Troz wrote:
Which advisor? Provided I do end up in a legitimate series of games where I can't pick and choose, I'm not positive which one provides the most benefit to this list.
Meh, with your army and these points, you don't need them. Overall the Officer of the Fleet gets you the most. Master of Ordinance can't aim and makes your squad too static. Astropath is only needed in reserve lists which aren't very common for
IG.
Not enough anti tank?
No, you don't have a reliable way to deliver your melta unharmed to your target. Generally take 3 units to handle 1 task because the first will die, the second will miss, and the third will actually do the job. Note that this doesn't have to mean spam the same type of unit.
In your list you really only have the melta squad on foot (bad, even with harker) and the Medusa (bad, because it's so easy to kill or stop from shooting).
Flying Things? I'm in a ground£ mentality as skepticism tells me that the valk is a cool model, so(following trend) on the table top it gets killed, the passengers die in the ensuing fireball, and I waste the points I spent on the whole shebang in turn 1.
Vendettas are great. Yes troops will die if the vehicle explodes, same goes for chimeras.....that's why you take 2-3 at a minimum to get the job done.
Do sponson HB's get to kill stuff now? I've browsed several lists on here with them.
Never take sponsons except on an executioner. Here is the reason why:
http://theback40k.blogspot.com/2009/05/get-your-armor-up-in-their-face.html
Missile launchers suck last I checked, yes, but I have 3 painstakingly modeled missile teams and I figure army comp at 1000pts + orders = mild chance of benefit for no real life $. They'll be scrapped for a las crew I'm already working on when the build goes to 1250.
They're okay, but autocannons out preform them overall. Missile Launchers probably have the best use against monstrous creatures.
Where do I add as I go up? Ideas for a balanced expansion to 1500 are much appreciated.
You need more bodies. Optimize the current list before jumping up on points.
List:
Co. Command 110
Plasma x2
Advisorx1
Don't need an advisor, get more guns instead. This squad is going to have a giant "Shoot Me" sign on it and will also be easy to avoid. If you want a plasma bomb, you'll need a chimera.
Plt Command 85
Flame x4
Commissar
Not bad, hide them within the infantry squads to act as a deterant. Never, ever put a commissar on a Platoon Command squad. There is no point what-so-ever. Save them for blobs of 20-30 guardsmen.
Personally I'd get some more mobility in your list. x4 Melta and a chimera or x4 flamers and a chimera would be good. Melta would be preferable.
Squad 60
Autocannon
Squad 60
Autocannon
Good
HWT 90
Missile Launchers
Low
BS, Low
LD, and very easy to kill. Remember that S6 will insta-kill an entire team. One chimera, warwalker, or assault cannon could wipe out the entire squad in a single round of shooting and force the rest to flee.
If you take these guys, hide them in cover.
Veterans 155
Melta x3
Harker
This is your only real anti-tank squad and it's on foot. Yes you can infiltrate/outflank and yes you get stealth.......they'll still be easy to avoid, kill in
CC, or burn to death with flamers. Melta should be in a transport.
Leman Russ 150
(Stock)
Leman Russ 150
(Stock)
Good. Since you don't have a very offensive list, lascannons might be an okay choice for the hull. I personally prefer demolishers, but you don't really have any units to support them (chimeras/Vendettas/Sentinels).
Medusa 135
I'd drop this and get more bodies on the field. Remember that this vehicle
must fire directly so it will always be in line of sight if you want to shoot. AV12, open-topped is easy to kill and S10 is a priority target. This guy will be one of the first to die.
Not a bad start, but needs some work.