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Made in ca
Fresh-Faced New User




I am trying to prepare for a 1000 pt mini tournament and instead of running my usual mech IG list I would like to try a completely different IG CC list... Any input/suggestions would be great! (Also if you have tested out IG CC please tell me how it went!!)

My logic is that this list centers around Straken- If he dies this list is toast so I have boosted him up quite a bit. I also plan to blob up the IG squads unless it is an Objective match- They should be decent enough to run separately. Also all the power weapons (Commissar and Sergeant) should hopefully plow through most MEQs (Combined with Straken's furious charge it should be interesting?) Futhermore, hopefully the Psyker battle squads can either lower leadership when my squads are charging in to attack or drop some pie plates down as my squad charges up...


HQ

Company Command Squad [230 pts]
Straken
Bodyguardx2
Carapace Armour
Regimental Standard
2 Meltaguns
2 Laspistols (instead of lasgun)

Ministorium Priestx2 [90 pts]
(To be attached to the blobbed guard squads)

Troops


Infantry Platoon #1 [TOTAL 290 pts]
Platoon Command Squad [70 pts]
Power Weapon
3xMeltaguns
1 Laspistol (instead of lasgun)

Infantry Squad x 2 [110x2 = 220 pts]
Commissar (with pwr weapon)
Sergeant (with pwr weapon)
Infantry Squad x9 (with flamer)

Infantry Platoon #2 (Same as #1) [290 pts]

Elites

Psyker Battle Squad [100 pts]
Psykers x8 + Overseer

Thanks for any input
   
Made in gb
Outraged Witness



Bath, UK

This list certainly challenges convention in that most IG players will tell you they don't want to get standard guard into CC.

You have some general template support in that you've got a good selection of melta and flamer weapons, but I don't think you excel as anything more than a 'paper sword' with this list - you don't have any sort of backup in terms of shooting while you actually slog over to their lines, but on the off-chance that you do make it, you might deal some damage for a couple of turns - for example, you have anti-MEQ but only up close in CC, while necrons and the shootier SM lists will tend to gut you quickly if you're not tying their squads up fast and even then, retaliation could be bloody.

even if you're set on CC as an alternative to what you usually play, I really recommend playing some test matches before you get into a tournament with a theoretical alternative list such as this, as you might realise you miss tank support etc.

izzat so, fink?
 
   
Made in us
Hurr! Ogryn Bone 'Ead!






List is written pretty good. Overall concern is that you should take powerfists wherever you can... as S3 sucks, but S6 wounds on 2+. That's a really big difference for 5pts. You want as many of those armor denying attacks to connect as you can. Sargents with power swords in your blobs can't be singled out, so it is basically a powerweapon with 10 wounds. You should try to get all of them power weapons if you can.

IC with power weapons are bad, cause they can get picked off in CC. Keep that in mind, and read the CC rules on ICs to get a better idea of what is going on. (Talking about the priests)

Overall, the list will most likely get shot up before you even get close to anyone. You have no transports, and no speed boosts to footslog there quickly, except maybe MMM! At the very least you would need some armor or sentinels to escort your troops to the front without letting them get shot up before you get there.

If you go up against a melee army, I guarantee they can do it better than you can. They will have more powerful units, and they will have more of them too.

Basically the problem is, IG are NOT a melee army. If you force them to be a melee army, you will end up spending a lot of points doing so... where actual melee armies would have to pay about half as much as you for the same effect. IG are more efficient at shooting. Straken and the Catachans are great for things like light and mobile mixed armies. Keep at arms length, shooting the enemy with asssault weapons and sentinels, then when they get too close take advantage of your counter assault and charge in and finish the fight. But the crux of a good melee IG army is recognizing you need a strong shooting element to soften up the enemy to be weaker than a squad of (WS3 S3 T3) humans before you go and start a fist fight.

This message was edited 1 time. Last update was at 2010/01/24 14:57:15


Lt. Lathrop
DT:80+S++G++M-B++IPw40k08#+D++A+/rWD-R++T(T)DM+ 
   
Made in gb
Battlefield Professional





England

I heartily agree with the comments of Lt Lathrop. Whilst I applaud the fact that you're trying something new, I don't think this army is going to be what you're looking for.

Sadly, the best you'll do to a Tyranid or Ork opponent is temporarily confuse them when you start running everything towards them - after that, I predict the battles will be bloody and swift and unpleasant for you. Even a Space Marine Assault Squad, which I've never had any love for, could make short work of the units there, taking into account their pistol shots and/or the fact they get to swing before you do.

To summarise; interesting, but I suspect somewhat unsatisfying once you playtest.

 
   
Made in ca
Fresh-Faced New User




Thanks for all the input- What you say is correct- I think they would get shot down even before making it across the table. I think what I will do is try to vets in chimeras and take away a platoon command squad- If they advance up behind the chimeras they should be better off.

For the IC characters (priests) I was never planning on running them ahead in the army and have them arrive late in CC. I think that prevents them from being targeted since they wont be in combat on the charge (Even so - they are just there fore the rerolls)

I will do a repost soon with something a little more mixed- Either potentially Sentinels squads (which will distract the enemy as I advance or chimeras)

Thanks again for all the input- it is appreciated!
   
Made in us
Hurr! Ogryn Bone 'Ead!






I really would recommend pulling away from some of the melee, and putting in more assault weapons. This will allow you to soften up your opponent before you reach them.

Also, units like the Priests that only get bonuses on the assault, should really be used to counter assaulting after another squad already initiates the assault. Most other armies will assault you better... so there is a pretty good chance that even if you are doing this or that to try and make your army more shooty, you are still going to be fighting defensively. You can't get abilities like fleet or jump infantry which you would need.

You should really read the IC close combat rules... they are complex and WILL spell doom for your list if you don't master them.

If you go to vets, switch to shotguns.

This message was edited 1 time. Last update was at 2010/01/25 13:28:09


Lt. Lathrop
DT:80+S++G++M-B++IPw40k08#+D++A+/rWD-R++T(T)DM+ 
   
Made in us
Slippery Scout Biker



Wassertown

I think this idea is sorta doomed to failure. Any good list will either just move away from your slowwwwww Guard or kill them quickly. And if you mech, up, there goes the assault.

Interesting, but fatally flawed.

Screamin' Banshees 23-9-2 5th Ed. 
   
 
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