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Made in us
Frenzied Juggernaut





Alaska

Top-o-ta-mornin lads!

I am starting an IG army. Brutal.

BUT!!! alas, I need the council of Dakka to help me....


Ho-kay so heres the plan, I wish to build an ALL tank army. Everything must be in a tank or transport of some kind.

Topic 1. I just bought 6 Chimeras and I understand that they are the guards best option for transport. With many variable weapon slots for their turret mounts I would like some advice on what to bring. Normally I play against those green skinned nazis, the Orks. My original plan was to field all 6 Chimeras with heavy flamers for the hull mounted and as their main weapons. (need input)

Topic 2. For heavy support I plan to have a squad of Leman Russ, the punisher cannons look cool but im going for sheer killing power, so I could use some advice on what would be usedful to kill horde armies. I also have my eyes set on purchasing some manticores (need opinions) and then substituting for death-strike missles (they seem like mini nukes!)

Topic 3. Fast attack.... 2-3 Valks.... beautiful as they are I know next to nothing on their effectiveness. It seems like the vendettas are tank killers with all those las-cannons, but what should they be mounted with against orks or SM? Are Valks assult vehicles? Can a command squad drop out and rapid fire then assault?


I would also like any reccommendations on a tank army list around 1500-1750 pts.

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Ok, I'll try to help if I can.

Topic 1: Double flamers is not great as you can't fire both unless you stay still, and nothing will be within range if you stay still. I like turret laser and hull flamer, as you get the choice between anti-horde and anti-transport.

Topic 2: Squadrons of russes can be fun. I field a pair of demolishers, a pair of standard russes and a manticore. Punishers are a bit expensive for what they are, and I know many people think they are useless. They aren't, they just are a bit expensive pts wise for what they do. Deathstrike either do nothing or are awesome, that is why I go with the more reliable manticore.

Topic 3: Vendettas are great gunships but you lose a lot of firepower if you move them around. Valkyries can move faster and still fire fore full effect. They are not assault vehicles, so the general use is to unload and shoot everything, hoping you do enough damage.

The list I'm running is here. It isn't great but I find it fun. Not all tanks but close.

This message was edited 1 time. Last update was at 2011/04/28 18:58:27


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Dominar






Vendettas are near-mandatory at 2-3 in a 2k list. They give you the opportunity for first turn scouting vehicle kills and provide very reliable anti tank.

Vets with triple melta or triple plasma are the obvious choice for your troops core. Chimeras generally "need" ML/HF or ML/HB, depending whether you want it moving upfield or providing stationary scoring fire support.

For heavy support, you can avoid Russes entirely, it just depends on what the rest of your list looks like. The 'cookie cutter' heavy support loadout for mech IG is 2x Manticore and 2x Hydras in a squadron. Standard LRBT, Demolishers, and Executioners are often taken in lieu of a Manticore, but you almost always want one Manticore.

And that pretty much covers it.
   
Made in us
Frenzied Juggernaut





Alaska

For the manticores what are your guys oponions on the death strike missle? Worth it yay or na? The heavy support slot is crucial with IG and im looking for taking out hordes or orks, would 3 death strikes do the job ?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Deathstrikes are a bit useless for serious use, they are more for fun. They are just too unreliable.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Hardened Veteran Guardsman






Russes are pretty cool
   
Made in us
Frenzied Juggernaut





Alaska

Wonderful advice gentelmen. What about a basilisk battery subbing for a group of Russes? Im trying to determine what the heavy support slot should be... from what Ive gathered from your advice a manticore is a must and a group of Russes, do the basilisks have a place here?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in us
Dominar






Basilisks really don't have a good place. It's not that they're horrible, but they compete with Manticores, Hydras, and certain Russes, which are better.
   
Made in us
Frenzied Juggernaut





Alaska

Really? Thats a shame, they look like they should fire S10 AP1 WMDs!!! That would be hilarious...

So for basic troops, how many should I load up in each Chimera? Also what are everyones votes on grenade launchers?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

as for your chimeras there is only one real option. multi laser and hull flamer. there is a reason that is the standard seen around.

tanks: LRBT are great, upgrade with the lascannon. demolishers are great too. exterminators are a fun tank option too.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Frenzied Juggernaut





Alaska

What does the multi laser do?

Also I have a technical question. Can a transport move forward, pull a 180, deploy, then turn around and shoot?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

xSoulgrinderx wrote:What does the multi laser do?

Also I have a technical question. Can a transport move forward, pull a 180, deploy, then turn around and shoot?


Nope. It can move, pull a 180, deploy and then shoot, but it can't move, deploy, move. You can still fire the turret behind you though.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Frenzied Juggernaut





Alaska

But then if fired upon they will strike on the rear armour value correct?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Yeah, but if you are really close to the enemy they will get side shots easily enough anyway. It depends on the situation. Sometimes I like to roll in and fire all of the front flamers at something, unloading the contents behind where they are safe for an assault next turn. Other time I need the passengers to fire, that is when I roll 12" forward, turn, unload and fire. It is situational really, but I usually only turn when I need to go so fast that I can't fire the hull flamers.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Frenzied Juggernaut





Alaska

If I understand this correctly, you can move 6" and still fire heavy flamers?

Good tactic, with deployment behind the vehicle, ill take that into consideration. Do you have any tactics for covering your side armour?

This message was edited 1 time. Last update was at 2011/04/28 20:45:35


37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

You can move 6" and fire one weapon, such as a heavy flamer or multilaser, plus any that are str4 or less. However, you need to upgrade to get a str4 weapon and upgrades should be kept to a minimum with Guard, more tanks and bodies is usually better than stronger tanks and bodies.

I like to deploy my chimeras in a line of 2 or 3, using buildings or a demolisher/hellhound to cover the side nearest the enemy. This keeps them a bit safer.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Frenzied Juggernaut





Alaska

Great. Sorry for the 20 questions. Im new to the guard, Im usually a Choa Daemon player, (7.5k) so tanks are new to me hahaha....


37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

No worries, that is what the internet is for, asking questions. Well, that is what we pretend it is for.

Isn't the soulgrinder a vehicle? Or is a a MC?

This message was edited 1 time. Last update was at 2011/04/28 21:08:19


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Frenzied Juggernaut





Alaska

Yes the soulgrinder is the best walker avaiable (minus the lack of range) IMHO. But thats ALL the daemons get, no moving 12" rules, no melta anything, no transports... just lots of invulnerable saves and a pretty broken pts value.

Do you have any tacital exp in running a mixed army of SoB and IG? Ive started a bit of the sisters and would like to make a hybrid army (for the sisters sake).

This message was edited 1 time. Last update was at 2011/04/28 21:11:48


37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Nope, sorry. I don't know much about the sister. If they ever get a new codex I wouldn't count on them being able to still ally though, if the new grey knights codex is anything to go by.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Frenzied Juggernaut





Alaska

Good info. You usually run pure guard?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Yup. I have been going tank heavy recently, trying to find the best way to use russ squadrons. I think if I didn't love my commissar model so much I would go pure mech, but for now I keep a platoon around to hold objectives.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Frenzied Juggernaut





Alaska

What Russes do you think would be best to kill HORDES of orks? I have about 150 boys in my other army and my friends usually pit that against me. Talk about an uphill battle... Im looking for something that will take out large numbers in the shooting phase. What kind of Russes would you reccommend?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Well the best one would probably be the eradicator, as it can kill things in cover very easily. However, I think that a standard russ is probably better for general use, the eradicator is awesome against hordes in cover but not much else.

Have you considered a hellhound? It is fast and can burn holes in orks easily.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Longtime Dakkanaut





Valkyries with multiple rocket pods can really put the hurt on horde armies. I've had two valkyries with multiple rocket pods clear out two ork hordes of 30 boyz in three turns of shooting, with 3 valkyries with multiple rocket pods, that's 6 large blast templates a turn. Add in the heavy bolters and multilasers, you also have a decent 9 multilaser shots and 18 heavy bolter shots per turn.
   
Made in us
Stalwart Veteran Guard Sergeant





Im not too sure about valkeryies with Multi-Pods. Their nice but for me they die to easy, even with a cover save. Hellhounds are a great option because they can flame infantry with a S6 AP3 template and still remain out of assault range. Ive had a squadron of hellhounds and it was pretty nice. They cut both through orks, SM, nids, etc. anything without 2++ save.

Think about using an excuetioner. You say you play against alot of orks, Im sure they bring mega-nobs and SM have termies, so a excuetioner with plasma side sponsons can plop out 4 PC shots if it moves 6 or 5 if it stands still. Give it a lascannon for that extra AP2 oomph and it will come out to 235 pts, expensive yes but it can easily earn its points back.

This message was edited 1 time. Last update was at 2011/04/28 22:27:46


This is my Leman Russ. There are many out there like it, but this one is mine. Without it, I am useless. Without me, it is useless.

Obliterators: They've got a gun for that.  
   
Made in gb
Freaky Flayed One





Have you considered using the Armoured Company setup, as found in Imperial Armour *somethingsomething* and recently updated, and availible for download from the Forge World website?

 
   
Made in us
Lord of the Fleet





Texas

Ehh I wouldnt use the FW Armored Co rules unless it is really casual

either

A. The opponent has plenty of anti tank to shut you down in 1-2 turns
B. The opponent does not have plenty of anti tank and you'll steamroll them with the ungodly amount of AV14 fronts you have

Orks may have the advantage in CC but with X10 or so russes shooting at them every turn, not so much

 
   
Made in us
Frenzied Juggernaut





Alaska

Snarky wrote:Valkyries with multiple rocket pods can really put the hurt on horde armies. I've had two valkyries with multiple rocket pods clear out two ork hordes of 30 boyz in three turns of shooting, with 3 valkyries with multiple rocket pods, that's 6 large blast templates a turn. Add in the heavy bolters and multilasers, you also have a decent 9 multilaser shots and 18 heavy bolter shots per turn.


I plan to get valks but have no idea what to put on them. Multi rockets seems useful and will draw a lot of fire to the valks (which necessarily isnt a bad thing) which will leave it open for the chimeras heavy flamers to come in and clean up the rest. Anyone have different thoughts about what to put on the valks?

This message was edited 1 time. Last update was at 2011/04/28 22:52:06


37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Multilasers and MRPs are pretty good, you can move 12" and still fire all of the guns. Or you could take vendettas if you want some AT fire.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
 
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