WhiteWolf01 wrote:HQ-50pts
-2 Body guards - 30pts
-Master of Ordinance-30pts
Bodyguards are cool, but only if you have something in your
CCS worth protecting... which you don't. 30pts is a lot considering all the other
IG options. Either add something to the
CCS worth having, or drop the bodyguards and put the points elsewhere.
MoO is probably the single biggest waste of points in the
IG codex. Read my other post:
http://www.dakkadakka.com/dakkaforum/posts/list/263006.page#1082426 WhiteWolf01 wrote:Veteran Squad #1 - 70pts
- Power Weapon - 10pts
- 2 Melta Guns - 20pts
- 1 Plasma Gun - 15pts
- Grenadiers Doctrine - 30pts
Veteran Squad #2 - 70pts
- Power Weapon - 10pts
- 2 Melta Guns - 20pts
- 1 Plasma Gun - 15pts
- Grenadiers Doctrine - 30pts
Humans have WS3, most races that are going to fight you in melee will have more than that, so assume you are going to lose a lot of attacks in melee. What few hits you get are going be lost, because S3 is far from impressive, and most other races you will be fighting in melee have T3 or better. So a few attacks, fewer hits, and even fewer wounds... a power weapon is pretty much a huge waste. Throw in the fact that a 10man squad of humans probably won't survive through an entire assault phase, and you can understand why that not only is melee the LAST THING YOU WANT
TO DO WITH HUMAN TROOPS, but wasting 10pts on something that won't benefit you is a bad idea. If you are going to take a power weapon, spend the extra 5 pts on a power fist, so you can have S6, which will let you wound in melee. But personally I would say push for
IG strength with ranged firepower. Drop the melee weapons in general.
Melta/Plasma is awful. Not that they are bad independantly, but mixing weapons is almost always a poor choice. It makes it so your squad is less good at what it could be good at. Melta fire at 12" (6" if you wanna melta); Plasma 24" unless you wanna rapid fire. One is good for
MEQ and
TEQ, the other is good for Av14. The basic idea being that if you use the melta, you waste the plasma shots. If you use the plasma shots, you waste the melta. You have multiple squads, specialize. Have one with melta, one with plasma.
Grenadiers is good if you wanna be in melee, but like I said before... melee is really the last place you want to be. EVER. You will lose. And regardless of if you believe me or not... there are better ways to fight with
IG than melee, no one can deny our strengths are being at range with our armor... not melee. Also consider that except in melee (where you don't get cover saves)
IG perform way better with cover saves. Not only do a lot of our units get bonuses to cover via camo cloaks and like upgrades, but we go to ground often, giving us further bonuses. We have orders that allow us to get +2 bonus to cover for going to ground, and we have orders that allow us to recover from going to ground. Considering that most cover on a table will be 4+, paying 30pts for 4+ armor saves is just silly, when you get the cover version for free. Also, you can't
AP cover saves.
WhiteWolf01 wrote:Ratling Squad (5) - 50pts
Good squad, works well against most things. Goal is not to get wounds here... but to pin and tie up squads that you need to keep quiet for a while.
WhiteWolf01 wrote:2 Dedicated Chimeras for my Vets - 110pts
- Both have Pintle Mounted Storm Bolters - 20pts
- Both have Extra Armor - 30pts
You should list this with the Vets squads, so people know they are dedicated...
Stormbolters are fine. Generally people find better places to spend 10 pts, but that is preference.
Extra Armor is sorta silly, it only helps you very very rarely. Dozer blade would be a better upgrade, as you drive through more cover than you will ever get 2s on the damage table. Personally I never really found anything wrong with a bare Chimera. Save yourself some more points.
WhiteWolf01 wrote:Valkyrie Assault Carrier - 100pts
- 2 Multiple Rocket Pods - 30pts
- Heavy Bolter Sponsons - 10pts
Yes! Great Vehicle. Drop the heavy bolters. MRPs are S4, meaning they are defensive weapons. After moving 12" as a fast skimmer a Valk can fire its primary
MM and any of its defensive weapons. This incudes both MRPs, but would not include the
HBs. Basically the Valk is a Fast Skimmer... it can move 24" in a turn. THAT'S HUGE. The only time you would ever be able to use the heavy bolters is if you moved 6". But if you are going to move 6" a lot, then you are wasting one of the main strengths of the Valk... and shouldn't have taken it.
Also, but vets in this, not your
CCS. Give the
CCS the Chimera. This will allow the Valk to be a scoring unit while it has Vets inside, so you can fly around and capture points, and drop off the vets before going to do something else.
WhiteWolf01 wrote:2 Basilisks - 250pts
Very flimsy tank, open topped, light light armor. You don't really have much in this army to protect your basilisks from being assaulted or shot at. 3' minimum range if you fire barrage is tough, so you lose a lot of the cool from not being able to fire barrage very often. Other than the fact you are going to lose these tanks early in the game... they are awesome. I would possibly recommend taking at least one of these tanks and turning it into a Leman Russ.
Overall, not a terrible list. Fix up the Vets to drop the melee nonsense. Take those points and get them some heavy weapons, and/or specialize the special weapons to all melta, or all plasma. I am not a huge fan of melta however, so I would recommend something more like a lascannon, or a Russ or Basilisk for anti vehicle. Vets with just grenade launchers is a perfectly viable combonation. Drop grenadiers, take another vets squad... you are pretty light on troops for a 1000pts. Try to work in some Av14.