CCS, but nice try. Drop the Power Fist, it's useless because they'll get pulped in assault anyway. Get some camo cloaks if you're going for a static CCS.

Elites
- Drop the pointless power weapon. Keep these out of assault. I find Stormtroopers generally overpriced for what they do (which is, not a lot).

Troops
- Drop the power weapons. T3 5+ units should not be in assaults. 1 Meltagun isn't going to pop tanks. You need 3.
- 2 Flamers, Lascannon and Power Weapon? What? No.

Fast
- Too expensive. It'll get popped on Turn 1.

Heavy
- Drop the upgrades or get better Leman Russ variants.

Overall, not great. You're too slow to be able to react against many armies. You're too squishy to be able to defend yourself well. You're too weak to be able to take out mechanised or horde armies. Straken's CCS might have some close combat ability but how are you going to assault? You're moving 6" every turn. An opponent would just stay out of range of your infantry and kill them at leisure. 240pts is way too much for an HQ unit in a 'Guard army. They're still only T3 5+ models, at the end of the day.

Dropping the power fists, power weapons and LR upgrades (and the Sentinel) should allow you to get a few Chimeras at least. If you're serious about using your Vet Squads for objective-grabbing and anti-tank, get a Chimelta squad. That is, Vet Squad with 3 x Meltaguns in a Chimera. Even better, get 3 Chimelta squads.
   
Made in gb
Towering Hierophant Bio-Titan



UK

Try again.

 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 cn
Wicked Warp Spider






Razerous, that's a pretty sarky and unhelpful thing to say to the guy. You'd better try again.

This army seems to put a lot of points into a few very small, fragile units. Straken is a perfectly good HQ, but almost anyone who uses him takes big units of guardsmen to benefit from the furious charge and counterattack abilities he gives them. The 240 point bill could be justified if you change the rest of the list a lot. First of all, two expensive CCSs are a bad idea, that's a huge chunk of vulnerable points. I would choose one or the other.

Your storm troopers are confused. Do they want to assault infantry (a bad idea) or deep strike to bust tanks (a good idea)? If it's option two, give them two meltaguns per unit, so they have a better chance of completing their mission.

You have vet squads on foot, which is uncommon. Vet squads can take a lot of special weapon firepower, but are no more resilient than ordinary guardsmen. Either give them transports, or get platoons instead IMO, 30 T3 5+ save models will probably not last long enough to take objectives. I would specialise their weaponry as well. Some people like a heavy flamer and 2 meltas, to give a strong infantry-killing weapon and a reliable chance at harming a vehicle. You have a good anti-infantry kit-out, but the one meltagun is likely to fluff the shot at a tank, and then you've wasted that turn's anti-infantry firepower, see what i mean?

Armoured sentinels, especially with plasma cannons, are usually considered overpriced. I advise reading Polonius' IG vodex review (in the articles section on this site) which breaks down the efficiency of individual units.

Leman russes are great, but I think you've over-equipped them. If you were to strip them and scrap the armoured sentinel, you'd have points for three naked russes. I think HB sponsons and pintle stubbers are not bad choices, but I'd rather leave them off and get more units.

If I had to suggest a few simple changes to the list, I would: cut the supporting CCS and the plasma sentinel (maybe a unit of storm troopers as well), get transports for straken and the veterans, and revise the weapons on the veterans.

This message was edited 1 time. Last update was at 2009/09/23 16:43:55


Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Kid_Kyoto






Probably work

Here is a hint: If your astropath is dying earlier than you want him to (ever), then you're doing it wrong.
What seems to happen to get the astropath killed? Does it happen every time? Is there some way you can avoid that?

Yesterday, I played a game against an Eldar player. He had a farseer jetbike squad wipe out 30 guardsmen and half my CCS to contest an objective. He lost 2 bikes in the process. Another turn and I'm sure I would have lost my CCS. Mind you, those guardsmen got first hits too. I've said it before, and I find that it can't be said enough: There is no way to make IG good in close combat*. If you want close combat Imperium, play Space Marines or Daemonhunters. If you want effective Imperial Guard, take 9 LRBT and 9 Hellhounds/Devil Dogs





* IG can be made good in close combat, but only if you blow your HQ choices on Yarrick and a Primaris Psyker, and then take Daemonhunters/Witchhunters as allies. Oh, and maybe some Ogryns. Please note that this will make them good in close combat, but I make no claims about doing anything else well with them.

This message was edited 1 time. Last update was at 2009/09/23 21:17:29


Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in au
Angry Chaos Agitator




Somewhere on Terra

hmm thanks for the feedback....didn't think about it that way...looks like i gotta buy a few chimeras and meltagun packs...



...nothing else matters...


 
   
 
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