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Made in us
Imperial Recruit in Training



Indy, IN

So this is the revised list for the coming tournament season.

HQ_________________________________85
company command squad
heavy flamer
flamer x3

Elite______________________________65
marbo

Troop______________________________155 x4
vets
melta x3
chimera

Troop______________________________130 x2
vets
flamer x2
heavy flamer
demo
shotguns

Fast attack________________________130 x2
vendeta

Fast attack________________________140
valkyrie
heavy bloter sponsons
multiple rocket pods

Heavy Support______________________160 x2
leman russ eradicator
heavy flamer


The command squad will be in the valkyrie with the flamer vets in the vendeta. The vendetas and melta vets will go bust any tanks while the flamers and the valkyrie hunt down infantry. marbo will deepstrike into a unit and demo charge that unit earning his points back while he also stalls a unit for a turn as they deal with him or get sniped at the rest of the game.The eradicators will act as hellhounds but with a longer range and also hunt infantry with the vets in chimeras taking objectives in latter turns. So what do you guys think let me know and be as harsh as you like.

This message was edited 1 time. Last update was at 2009/12/02 05:02:02


 
   
Made in us
Hardened Veteran Guardsman






At least in my experince as a IG player if my troops have no way of transport they will not succeed a large part of my force needs to be in transport of they will die. Get rid of the Heavy flamers on your squads. You have the right idea with the one vet squad using meltas in a chimera they don't have to exit the vehicle to shoot thus they are still protected. Also get rid of the eradicator and use a demolisher

Imperial Guard 1500 mech vet W-L-D
4-1-0
Tally-, , ,
 
   
Made in cn
Wicked Warp Spider






As far as I can see all his units are transported - 4 units of veterans in chimeras, 2 units + CCS can be carried by the planes. I think you missed the 'x4' on his veteran squad.

Looks fine to me, but unless you face lots and lots of infantry-heavy orks, IG and tyranids, you have more anti-infantry than you need, at the expense of versatility. I think the eradicator is a cool idea, but you're trading effect vs light infantry for complete uselessness against vehicles and very limited effect against marines, FNP units, etc.

Two suggested changes: first, dump the HBs on the valkyrie (because they're sort of useful, but you have to move 6" to fire them, without those you can fire at full power even when moving 12" - it's not worth slowing down to use them, when you consider how much easier it gets to maneuver your vets, and how much tougher in assault cruising speed makes you) Use the points saved to bump both eradicators to demolishers. Not quite as great vs light infantry, but you can threaten anything with them, whereas so many armies will just laugh at S6 AP4. After all, you have plenty of flame templates if you really need to wipe out an infantry unit - you need stuff that can deal with a saturation of hard targets.

Also, it seems more natural to me to put the anti-tank squads in planes and the anti-infantry in tanks. Reason being, it's easier to 'alpha strike' a vehicle than a squad, and taking out vehicles in the first 1-2 turns may have a greater effect on the game since vehicles are so important for mobility. How about switching 1 flamer/vet unit in a chimera, and 1 melta/vet squad in a vendetta. Gives you some flexibility in choosing targets (obviously the demo charge should stay in the airborne squad though)

Hope that helps, good luck

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
 
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