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Made in ca
Longtime Dakkanaut





C&C Please!



Command (207)
CCS (bolter, regimental standard/lasgun, sniper rifle, heavy bolter)
Lord Commissar (bolter)
-Chimera (hull heavy bolter, pintle heavy stubber)

Assault Platoon (335)
PCS (4x flamer)
-Chimera (turret heavy flamer, hull heavy bolter, extra armour)
3x Infantry Squads (flamer, mortar, 1x commissar)

Support Platoon (542)
PCS (bolter, 2x grenade launcher, autocannon)
2x Infantry Squads (grenade launcher, autocannon)
2x Heavy Weapon Squads (autocannons)
2x Heavy Weapon Squads (lascannons)

Elite Platoon (435)
Harker (3x sniper rifle, heavy bolter)
Vets (3x meltagun)
-Chimera (hull heavy flamer, dozer blade, extra armour)
Storm Trooper Squad (2x meltagun)

Support Elements (480)
Scout Sentinel
Hellhound (hull heavy bolter, extra armour)
Leman Russ Battle Tank (hull lascannon)
Basilisk (hull heavy flamer, enclosed crew compartment)

Total: 1999

The CCS/Lord Commissar/Regimental Standard are the holy trinity of my gunline, keeping the HWS in line and firing efficiently with orders and morale on ld10. The HWS stay near the holy trinity and close objectives, and with the LRBT and bassy are expected to do most of the ranged damage. The infantry platoons protect these elements from assault, and form the rest of the gunline, with the assault platoon's secondary mission being taking near objectives. The elite infantry have specialized roles: Harker infiltrates to a good firing position while the chimeltavets and (usually) deepstriking stormies go for their highest-value targets. The hellhound and sentinel wreak general havoc upfield. Secondary mission for the veterans is taking far objectives. Keeping units in reserve and blobbing infantry will depend on the tactical situation (ie. terrain/opponent/mission).

This message was edited 3 times. Last update was at 2010/03/19 09:46:17


Fun and Fluff for the Win! 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

I don't know where to start....

OK rule one of guard - quantity has a quality all its own.

If you think its worth taking a basilisk, take 2 or 3, same with sentinels, hellhounds, lemans or anything else.

Would I be correct in saying that this is all the models you own and that they have been acquired before writing this list? I can sympathise if this is the case but throwing everything on the field and hoping for the best is what games of apoc are for.

You have 3 chimera transports for (I think) 14 infantry squads. If you're running that much infantry - get more and do away with the transports altogether. At 2000 points any half decent player will have more than enough anti-tank to get through your 7 vehicles (1 av10, 5 av12 and 1 av14 front) without slowing down and you've just lost ~35% of your points.

Pick a theme and go with it - mech or don't mech, but half-hearted mech will get you pwned in short order I'm afraid. Sorry, but I can see very little good news here without a major rethink.

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
Made in ca
Longtime Dakkanaut





Thanks for the feedback - you're right in that this is a list that uses only models I own, and I'm a the limit of infantry models now...

Fun and Fluff for the Win! 
   
Made in us
Lord Commander in a Plush Chair






Why would you tie harker down with Heavy Weapons? Take grenade Launchers of Flamers not Sniper rifles, also lose the second Heavy Bolter so you can stay Mobile and harass the enemy in fight and fade maneuvers.

Mortars on your assault PIS is superfluous they will not fire if you are advancing and if you are not advancing you are not setting up an assault.

Single Sniper rifle in a CCS is not going to do much; if they had a better chance to wound I would say go for it but the low chance is just not worth it for 1.

Your HWS; I don't see them making it past turn 2 maybe 3 depending on opponent. Make the best use of them in the few turns you have before they are gunned down and/or forced to flee.

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 ca
Longtime Dakkanaut





Thanks for the comments, guys!

Ok, a couple things...

I don't see how someone will "get through my vehicles without slowing down" as if I'm just going to put them all out in front with the rear armour facing forward... I think me and my army will have something to say about that, considering the infantry is there to protect the tanks... besides the main bulk of my force is the infantry. If this isn't the way to do a hybrid list, someone point me in the right direction please...

I like Harker's set up because it's 9 dice at 36" that threatens infantry and light vehicles. I'm looking at using infiltrate to secure a good position early. I know that he could be used to good effect as a mobile unit, especially with a chim, but I'm interested in trying this heavy dakka loadout. I'd consider changing it or dropping the unit altogether though.

Mortars on the assault platoon are because they won't always be moving. It's called the 'assault platoon', but I'm not planning on actually assaulting things every game. Mostly the regulars are a screen or speedbump. It's not as if lasguns can shoot and assault, anyways. I have considered dropping them, however, I'm all about packing weapons where I can.

Single sniper rifle is 5 points, better than a lasgun. The CCS with the Chim is sending 13 shots 36" downfield, good for a unit that will be well back. This unit has alot of options, alot of good choices, and I'd consider changing it up. I was going for range.

The HWS have priority for cover, will be protected by the regulars, and will have ld 10 + GBitF to keep them in line. I realize they are fragile, but it will take some effort to neutralize if I deploy correctly...

This message was edited 1 time. Last update was at 2010/03/20 01:53:27


Fun and Fluff for the Win! 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

I have no idea why you have mortors with the assault platoon
And you should take out the sentinel,for some other upgrades,my opinion

What is the joy of life?
To die knowing that your task is done
 
   
Made in ca
Longtime Dakkanaut





K, mortars and sentinel equal 50 pts - suggestions? I was thinking of finding 5 more pts to get another dakkawagon, for 2PCS...

I'm loathe to take weapons out for non-weapon upgrades. I've already spent 60 pts making my vehicles more survivable...

Fun and Fluff for the Win! 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

You see,mortors are just a waste of points with flamers,you are not likely to use them
My opinion

What is the joy of life?
To die knowing that your task is done
 
   
Made in ca
Longtime Dakkanaut





I'm just not that sure. 15 points won't make or break the list, and I think I'm likely to use them. Like I said earlier, the 'assault' platoon's main mission is to screen the rest of the gunline, and I think there will be times I'm not moving them. If I do move, I'm only losing 4 lasgun shots/mortar, assuming I'm not assaulting, in which case I'd lose nothing (except a CC attack). Definitely one thing that could be dropped, though. I started the list w/o them, it just seemed like a good 15pts.

Fun and Fluff for the Win! 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

Sometimes it makes sense to stand still and sometimes mortars are handy. Personally I'd be more bothered about slowing the game down with the resulting multiple barrage than about the points cost.

Agitator noster fulminis percussus est 
   
Made in us
Regular Dakkanaut




There is a difference between semi-mech and half-hearted mech. Right now you're at half hearted. You need to have a balance between the two. Right now you just don't have enough mech saturation to really worry your opponent, and their antitank has to shoot at something, right? Like already stated, they will be able to take down your tanks at range quite easily, and your infantry are going to have a hard time 'protect' your tanks when your opponent can just shoot over them to hit the tanks.. You probably won't even get a cover save.

You also need to have some redundancy. If you want something, take at least two. (hq's are the exception)
Things are going to die throughout the game, and you need to have backups.

Here's my funsies list. It's not super awesome, but it is a whole lotta fun, has redundancy and target saturation.

Company Command 175
Straken
Medipack

Platoon Command 35
Flamer
Infantry Squad 90
Autocannon
Comissar
Infantry Squad 60
Autcannon
Infantry Squad 60
Autcannon

Platoon Command 35
Flamer
Infantry Squad 90
Autocannon
Comissar
Infantry Squad 60
Autcannon
Infantry Squad 60
Autcannon
Infantry Squad 60
Autcannon

2 Devil Dogs 255
1 MultiMelta
1 HF

2 Devil Dogs 255
1 MultiMelta
1 HF

2 Devil Dogs 255
1 MultiMelta
1 HF

2 Hydras 150
Hull HB's

2 Hydras 150
Hull HB's

2 Hydras 150
Hull HB's


2000

This message was edited 5 times. Last update was at 2010/03/21 04:28:03


 
   
 
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