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Made in gr
Guard Heavy Weapon Crewman




Athens Greece


So this is my 1st post in Dakka forums.
Im a long time WHFB player that has turned 40K.
IG is my choice and im in the process of collecting my army.
A friend of mine gave me his IG so that i can playtest them and a few days ago i even went to a local tournament
and did prety well too.

I'd like some input on this list i thought.
Its an all-rounder list at 1750 Pts bearing in mind that most players around here are Dark eldars.

So here goes.

----------------------------------------

CCS - camo cloaks - medic - Commander/fist/bolt pistol - 3x plasma guns - officer of the fleet
Chimera

Platoon Command squad - 4x snipers - commander/bolt pistol/fist
Infantry Squad - Lascannon
Infantry Squad - Lascannon
Infantry Squad - Autocannon
Infantry Squad - Autocannon

Veteran Squad - 3x plasma guns - Lascannon

Veteran Squad - 3x melta guns - Vendetta
Veteran Squad - 3x melta guns - Vendetta

3 Scout Sentinel Squadron - 2 Autocannons - 1 missile launcher

Guardsman Marbo

1 Basilisk
1 Basilisk
1 Colossus

------------------------------------------------------------------------------------------
OK...

The strategy is as follows.

The 3 artillery go in one corner.
The infantry platoons (combined in 2x20 teams) form a defensive line in front of them.
The 2 command squads plus the one veteran squad (with the lascannon) also boost the line.
If there is no cover for my artillery (no suitable terrain) , the chimera will act as a shield for them.
PLZ WRECK IT ...hahaha

So , i bombard the hell out of my opponent forcing his army (the part that survives ) to close the distace to the artillery.
By doing so he will have to endure heavy mid range fire from the defence line.
Thats 3 lascannon , 2 autocannons , 6 plasma guns , 4 snipers and A LOT of lasguns!!!
Lets not forget orders from the officers too.

At the same time the 2 vendettas (with melta veterans) will take out enemy vehicles and ofc contest/take objectives.
For some added pain , the scout sentinels , will out-flank and aim for side/rear armour shots or just help with Obj grabing.
Last but not least Marbo will single handed kill some poor enemy unit ... devastators are his favorites!!!

The A-strike firepower is game winning plus my officer of the fleet will make the opponent think twice before keeping units in reserve.
I dont say this is a leafblower list , but it has great potential.
PLZ comment ... thank you!!!





 
   
Made in us
Hardened Veteran Guardsman





San Diego, CA

*chews on a cigar* I love it when a plan comes together. Good strategy, man, I was considering doing the same but with Deathstrike missiles, just to make things interesting

So you told the SD boy to stay classy. I'm sure he's NEVER heard that one.... 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

Looks ok as a concept. I do think the command squads are overladen. Cut down on the most expensive upgrades. Cutting the camo cloaks or medic should free up enough points for a grenade launcher or flamer on all of the infantry squads, similar savings through the power fists. I also don't think highly of sniper rifles.

Agitator noster fulminis percussus est 
   
Made in gb
Tower of Power






Cannock

The CCS doesn't need the power fist or anything else infact. Just max it with plasma guns and you'll be fine.

Infanty Squads need a Commissar as they'll run off. Take power weap on the Commissar and Sgt and if you get charged you will swamp the opponent and start hacking limbs off slowly but surely.

Veterans plasma guns and lascannon doesn't fit together well. Plasmas will be rapid firing taking out monstrous creatures and light armour. Lascannon heavy armour. Only good thing they will do is fry monstrous creatures. Pop the Veterans in another transport or make them into part of the Platoon. In fact I'd consider heavy weapons team for more fire power.

You've got a problem with the Vendettas and meltaguns. Meltas want to go forward to get into range while Vendettas want to stay still to shoot. Either way one weapon holds the other back which isn't good synergy. I'd make the Vendettas Valkyries which like going forward and can drop down anti troop fire power once the meltas wreck some transports.

Sentinels should have autocannons and nothing else as they are most cost affective and be in single units.

Considering this is artillery list I wouldn't say there's a lot of artilllery. Add Manticores in replacement of the Basilisks, they are a lot better.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in se
Sneaky Sniper Drone





Sweden

Putting your artillery in a corner is a bit of a problem, your opponent will propably flank you to. And there's a lot of things out there that eats rear armour 10 for breakfast.

Your midrange is pretty solid, altough if your facing a fast opponent you basilisks won't have much time shooting.

Other than that, it looks good.

Discord for all mini-wargamers in Sweden:

https://discord.gg/373wMJneKH

My active journey with more of everything:

https://www.instagram.com/rottennurgle/ 
   
Made in gr
Guard Heavy Weapon Crewman




Athens Greece

The infantry gunline depends a great deal on orders to make it more efficient.
This makes the CCS a high priority target.Camo cloaks and the medic will ensure its survival or deter the enemy from even shooting at it.I believe those are more important/vital upgrades than granade launchers for the infantry platoons.
The platoon command squads BS3 doesnt allow for more expensive weapons other than 5pts sniper rifles.
Flamers are the better choice for this unit BUT ... if an enemy unit survived facing the entire gunline , i doubt flamers will hurt it

About the Manticores.... i play in a Marine heavy inviroment and STR10 AP4 is not as good as STR9 but AP3.
And for 35 Pts less i'd take a Basilisk any day over a manticore.

I have yet to playtest this list but i believe (unless destroyed) the artilery units will keep firing as far as round 4-5.
If even half should hit theyr targets ... victory is mine.

Ill take off the fists and see if i can add a commisar or some more plasma guns.

This message was edited 1 time. Last update was at 2011/06/30 15:24:41


 
   
Made in us
Hardened Veteran Guardsman





San Diego, CA

If you have them parked on the table edge to block the side entirely, you won't have to worry about outflanking assault units, Dan...

So you told the SD boy to stay classy. I'm sure he's NEVER heard that one.... 
   
Made in za
Sure Space Wolves Land Raider Pilot





...Unless you have a wolf scout squad hanging around??
   
Made in us
Member of a Lodge? I Can't Say




WI

I personally don't mind the Medic with 3 plasma guns and I think Camo Cloaks work well. If you want to get your Commander for the CCS a weapon, get him a Bolter as it matches well with the Plasma guns. Ditch that PF though, as Str 6 at Init 1 will not really help you if you do get assaulted. But since Guard have a ton of 5pt weapon options, remember that bolter is replacing a 5pt special weapon or a speacial weapon upgrade.

Mercer is absolutily correct with the blob, that is where you want the CC (power) weapons, and in front of your CCS. I would put the Lascannons together and the ACs together. Give them all meltas, 2 power weapons (one for the Commissar and one for the Sergeant) and meltabombs on the Sergeants to defend (or give them a snowball's chance in Hell) against a walker in CC.

I will say this though, changing your Advisor to a MoO may work better since your plan is to remain static.

I do have to agree that the AC works better in the Vet plasma squad than the Lascannon, as it allows the whole unit to want to fire on the same target. I would actually suggest Sentries for them as well, as the Snare mines help protect them from assault and the Camo cloaks make it hard to shoot them out of cover. Placing them in the middle of your table side to give cover fire to your artillery defending squads and possibly side shots on things heading to the corner will help alot. You also could go Melta guns instead of plasma guns as a close range AT option to protect against drop pod dreads and the like, then the heavy weapon doesn't really matter.

As for the PCS, ditch the weapons on the commander and give them all flamers. I actually like putting them in Vendettas and dropping them off next to enemy held objectives defended by troops in cover to burn them out. I like using a heavy flamer with them as well, but I don't think you have the 20 points to spare.

Do not waste special weapon slots, even if you have to use that worthless GL to fill them. If you can give them meltas, then I would keep the Vets with Plasma guns.

To pay for stuff, I would reduce the number of Scout Sentinals... and speaking of, I also have to agree with ACs or nothing. Gives you two shots at that annoying BS 3. Flamers just have to short of a range to be effective with them.

Not going to comment on the Artillery, as I don't use any.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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