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Made in us
Whiteshield Conscript Trooper




Oceanside, Ca, USA

I ahve been interested in making an IG army for several years now. So here is a test run, CC wanted

1st Adamian 1st Co 992 Pts

-HQ-
CCS 67Pts
Bolt Pistol
CC Weapon
Flamerx2
Vox

-Troops-

Infantry Platoon 1 295 Pts

PCS
Laspistol
CC Weapon
Flamerx2
Vox

Squad 1
GL
Vox

Squad 2
GL
Vox

Squad 3
Flamer
Vox

HWS
HB x2
AC

Infantry Platoon 2 310 Pts

PCS
Laspistol
CC Weapon
Flamer
Vox

Squad 1
GL
Vox

Squad 2
GL
Vox

Squad 3
Flamer
Vox

HWS
ML

Vet Squad 85 Pts
Shotguns
Flamer x2
Vox

-Fast Attack-

Sentinel 40 Pts
AC

Sentinel 45 Pts
ML

-Heavy Support-

Leman Russ MBT 150 Pts
Battle Cannon
HB












Cry HAVOC and let loose the dogs of war!

1st Adamian 1st Co - In Construction -  
   
Made in ca
Longtime Dakkanaut





A coupla platoons backed up by vehicles is a good start. Keep the CCS near the HWS's, and screen the LRBT with infantry.

I'm worried about your plans for AV14 - the ML's and the BC probably won't cut it. You need to mix some lascannons or melta in there somewhere.

I think you need to make some cuts to beef the platoons a bit. Orders aren't really necessary, they're more like a bonus, so i personally just don't even bring them. You could at least save 20 points by only bringing one per platoon, for when you blob, but unless you like their fluffiness...

You'll probably have to make some deeper cuts though, and I'd say the sents, the vets, the HWS's and one or two regular squads are all on the block, probably more than one (not to mention the bolt pistol - take two if you take one). The sents and the vox network are the biggest drags I think. For instance, for the price of the AC sent you could equip an entire platoon with 4 AC's, which would be alot more powerful, durable, and able to take orders which makes them even more powerful and durable.

You'll have to decide how you want to play your infantry. You have the core of a powerful gunline with the Russ and HWS's. If you're keeping HWS's, you should probably get a Regimental Standard, to help keep them in line when the 3 model unit tests on ld7. You'll want them close to the CCS for orders anyways. I use my regular infantry to screen my HWS's, LRBT, and Bassy. I find the 10 man squads to be the best for screening, and I always give them a heavy for this role. I usually have some 10 man squads, and I usually have at least one blob (I'm close to trying a few battles without them and running all 10-man, KP's and commies be damned).

If you're going to run blobs at any time, you pretty much need a commissar for each one. You don't want that many guys running off the board, and ld9 stubborn makes them pretty tough. They can get set up for different roles, and others can give you a better schooling than me. Basically you've got the Power Blob (PW's; maybe specials, meltabombs, priests), the Heavy Weapon Blob (to hide the heavies, usually LC's, often a special), and the Objective Blob (to taste, could be one of the above or some mix. I'd recommend heavy/special but that's just me).

Sorry for the length, I'm rambling.

You need some higher-strength weaponry, in short.



This message was edited 1 time. Last update was at 2010/08/29 05:05:32


Fun and Fluff for the Win! 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

oh, it's so close.

Like murdog said, the voxes have to go. Which orders were you thinking it's going to be SO important that a 10 man squad with a grenade launcher NEEDS to hear it?

Get rid of all your PIS special weapons and voxes. This gives them 35 points, which will buy them a commissar, which will actually keep them on the table.

After that, as unfortunate as it is, you're going to need to drop either the sentinels or the HWSs, or the vet squad. You just don't have enough points to work with to bring all three and arm your list properly at the same time.

Drop one of those and turn it into points for real guns (or power weapons) for the infantry blobs.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Whiteshield Conscript Trooper




Oceanside, Ca, USA

Ok here it goes!
-HQ-
CCS: Laspsitol, CC weapon, lascannon, GL 80Pts

-Troops-
PCS: Laspsitol, CC Weapon, GL, Lascannon 60 Pts
IS1: Commisar, Flamer, AC 100P ts
IS2: Flamer, AC 65 Pts
IS3: GL, AC 65 Pts

PSC: Laspistol, CC Weapon, Lascannon, GL 60 Pts
IS1: Commisar, Flamer, AC 100 Pts
IS2: Flamer, AC 65 Pts
IS3: GL AC 65 Pts

-Heavy Support-
LRBT: BC, Lascannon 165 Pts

LRBT: BC, Lascannon 165 Pts

990 Pts total.

Feel free for the CC. Like I said, Im pretty new.

Cry HAVOC and let loose the dogs of war!

1st Adamian 1st Co - In Construction -  
   
Made in ca
Longtime Dakkanaut





K looking alot more focused. I like how you've squeezed 70 scoring squishies and 2 main battle tanks in 1000 pts. I think 5 lascannons and 2 BC's should be able to handle heavy armour, unless some clown brings two LR's, but then he's got other problems. The 6 AC's help with lots of light vehicles and you'll be able to set up crossfires to get flank shots, having so many weapons out there. Having 6 squads gives you lots of options as far as blobbing is concerned, and I think the GLAC squads will likely be used as 10 man bubblewrap in most battles. I'm not sure you should really bother with the GL's in the command squads if you're going with LC's. It won't be very often that the GL will help the LC with it's target, and as your opponent tries to take them out, it would be better to have all cheap guys to take off. Not critical though.

I've really liked the LC hull in the LRBT ever since 5th ed. brought in Lumbering Bohemeth. It will help the BC when firing at vehics, and medium-heavy infantry, and it can be used on the move as well. I move my tank almost every turn, mostly to get a clear shot but also to make it harder to, or get out of range of, assault. They can be used to contest an objective, or just pound enemy troops. They can't capture if they're dead!

Your main problem, like mine, will be objectives, given that you've got no metal BAWKSES to put ur guys in. Always remember that it's far more important to get your guys moving towards the objectives before its too late, than to shoot a couple of AC's for a turn or two. For that reason, you may find that equipping one platoon without heavies, and possibly with power weapons, makes it more suited to advancing on and assaulting objectives. If you're like me though, tanks and heavy weapons are one of my favorite things about the guard and I have trouble leaving them at home. 30 pts not getting used for a couple turns (possibly) won't kill the list imo. In any case, as you expand you'll probably want to add chimeras, starting with the command squads.

A disclaimer: much of Dakka is down on this type of list, but don't let them tell you outflankers and deepstrikers are auto-win against you. Proper deployment can minimize the damage they can do - use terrain, board edges and bubblewrap to control where they can go in your deployment zone. That kind of fast-moving army is probably your biggest threat, as it can be in among your men, wreaking havoc before you've fired a shot. They have their own challenges though, such as leaving the field to you for a turn (good chance to advance), not all arriving at the same time, scattered deepstrikers, committing enough to destroy you while still capturing objectives, etc.

Ailaros in particular has some pretty strong arguments for leaving heavy weapons at base entirely, but I just smile, nod, and deploy my boomsticks anyways!

With that last 10 points, I'd drop the CCS GL and throw a Regimental Standard in there, but there's lots of good ways to spend it. Maybe even a couple more GL's for the command squads!

I'm rambling again - Good Luck!

This message was edited 2 times. Last update was at 2010/08/29 05:06:35


Fun and Fluff for the Win! 
   
Made in us
Lord of the Fleet





Texas

Only thing I dont like is the flamers in the squads with autocannons

but looks good nevertheless

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

^ this.

This list is much better. The only problem is that it is sort of light in high strength power. Yes, the LRBT's go a long way, but there's no plasma or melta anywhere, which means that you're going to have a hard time against vehicles and MCs, which CAN show up at this points level.

I'd drop out everything but a flamer form the PIS for 25 points and turn that around for some higher strength guns.

That and, as murdog said, your list doesn't have any mobility. This is very bad.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in ca
Longtime Dakkanaut





Cmon now old buddy. I never said it doesn't have any mobility, i said it has infantry mobility. He can issue 4x GGG! orders / turn, mobility which imo isn't very bad.

Fun and Fluff for the Win! 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

yeah, but he's gonna be sittin' around shooting heavy weapons all day. Heavy weapons have that allure that if you're not sitting still, you're wasting them. It transfixes them into sitting still like a hex weighing down on their mind.

Not saying that people can't break the spell (I mean, I have the opposite: flamers and power weapons, and I've spent a fair amount of time hiding in cover), but unless you know you're immune to the psychological effects of your own weapons, it should be assumed that a person will use a squad according to what makes it's weapons that they bought for it most effective.

Under this assumption, the list is 2 static blob squads and 2 static russes. Not a lot of movement going on here.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in ca
Longtime Dakkanaut





I see 3 lascannon batteries and 2 GLAC squads bubblewrapping 2 LRBT's as a (mostly) static firebase, while the 2 commieblobs go about they're business, tarpitting and objective capturing, moving howevermuch it takes to win. It's just that sometimes one or both will be sitting, and when they do they'll have an AC at their disposal! You're right though, it's up to the commander to know when to move them.

Having LC's in all the command squads is a bit of an extra drag on mobility though, 'cause that's a heavy weapon that sometimes just HAS to fire, so no Lt. to keep the lads movin with GGG!

In any case, if you keep command squads as-is, I think you should trade the GL's for a reg. standard. You don't want the lascannon batteries breaking very easily. Another reason for





Fun and Fluff for the Win! 
   
Made in us
Whiteshield Conscript Trooper




Oceanside, Ca, USA

I figured that I could have 2 commie blobs with 2 reg squads for holding objectives.

I know that this is just starting out and I want to learn how to play. Im not jumping into tourny play anytime soon.

Sure, I would love to win every game but you learn more in loss then you do in winning.

Thanks for all the help. I dont see the gain in getting the standard, 1 extra wound in assualt, I guess the re-roll for morale and pinning is good, but I dont know who I would have back with the CCS.

Cry HAVOC and let loose the dogs of war!

1st Adamian 1st Co - In Construction -  
   
Made in ca
Longtime Dakkanaut





I think you'll often have the command squads near each other. BiD is something you'll want to use on lascannons, and lascannons are something the enemy wants to shoot at, because they are taking out his big boys. 5 man lascannons means they'll be testing after little damage, and its not the kind of weapon you want running off the field, given it's job. Ergo a RS. Also, you may want to have the 10 man squads near these guys to screen for them against assault, and sometimes you want them to hold the line for a bit. Having all this stuff laid out means there's usually good spots to tuck a BC away, protected by infantry.

Regimental Standard is not critical. I like your list. Good Luck!

This message was edited 1 time. Last update was at 2010/08/29 21:20:27


Fun and Fluff for the Win! 
   
Made in us
Whiteshield Conscript Trooper




Oceanside, Ca, USA

-HQ-
CCS: Laspsitol, CC weapon, Lascannon, Regimental Standard 85Pts

-Troops-
PCS: Laspsitol, CC Weapon, GL, Lascannon 60 Pts
IS1: Commisar, Flamer, AC 100P ts
IS2: Flamer, AC 65 Pts
IS3: GL, AC 65 Pts

PSC: Laspistol, CC Weapon, Lascannon, GL 60 Pts
IS1: Commisar, Flamer, AC 100 Pts
IS2: Flamer, AC 65 Pts
IS3: GL AC 65 Pts

-Heavy Support-
LRBT: BC, Lascannon 165 Pts

LRBT: BC, Lascannon 165 Pts

995 Pts total.

My strat is to keep the lascannons back with my GLAC squads to screen. LRBTs are focused on Heavies and MCs, along with large troop mobs.

Commie Blobs are for assaulting objectives and holding untill screening GLAC squads can move to secure. As long as something is shooting, I dont mind if the AC's dont shoot every turn. I just need them to wear down any prospective assaulters on my objectives.

Hopefully, I can bring down heavies and MCs before they can break my blobs. But heres hoping.

Cry HAVOC and let loose the dogs of war!

1st Adamian 1st Co - In Construction -  
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Nocternal_1988 wrote: LRBTs are focused on Heavies and MCs, along with large troop mobs.

I hate to break it to you, but the LRBT handles none of these targets particularly effectively.

Nocternal_1988 wrote:Commie Blobs are for assaulting objectives and holding untill screening GLAC squads can move to secure.

If you want to make them assault units, give them power weapons. Running up, unloading a pair of flamers and some lasguns and then getting blown away won't do you very much. Meanwhile, in close combat, you get to make use of "stubborn".

Nocternal_1988 wrote:Hopefully, I can bring down heavies and MCs before they can break my blobs. But heres hoping.

A valid fear, given that you're only relying on a handful of lascannons to do the job. If your opponent only brings one (say, an avatar), you should be fine, but if we're talking a bugzilla list, I think you have the right to be afraid.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Whiteshield Conscript Trooper




Oceanside, Ca, USA

What exactaly is a "Bugzilla" list? Im guessing Tyranids but I could be wrong.

Cry HAVOC and let loose the dogs of war!

1st Adamian 1st Co - In Construction -  
   
Made in us
Lord of the Fleet





Texas

Nocternal_1988 wrote:What exactaly is a "Bugzilla" list? Im guessing Tyranids but I could be wrong.


Basically as many MC Nidz as you can cram in. Rarer at 1000 points but they can still ram in 2 tervigons and a harpy or something with relative ease

 
   
Made in us
Whiteshield Conscript Trooper




Oceanside, Ca, USA

Well, then I would have to rely on BID orders and stuff. But here is hoping that I dont run into too many MCs durring my first games.

Cry HAVOC and let loose the dogs of war!

1st Adamian 1st Co - In Construction -  
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

BiD on a 3x autocannon blob will put about 1 wound a turn on a tervigon equivalent (like a trygon, for exmaple). How are you going to take out the other 5?

... and the other tervigon?

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Lord of the Fleet





Texas

Ailaros wrote:BiD on a 3x autocannon blob will put about 1 wound a turn on a tervigon equivalent (like a trygon, for exmaple). How are you going to take out the other 5?

... and the other tervigon?


Not to mention all the babies!

 
   
Made in us
Whiteshield Conscript Trooper




Oceanside, Ca, USA

I think its a bit hard to call the dice. Seeing how they are a weapon of random probabilities. Sure you can try to guess the dice but when it comes down to it, its all up to the dice gods.

I just looked it up, a Tervigon with the minimal Termagaunt brood comes out to 210 pts.

Then ACs are AP4 and Tervigons are 3+ Save. Meaning that it has a 66% chance of armor save against this specific weapon. With BiD, I get Twin-Linked, re-rolling failed to hits. That gives me at least 4 dice to hit, 50% chance on all 4 dice. I would have to use my Lascannons to get a good chance of wounding. My current list has 5, 4 of which can take orders, so I can see at least 2 hitting pure turn. Thats just the probablity of it all.

But no one can predict the dice. So I feel that all these calculations are a bit useless.

This message was edited 1 time. Last update was at 2010/09/04 04:31:44


Cry HAVOC and let loose the dogs of war!

1st Adamian 1st Co - In Construction -  
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

yes, we don't know what any one specific die roll will turn up, but we have these things called statistics to tell us generally what to expect and how they will do in the long run.

Yes, it's POSSIBLE that the 3 autocannons will take out that trygon that just appeared out of nowhere in the middle of your lines with a single volley, but how do we know if you should COUNT on the autocannons doing that every time, or if that would be an insane fluke of good luck, and so for normal circumstances we need to bring more stuff to handle them?

Thankfully, statistics can help us. In this case, they tell us that if you roll average luck, you're not going to do jack. Use this knowledge, rather than dismiss it.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Stalwart Tribune





This is my statistics list for the CCS. Its not quite the same but it may help you out.

Just keep in mind, I factor in a 4+cover save in to all %(less the flamers). This is for the kill and all aspects of the shot are factored in (drift/rend/and saves), for AV I only go for the % to pin. Each % is per shot, so if the wepon has 3 shots you multiply the % by 3, if you have a clean shot (in most cases) multiply the % by 2. The max % to kill is going to be 27.5% (less the flamers as they do not grant cover)

But any way here it is

HI= heavy infantry - T4-Sv2+
SM=space marine - T4-Sv3+
LI= light infantry - T3-Sv4+
MC=monstrous creature - T6-Sv3+

LA= light armor (10)
MA=Medium armor (12)
HA=heavy armor (14)

-boltgun -
HI - 5.5%
SM - 11%
LI - 22%
MC - 3.6

LA - G-11% P-0%
MA - G-0 P -0
HA - G-0% P-0%

-Lasgun -
HI - 3.6
SM - 7.3
LI - 16.5
MC - 3.6

LA - G -0 P -0
MA- G-0 P-0
HA - G-0 P- 0

-Plasma pistol -
HI - 27.5
SM - 27.5
LI - 27.5
MC - 22

LA - G-16.5 P-22
MA - G-11 P-5.5
HA - G-0 P-0

Heavy Flamer

HI - 11%
SM - 22%
LI - 82.5%
MC - 11%

LA- G-33% P-16.5%
MA- G-0 P-0
HA-G-0 P-0

Mortar

HI - 4.75
SM - 9.5
LI - 14.25
MC - 4.75

LA - G-7.125 P-0
MA - G-0 P-0
HA - G-0 P-0

AutoCannon

HI - 9.1
SM - 18
LI - 27.5
MC - 14.6

LA - G-22 P 16.5
MA - G-11 P- 5.5
HA - G-0 P-0

Heavy Bolter

HI - 7.3
SM - 14.6
LI - 27.5
MC - 7.3

LA - G-11 P-5.5
MA - G-0 P-0
HA - G-0 P-0

Missile launcher (crack)

HI- 9.1
SM- 27.5
LI- 27.5
MC - 27.5

LA - G-27.5 P-22
MA - G -16.5 P-11
HA - G - 5.5 P-0

Missile launcher (frag)

HI- 4.75
SM-9.5
LI-14.25
MC - 4.75

LA - G-4.75 P-0
MA- G-0 P-0
HA- G-0 P-0

LasCannon

HI- 27.5
SM-27.5
LI- 27.5
MC- 27.5

LA- G-33 P-27.5
MA- G-22 P-16.5
HA- G-11 P-5.5

Flamer

HI-8.3
SM-16.6
LI- 66
MC- 5.5

LA- G-16.6 P-0
MA-G-0 P-0
HA G0 P-0

Grenade Launcher (Krak)

HI- 9.1
SM- 18.3
LI- 27.5
MC- 11

LA- G-16.5 P-11
MA- G-5.5 P-0
HA- G-0 P-0

Grenade Launcher (frag)

HI- 2.1
SM- 6.3
LI- 14.25
MC-3.1

LA- G-0 P-0
MA-G-0 P-0
HA-G-0 P-0


Plasma gun

HI - 27.5
SM - 27.5
LI - 27.5
MC - 22

LA - G-16.5 P-22
MA - G-11 P-5.5
HA - G-0 P-0

Melta Gun (at 6)

HI - 27.5
SM- 27.5
LI- 27.5
MC- 27.5

LA - G-33 P 32
MA- G 30.2 P 27.5
HA- G-23.87 P-13-75

Melta Gun (>6)

HI- 27.5
SM- 27.5
LI- 27.5
MC - 27.5

LA - G-27.5 P-22
MA - G -16.5 P-11
HA - G - 5.5 P-0

Sniper Rifle

HI-10.1
SM-14.6
LI-16.5
MC-14.6

LA- G-11 P-11
MA-G-7.4 P- 3.6
HA-G-0 P-0

Artillery Bombardment

HI- 2.9
SM-8.7
LI-8.7
MC- 8.7

LA-G- 8.9 P- 8.1
MA-G- 7.4 P- 6.6
HA- G-4.2 P- 2.2


These are accurate but, but keep in mind there will be slight variations due to the differences in AV/T/Sv through out the 40k universe

If you are looking for a % on a specific unit I have most of the IG codex logged. Feel free to send me a message or post.

www.TOMAHAWC.com
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