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Made in gb
Gnawing Giant Rat



Birmingham

This is my current target list for a foot IG list for friendly play while I get back into the hobby. Any advice on glaring stupidity in the list would be appreciated.

HQ:
CCS - Lascannon, Astropath - 100pts

Troops:
Platoon 1 - 325pts
PCS - Power Fist, 4 Meltaguns
3x PIS - Power Weapon, Flamer
Commissar - Power Weapon

Platoon 2 - 410pts
PCS - 4 Flamers
3x PIS - Autocannon, Grenage Launcher
HWS - 3 Lascannons
HWS - 3 Mortars

Fast Attack:
Scout Sentinel Squadron - 2 Sentinels with Autocannons and 1 Hunter-Killer Missile - 90pts

Heavy:
Griffon - 75pts

Platoon 2 and the Griffon form a firebase with the CCS there to spam orders.
Platoon 1 and the PCS from platoon 2 advance to midfield to grab objectives.
Scout sentinels outflank to cause backfield problems for the opponent and contest objectives (though I doubt they wil survive that long).
All PIS will be blobbed.
   
Made in ca
Hauptmann





Calgary AB, Canada

Not a huge fan of the PCS and CCS layouts, especially the PCS from 1st platoon. Give them 4 flamers and call it a day. I'd also suggest switching the mortars to autocannons, and blobbing the second platoon as well.

Just my 2 cents

 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Hererford, leo

Need a tank platoon, 3 lemons should do it.
Edit: on a serios, un-tank obseesd note, i think some hellhounds would be good to surport your troops that move up. Clenceing fire and cover from two hellhound would be better that the sentinals.

This message was edited 1 time. Last update was at 2011/04/30 23:13:37


 
   
Made in au
Power-Hungry Cultist of Tzeentch




Australia

Hell Hounds would be good but the Bane Wolf is the better option with a HF two flammer templates when going at the top speed (chem cannon is strength 1 so its a defensive wep and its poisoned 2+) it kills termys and orks just the same
   
Made in se
Dakka Veteran




I've seen worse lists for sure.

I would do something else with the platoon command squads. Since they don't have transport, it's going to be hard to get them close enough to fire off flamers or meltaguns. The meltaguns you can camp somewhere for simple area denial but they're not hard to remove. Personally I would give both squads grenade launchers, they're just easier to use on foot.

I think you have a few too many points tied up in the scout sentinels. These are the only thing I see being consistently reserved or outflanked, and it's not quite enough to warrant an astropath. What's more, HK missiles are a pretty bad buy if you already have autocannons. The assumption, with scout sentinels, is that you'll get them into side or rear armor positions where the 1 strength difference between an AC and ML is less important. Since it's pretty likely that these guys won't get much more than one shooting phase anyway, taking two weapons is just bad business, especially when they're so similar. Personally I would drop the HKs as they're single shot, more expensive and twice as likely to miss completely.

Looking at your troops section, it seems obvious you're going for a blob with platoon 1, and it's looking pretty good. Many players like their blobs to have a bit of AT capability and so give them meltas, but they can be very tricky to position so that you'll get to fire them to any effect, given the size (and BS) of a typical blob. Platoon 2 is more of a mixed bag. I've never had any luck with AC/GL squads, but it's a given that they're cool as hell so by all means, play them and let me know if you figure out the tricks. In my own opinion, unless you face LOTS of mech, you'll probably like how they can hold positions but be unimpressed with the firepower they put out. Personally I would make another blob out of them, or play crazy and push them into midfield with a PP/PG loadout.

To recap, I think you should cut the astropath, optimize the sentinels and PCS and decide what you want from your second platoon. If you followed my advice on the astro, PCS and sentinels, you should have saved 70pts, 85 if you cut the power fist which I can relate to but probably won't ever be worth taking. With those points, I suggest getting a master of ordnance, because a 30pt earthshaker round can be incredibly sweet and you don't even have to build a basilisk. Also, I would probably change the mortar teams to las or autocannons.

Edit: I notice you're only taking one HK. However, I still think it's stupid.

This message was edited 1 time. Last update was at 2011/05/01 08:03:29


 
   
Made in gb
Gnawing Giant Rat



Birmingham

Thanks for the pointers guys, you've given me something to think about.

stonned_astartes wrote:Need a tank platoon, 3 lemons should do it.
Edit: on a serios, un-tank obseesd note, i think some hellhounds would be good to surport your troops that move up. Clenceing fire and cover from two hellhound would be better that the sentinals.



daxx367 wrote:Hellhounds would be good but the Bane Wolf is the better option with a HF two flammer templates when going at the top speed (chem cannon is strength 1 so its a defensive wep and its poisoned 2+) it kills termys and orks just the same


I thought about this but decided against it as this would be the only tank on the field so would probably got shot to hell before it got one shooting phase off. I have always loved Hellhounds and for larger point games where its possible to put in some armour I plan to have one.

Almarine wrote:To recap, I think you should cut the astropath, optimize the sentinels and PCS and decide what you want from your second platoon. If you followed my advice on the astro, PCS and sentinels, you should have saved 70pts, 85 if you cut the power fist which I can relate to but probably won't ever be worth taking. With those points, I suggest getting a master of ordnance, because a 30pt earthshaker round can be incredibly sweet and you don't even have to build a basilisk. Also, I would probably change the mortar teams to las or autocannons.

Edit: I notice you're only taking one HK. However, I still think it's stupid.


Fair point on the Sentinels, I've not really had any prior experience with them but I love the model and thought they could make a useful flanker. I see your point on the HK, I put the points on it for the Unlimited range in case the worst happens and they are miles away from a good target. I will be dropping the Astropath and will see how it plays without him. The MoO doesn't look that good on paper as its a 30pt Earthshaker that scatters 9" on average and can scatter as much as 18". On a bad day its an Earthshaker that will chew up more friendlies than hostiles.
   
Made in se
Dakka Veteran




Mercutio wrote:Fair point on the Sentinels, I've not really had any prior experience with them but I love the model and thought they could make a useful flanker. I see your point on the HK, I put the points on it for the Unlimited range in case the worst happens and they are miles away from a good target. I will be dropping the Astropath and will see how it plays without him. The MoO doesn't look that good on paper as its a 30pt Earthshaker that scatters 9" on average and can scatter as much as 18". On a bad day its an Earthshaker that will chew up more friendlies than hostiles.


Well, it's pretty rare for autocannons to be out of range. As for the MoO, he works for some people, for others not. Every now and then he wins you a game and that can be really cool. I take him, but only in stationary command squads. Keep in mind that you can reroll his scatter with BiD if you're firing on vehicles or monsters (which you probably will be as your CCS has a lascannon), and that his BS is subtracted from the roll as long as you can see the target (which you can if you're issuing BiD).
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Hererford, leo

I've found the MoO a pain in the butt in smaller games as theres no easy killable bassalisk but a garded MoO witch i have to fight through squad after squad to get to.

 
   
Made in se
Dakka Veteran




I realize at this point it sounds like I'm sleeping with him, but yeah the master of ordnance can be really intimidating to some players. Depends on their experience facing him and playing in general really. A more competent opponent might not be very scared of the guy, while some are very put off psychologically, especially in small games.

Have you played using any of these units yet?
   
Made in gb
Gnawing Giant Rat



Birmingham

Almarine wrote:I realize at this point it sounds like I'm sleeping with him, but yeah the master of ordnance can be really intimidating to some players. Depends on their experience facing him and playing in general really. A more competent opponent might not be very scared of the guy, while some are very put off psychologically, especially in small games.

Have you played using any of these units yet?


I'm still putting together the Army so I haven't had a chance to playtest them yet, but I can see where the MoO can be useful for just scaring the enemy into bad decisions. I will give hime a go and see what he can do for me. I will hopefully start playtesting the army towards the end of this month with a bit of luck
   
Made in us
Member of a Lodge? I Can't Say




WI

Have you considered Specialist Squads or Vets with 3 meltas?

I run a foot slogger, non-blob, assault IG list (yes, it can work). If your going to take hth weapons, you want nothing but Fists. Blob squads /will/ be assaulted and masses of troops /will/ take alot of marker and template fire. Sarges with Fists and Commasairs with Fists are what you want in a Blob squad, because your Init 3 sucks and Str 3 sucks. So even if you ignore armor, your gonna have a heck of a time hurting toughness 4.

You want a Medic in your CCS and you may want to consider 3 plasma instead. I agree, ditch the Astropath, as all it does is effectivily add 30pts to your sentinel squad.

MoO scatters, I would rather buy a fist with the points. You also want a Vox with your units if your going to do alot with orders. I run Creed and Kell and man, that makes things so much easier since you use Creed's leadership instead of the unit's leadership. I still use Vox's for the re-roll, just incase.

You should also look at Vets that are geared up if you want only one blob (or no blob) and want more flexibility mobility-wise. You can blow 90pts on them and give them 4+ armor saves, +1 cover save, defensive grenads (snars), 10 melta bombs and a single demo pack. Also 3 special weapons.

Good luck, as foot slogging anything is a rare list nowdays.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Hererford, leo

nooo. Gaurd are just meet. You what as meny basic conscript platoons possible then take the charitor that can make them respawn. back it up with 1 squad of russ's n 1 squad of hellhounds(or varient) and your in for a win.
'quantity is a quallity all of it's own' -Joseph starlin.

This message was edited 1 time. Last update was at 2011/05/01 21:51:44


 
   
Made in au
Regular Dakkanaut




for the record you cannot have pf in blobs. go have a look at ailaros's lists and battle reports he is the real authority to talk to about this.
   
 
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