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Made in us
Navigator





Massachusetts

Hello everyone. I'm trying to gear up a list for Ard Boyz this year and could use some advice. It takes me a very long time to paint, so I'm hoping if I figure out what I'm bringing now I'll have some sort of chance of having everything completed in time. I've played Ard Boyz for the past two years (made it to states both times but could only go once) using Sisters and then Salamanders, but this'll be my first time with IG. My core starts as such:

2x CCS: Carapace, 3x Plasmaguns, Plasma Pistol, Med-pack in Chimeras w/ hull mounted HF
3x Vets: Grenadiers, 3x Melta in Chimeras w/ hull mounted HF
Points: 975 (if memory serves)

Models currently available:
2x Vets w/ 2 flamers, 1 HFs
Sly Marbo
4x Valkyries
2x FW Hydras w/ Hull mounted HB
Executioner w/ side sponsons (I magnetized the turret/sponsons so can make this a punisher w/ HBs as well)
2x Hellhounds (any variant due to magnets)

My personal playstyle normally involves getting in someone's face using short to mid range weaponry (if you couldn't tell from my other armies ). In normal games of around 1500+ I'll normally run the 2 hydras and 1+ valkyries loaded with demo vets. If higher points I'll run the hellhounds and Executioner and have them flank my core of chimeras. If I'm lucky enough to get turn 1 I have the potential to alpha strike with the valkyrie + demo vet combination to take out priority targets with the melta bombs (ie land raiders). Otherwise, I have them loaded out with the demo charge, HF, and flamers to hopefully drop a squad in the open in my opponents back line. All while my core tank line rolls up firing multi lasers and then switching to the HFs when my vets/CCS hopefully start popping transports or get into a horde's line.

I'm not sure what I could buy that would add to my playstyle that I haven't already purchased (PBS or another Leman perhaps?). Any advice is appreciated. Thanks!

This message was edited 2 times. Last update was at 2010/03/18 15:48:46


It's all fun and games until someone loses an eye....then you have an eye to play with!

w/t/l
BA: 23/2/1
IG: 14/2/2
Salamanders: 21/4/3
Chaos: 5/0/4
SoB: 11/3/3 
   
Made in rw
Wicked Warp Spider






I think the plasma CCS are better off with 4 plasmaguns and no medic - look at it this way, currently you're paying 15 points extra, your squad may be able to fire a little longer but the first and most important turn you unleash them won't be as good. By just cramming plasma in there, even if one guy burns himself up, you've still got the same amount of power as your whole squad does now.

I also think grenadiers is the worst upgrade on mechanised veterans. It is useless against heavy bolters/flamers etc, and in many situations (if their vehicle is wrecked) the veterans should have cover saves anyway. If you're going for an upgrade, take demolitions or nothing.

As for the non-core stuff, I say absolutely take 2 hydras - best long-range transport crackers available, which is something your core will struggle with. Hellhounds are the best way to ignore cover/threaten hordes, but they compete with vendettas, which are great against tanks, so its a matter of what you expect to face. Likewise the executioner - specialised against armoured troops, if you expect to see lots, take it, otherwise, maybe demolishers are a better bet.

Finally, I would take 5-6 veteran squads at this points level. Since some or all are used as suicide melta-units anyway, you need all the spare body parts you can get.

Good luck with the tournament!

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Navigator





Massachusetts

Thanks so much for the advice. I totally understand where you're coming from with the removing of the "survivability" of my core for more firepower/efficiency and normally I'd agree with you. It's just a personal play style that I add the carapace to ensure that I'll have enough of the important guns (ie meltas) remaining after my chimera inevitably blows up. I know mathhammer says I should have most of my 3 meltas/sergeant live after a destroyed result, but the dice don't seem to like mathhammer for me . Not saying I'm overly against the idea for if it frees up enough points for a must add unit (ie PBS, etc) I'll playtest it and see how I like it.

Anyway, in an attempt for this list to be able to take on all comers what should I add? My normal 1750ish (I'm at work so I can't crunch the numbers) would revolve around:

Core (as described above)
2x Hydras
1-2x Valkyries: MPs, HBs (I've found to be very effective anti-horde, which the list needs until my chimera HFs get into range)
1-2x Vets: Demolitions, HF, 2x Flamer (they go in valkyries)
Sly Marbo

I've heard the "upper tier" IG lists involve Psyker Battle Squads and some form of Inquisitor with psychic hood and mystics. At a tournament at my FLGS using this list I only had trouble versus a Daemon player (tied that one and won the other two) so I can see where the Inquisitor would help, but is it worth losing a CCS?

This message was edited 1 time. Last update was at 2010/03/19 13:13:00


It's all fun and games until someone loses an eye....then you have an eye to play with!

w/t/l
BA: 23/2/1
IG: 14/2/2
Salamanders: 21/4/3
Chaos: 5/0/4
SoB: 11/3/3 
   
Made in gb
Tower of Power






Cannock

I-bounty-hunt-the-elderly wrote:I think the plasma CCS are better off with 4 plasmaguns and no medic - look at it this way, currently you're paying 15 points extra, your squad may be able to fire a little longer but the first and most important turn you unleash them won't be as good. By just cramming plasma in there, even if one guy burns himself up, you've still got the same amount of power as your whole squad does now.


I have to totally disagree with this guy here . Reason is the medic can keep the failed get hot rolls alive longer. A 5+ save is pants, but a 5+/4+ is better. Your plasma squad ends up being alive longer instead of wiping themselves out. At the end of games you'll find the squad is around longer and ends up dishing out more plasma shots because the plasma gunners have survived longer. No point having four plasma guns and they kill themselves by turn 3. Anyway, what is one plasma gun anyway?

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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