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Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

Hi All

I'm trying to write a bit of an unconventional guard list mainly using the models I have. Problems is I mainly play 500 point games so i'm not sure how unrealistic i'm being, plus I have some fairly random models. The list I have so far is:

HQ - 90
CCS
Regimental standard
LasC
Vox

Elite - 65
Marbo

Troop 1 - 165
vets
3 x melta
chimera with Dozer blade

Troop 2 - 320
PCS
4 x flamers

Inf squadx 3
AC x 3
GL x3
Commissar
PW x 4

Fast Attack - 360 (these are all built, i'd like to include them if posible. weapons are magnetized socan be swapped)
2x scout sentinels with ACs
2x armor sentinels with Plasma C
1x Hellhound (cab be any of the variants)

Heavy support - 500
4 x basilisks (I only have one at the moment, but I love the model and I've always wanted and arti army)

Tactics wise I was thinking two batteries of basilisks, one on each flank in order to minimise the efect of the 36 minimum range. If I get to go first and use them to pound anything and everything, if I go second I use them for vehicle killing (direct fire) and hope the rest of my army can deal with troops. The inf blob sit on an objective, melta vets do what melta vets do and my CCS give himself BiD orders.

The PCS is a lttle bit meh without a chimera but i thought if they hid behind the blob the could be on clean up if it was wiped out.

So what do think? is this list playable? or do I need to accept that I might have bench some of my existing models.




PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in us
Revving Ravenwing Biker






That looks like a pretty solid army actually. The only recommendation I would make, is to find a way to get your PCS a chimera, and give them melta guns. Basilisks you want to fire at tanks as a last resort. Ordnance is simply not very good at killing tanks, but meltaguns are. The way I play my list is to have everything focus fire on their transports and once the troops are out then fire the basilisks at them. Oh and make the hellhound variant a devil dog

Dropping marbo would probably be the easiest way to accomplish the point savings...but Marbo has the potential to be game changing as well. You could drop the vox and standard from your command squad and the dozer blade from the chimera you do have, and thats 30 points. Hmm you cant really spare points elsewhere. But overall I think this list would be effective against most armies.

-Any terrain containing Sly Marbo is dangerous terrain.
-Sly Marbo once played an objective mission just to see what it was like to not meet every victory condition on his own.
-Sly Marbo bought a third edition rulebook just to play meat grinder as the attacker.
-Marbo doesn't need an Eldar farseer as an ally; his enemies are already doomed
-Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain
-Sly Marbo still attacks the front armor value in assault, for pity's sake.  
   
Made in us
Lord Commander in a Plush Chair






I like this list a lot, and agree with most of what Volkov said.

The lone Vox on the command squad does absolutely nothing so shoulf be dropped and the regimental Standard can be dropped as well since you have a Lascannon to add special weapons to the CCS.

Dozer blades are kind of nice but their use comes up so rarely that you might as well take it off(even though the Chimera looks so good with it on).

with those 30 points buy 2 Plasma guns for your CCS this purpose-sets them as a static command section, able to give out orders and send devastating fire down range. The only other thing I would suggest is switching the Lascannon in your CCS to a Missile launcher(and maybe using grenade Launchers instead of plasmaguns) and then buying a Master of ordnance

4 Basilisks are going to kill infantry dead but will quickly become priority targets and are fairly easy to kill. Str 9 +2d6 pick the highest is going to put some hurt on Medium vehicles.

Your Sentinels are kitted perfectly; exactly what I recommend on them.

I second the option of turning th hellhound into a Devil Dog, the Melta cannon is just too good.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

Thanks guys appreciate the input.

Devil Dog you say....hmmm not thought about that. Would definately add more tank killing power.

The vox by itself I know looks pointless but it allows rerolls for CCS giving themselves orders, it's not that important so will drop, I'll drop the standard and dozer as well as suggested. Keeping marbo though, i like that he is a wild card. That PCS is annoying me little, might drop the flamers and give them some thing heavier.

Have to go away and have a rethink. 30 points ain't a lot I could maybe get an officer of the fleet, or like you said Kel pimp the CCS a little bit more but don't think I can get another chimera unless I drop one of the Basilisks. If I need another mech/melta vet squad I was thinking about another CCS, cheaper than vets and can have more melta. Although I was hoping to avoid too much melta, seems a little cliche

thanks again guys, given me some stuff to think about.

PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in us
Regular Dakkanaut





Japan

I'd say drop the PW on the infantry squads. You have those set up to sit and shoot. Not rush and murder in CC.

As if on cue, you hear two people singing from the stairwell, and the door is opened and a pair of very smelly, very dirty guardsmen stumble in, completely drunk, and covered in vomit, and immediately collapse unconsious on the porch. You drag them to their beds, realising that they will not be waking up for some time.  
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

Red9 - Ideally I wouldn't be having this squad multitasking, but I can't help but think they are going to get assualted at some point. However you are right it is probably the best place to get the extra points I need.


Ok here goes

HQ - 70
CCS
LasC

Elite - 65
Marbo

Troop 1 - 155
vets
3 x melta
chimera

Troop 2 - 320
PCS
4 x flamers
Chimera

Inf squadx 3
AC x 3
GL x3
Commissar

Fast Attack - 360
2x scout sentinels with ACs
2x armor sentinels with Plasma C
1x Devil Dog with Multi Melta (Question: does the Devil Dogs Melta cannon work like normal Melta e.g. extra dice for amor penertration at half range?)

Heavy support - 500
4 x basilisks

I've got to that point I always seem to get to with my lists where it feels like I'm just changing stuff for changing stuffs sake. The PCS is a lame duck with out a chimera and by giving them it means I have to mobile troop choices in my army. However I did like the PW's in the blob, but not having them save me having to remodel 3 sergeants

I've got 10 points left I thought about dropping the commissar and putting the Standard back in giving 30 points which would allow me either give the blob back its PW or Dozer blades for the Devil Dog and Chimeras or get an advisor? Opinions? or should I just use the 10 points and stick two GL in the CCS or a vox in the CCS and Blob

This message was edited 1 time. Last update was at 2010/03/15 16:00:08


PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in us
Hurr! Ogryn Bone 'Ead!





The power weapons aren't normally going to be that useful, but they can give you a chance to hit back when the blob gets stuck in. One of the problems is that if you fail a moral check, the Commissar will cap one of the PW sergeants, oftentimes well before the enemy assaults your blob. If you want to keep them I'd consider switching too power fists, since in all likelihood, your going to be hitting last anyways. Giving the blob a vox might not be a bad idea since you'll be able to re-roll failed orders, but with a leadership of 9, that shouldn't be happening to often.

Definitely keep the commissar, especially if you're keeping the power weapons. Without Ld 9 and stubborn, they will break in close combat even with the regimental standards rereoll.

I'd think about dropping one of the basilisks. Three separate basilisks are going to be much more survivable then 2 squadrons of two. Remember that their open topped, and in a squadron they die on an immobilization. With them in the far corners they'll be susceptible to outflanking units as well.

This message was edited 1 time. Last update was at 2010/03/15 21:08:35


 
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

Thatguyoverthere: I'm dropping the power weapons and keeping the commissar. I might do the vox's, i've got a couple modeled so mean less troops on the bench, but hey 10 points thats a lot of stuuf for IG I might play around with it a little.

Hadn't thought about the squadron thing, thanks for reminding me does make them seem a little weaker, although it seem stupid that the gun crew would abandon it as I doudt i'm going to move them anyway. The reason I chose four was 1) it's exactly 500 points 2) with BS3 i shot from each squad should hit with direct fire 3) I just love em, plus I got a little over excited about the new models coming out.

Still I'm not sure about dropping the Basilisk, that would give me 135 points and i'm not sure what i'd spend it on, with 3 independent Basilisks my heavy support is full, my fast attack is full already and I can't afford another armored fist vet squad. Which leaves the blob, CCS and upgrades for existing vehicles.

By the way I hadn't planned on putting them right in the corners, just a pair on each flank, always planned to leave some room to allow for outflanking.


Automatically Appended Next Post:
OK here's the new list, I've dropped one of the Basilisks and did a bit of retasking. I've given the blob LasC instead of AC, CCS an AC, added another vets squad (these guys i've used in 500 games and have always worked well for me) and the melta vets Demo.

HQ - 65
CCS
AC
Bolter Gun - I chose this over a GL because the CCS isn't going to be moving and this give the commander a little more range.

Elite -65
Marbo

Troop 1 - 95
vets
AC
3 x GL

Troop 2 - 185
vets
3 x melta
Demo
chimera

Troop 3 - 350
PCS
4 x flamers
Chimera

Inf squadx 3
LasC x 3
Commissar

Fast Attack - 365
2x scout sentinels with ACs
2x armor sentinels with Plasma C
1x Devil Dog with Multi Melta

Heavy support - 375
3 x basilisks

This message was edited 4 times. Last update was at 2010/03/16 13:52:34


PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in gb
Guard Heavy Weapon Crewman





still seems like a pretty good list. I would just try it out and see how it goes.

Usually you realise your flaws during battle.

Again, nice list.

1500pts: Mechanised Guard
2500pts: Artillery Line
Scheming
 
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

Phazit257: Thanks for the post. Yeah guess I'll have to suck it and see. I just wanted to make sure it was ok before I go out and buy four new vehicles, but hell always going to need Chimera's and I love Basilisks so no problem. Except money

PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

Thatguyoverthere wrote:The power weapons aren't normally going to be that useful, but they can give you a chance to hit back when the blob gets stuck in. One of the problems is that if you fail a moral check, the Commissar will cap one of the PW sergeants, oftentimes well before the enemy assaults your blob. If you want to keep them I'd consider switching too power fists, since in all likelihood, your going to be hitting last anyways. Giving the blob a vox might not be a bad idea since you'll be able to re-roll failed orders, but with a leadership of 9, that shouldn't be happening to often.
At stubborn ld9 you're pretty unlikely to break in the first place, and if you're really that worried about it you can leave a sacrificial sergeant with his base wargear. I'd advise against switching to power fists because none of those people are allowed to take them.

Agitator noster fulminis percussus est 
   
 
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