Archmagos_Amadeus wrote:One thing to bear in mind while reading this list is that I'm more concerned with fluff than with having the best army in the world. My army is the personal Skitarii contingent of an Archmagos(Who will be represented as an Inquisitor Lord in 2K+ games). They were raised upon a knight world and their combat style is the Barrage supporting the rapid mounted infantry advance. The task is to get in, secure Mechanicum objectives, get out. That being said, I'd like to know a little more about where I can clean up my list a bit and what changes it would be safe to make without compromising the theme. Also, this is my first Imperial Guard force, so if I make a really boneheaded error, don't be afraid to say so.
Welcome to the Guard. I love the idea behind the fluff. It's not a bad start, but there are some issues. Let's take a look-see.
Company Command Squad:
Company Commander: Power Fist, Bolt Pistol and Melta Bombs
3 Veterans with Plasma Guns
Master of the Ordinance
Master of the Fleet(If enemy has no reserve units, I will swap for Astropath)
Carapace Armor
Medi-Packs
Chimera
277
This right here is you biggest problem. You are sinking waaaaaay too many points into this squad. First thing I would do is drop everything on the commander. None of that is really worth it on him.
While master of ordinance would really fit you fluff. He isn't that great and he has no synergy with the rest of the squad. With plasma you're probably going to want to advance and rapid fire if at all possible. If you move, you can't use the
MoO. If you want to use him, you limit your mobility. Get rid of him and get some more artillery (a collusus would be excellent in this list).
Carapace is undeeded, you are already mounted up and if one of your guys torches himself, oh well. They are just guardsmen. Same goes for the medipack, not really worth it on 5 T3 models. I'd swap this out for another plasma gun.
Vendetta
130 points
Vendetta
130 points
Looks good, if you have the points, try and squeeze in heavy bolters on them. The should only be moving 6" a turn and hunting light transports. Most of the game so you'll be able to shoot with everything most of the time. Once enemy armor is gone, the extra shots will do wonders against infantry (and can hurt light vehicles as well.
Heavy Support
Manticore Rocket Launcher
160
Cool
Leman Russ Demolisher
Lascannon
180
Love this tank, but doesn't really fit the fluff. If you keep it, lose the lascannon. BS3 single shot is rather pathetic. Take a heavy flamer instead, you have short range cannon and the template really deters assaulters from getting close.
If you want to get rid of it, a collusus would be great.
Ordinance Battery
Griffon with Hunter-Killer Missile
85 points
Why the
HK? Just seems like a waste of points here. Maybe find the points for a second one in the squadron.
Veteran Squad 1 (Mounted in Vendetta 1)
3 Melta guns
100 points
Veteran Squad 2 (Mounted in Vendetta 2)
3 Melta Guns
100 points
I much prefer flamer squads (with demolitions for flavor) inside of Vendettas. Better duality that way. Meltavets would go best with valkyries.
Veteran Squad 3 (Next to CCS, long range fire support)
3 Plasma Guns
LasCannon
Grenadiers
165 points
Meh, I'd swap these for melta vets in a chimera. Grenadiers aren't all that great and platoons do a much, much better job with long-range support.
Veteran Squad 4
3 Plasma Guns
Chimera
You don't need more plasma. 4 of them in the
CCS is more than enough. General rule of thumb is 1 plasma for every 3 melta.
You actually have the start of a very competitive list even with the fluff there. Very good work for a first-time
IG list. Hope this helped out and feel free to ignore what you want, you should take all advice with a grain of salt.