Again, no individual points need listing. A) it will get
GW sue happy against the site and potentally shut it down. B) Anyone posting who doesn't have a codex is a idiot. Just give total points and upgrades... in a cleaner fashion if you will please.
CCS - 145pts
4x Melta guns, Chimera with hull
HF,
ML
you should get 4 melta guns, Chimera with hull heavy flamer and multi-laser with a Company Command Squad from that for 145pts. Obviously since Chimeras can't have Missile Launchers (if you have the codex you know this), anyone with a codex will know what
ML means in this case.
Jone96 wrote:Ok tell me what you think!

Some clarifications included also, if necceccery.
Ccs50pts-pf15pts-rs15pts-granade launchers5ptsX3-moo30pts
Primaris psyker 70pts
Psyker goes to one of the ac squads to keep LD high for orders
Marbo65pts
Pcs30pts-lc20pts
Only purpose to fire lascannon
Is50pts-ac10pts
Is50pts-ac10pts
These are for transports etc. and are combined if necceccery
Is50pts-lc20pts-comissar35pts
Is50pts-lc20pts
They take out heavy vehicles like monoliths and land riders and are combined if neccesery. Comissar is to keep orders in dicipline.
Hws60pts-ml10ptsX3
Hws60pts-ml10ptsX3
Vs70pts-harker55pts-flamer5ptsX3-demolitons30pts
Outflanking or infiltrating, they take out almost everything
Vs70pts-bastonne60pts-plasmagun15ptsX3-granadiers30pts
Hydra 75pts
Leman russ bt150pts-
hb sponsons20pts
Manticore 160pts
Creative comments welcome!

Looks like a gunline list, so I will use that for my comments.
Breaking it down top to bottom, you have a Master of Ordnance in your
CCS, as well as a Fist and a terrible special weapon selection. Ditch the fist first off. If you want to use the
MoO, your
CCS can not move.
GLs, as bad as they blow with a
Str 6 Krak and
Str 3 Frag, are at least assault weapons with a good range. If you insist on keeping the
MoO, your
CCS needs to be static, so you should get weapons for it that help in this reguard... 1-2 plasma guns and a heavy weapon (depending if you have Kell or not). There are only 2 heavy weapons that are worthwhile...
AC and Lascannon. Since this is a
BS 4 unit, use the Lascannon. I really like getting Camo Cloaks for the
CCS and keeping it in cover. Remember you can use cover saves for 'Get's Hot!'. Keeping on with the
CCS, you want Creed. Your a foot Guard list that is doing heavy Orders, so take the guy that can issue 4 Orders a turn at 24" range. Place this unit near the middle of your set up zone to make use of that range and then just keep them there.
Psyker is a bad choice for your last
HQ slot if all your doing with him is to keep leadership up for Orders. You can get Kell in your
CCS and every Order issued by Creed will use /
HIS/
Ld 10, not the targeted unit's leadership. In a foot list, alot of people don't get Kell and get a Lord Commissar just for his Aura of Discipline. I feel you have two choices... you can get a second
CCS (sadily, no Kell or Creed) and issue 6 Orders a turn or get a Lord Commissar and keep your HWSs within 6" of him for his Aura. He is actually better off /not/ in a squad (due to the pesky Execution rule), so camp him in cover as well and consider getting him a camo cloak and at least give him a bolter and call it a day.
I like Marbro, carry on.
Platoons... the biggest problem with them is that they are all
BS 3. To compensate for that, I like giving the
PCS all Flamers (or 3 flamers and a Heavy Flamer if I have extra points). I actually really like this unit in a Chimera in a mech list, but your not a mech list. Vendetta is also an excellent choice for a transport for this unit, as it is a scoring unit and thus makes the Vendetta scoring and allows you to late game zoom out and drop off the squad to burn out weak cover save based troops (rangers, scouts, etc) and at least contest if not cap a objective. With a foot list, I would just march them forward towards those units, using 'Move!x3' on itself till in flamer range. I am sure you might be tempted to outflank this unit using Creed's Tactical Genius ability, but remember that a platoon is considered one single unit for reserve rolls. The Tactical Genius might be better off used on the Russ.
As for your Platoon Infantry Squads, I think you want to blob them up in 20 man squads with a Commissar, 3x power weapons, 2x Meltabombs, 2x Melta guns, 2x
ACs, unless your moving forward with them... then ditch the
AC. I suggest the weapon load out because the melta can kill vehicles (even with it's short range) and the
AC can be used for troops and transports. The melta bombs are for if you don't kill a walker or a vehicle and it tank shocks you or gets in melee with you... it is purily a defensive weapon because otherwise if you fail to shoot it dead first, you got nothing once in
CC. Make sure you read the Melta bomb rules concerning walkers and the number of attacks! The Commissar makes them
Ld 10 for Orders and Morale, the power swords (and lack of
ICs) means you can cut through power armor and have a chance to survive assaults, with plenty of lasgunners to sacrifice. Two squads of 20 will do you well I think, and concentrate your
AC fire better.
Heavy Weapon Squads... ahhh, the frosting of the cake for Platoons. I see you have
MLs. here is the problem with
MLs... Krak is a
Str 8, so your glancing
AV 14... so it is not even really worth it to shoot at
AV 12+ vehicles with it and really be effective. You end up shooting at the same vehicles you would with a
AC, but with only one shot instead of two. As for the Frag... small marker,
Str 4. Do you really believe that you will kill more than 2-3 guys in that marker when they are spaced out 1-2 inches? You end up feeling lucky you killed two guys... same thing goes with the
Str 7
AC... except if you hit you know your gonna wound, so you feel lucky killing two guys! End of the day, if your shooting
AV 12+ vehicles, go Lascannons. Use
ACs for
AV 12- vehicles and infantry. I would go one Lascannon and one
AC HWS, as 'Bring it Down!' makes these guys Twin Linked, this is a key role in your army. Remember that these guys are scoring units as well!
Harker and Bastonne. Harker's true strength is the fact you can have a free
HB in the squad and can infiltrate. Note to fire you can not move, and coming in from reserves counts as moving.
HBs are nice, but they are 90% anti-infantry at
Str 5. Since you can't split fire, get a second
HB team and get 3x Plasma guns. I really like Demolitions and Sentries on his Squad, giving them a +1 to their cover save and a demo charge if something gets close to charge them, as well as 10 melta bombs! Remember Snares on Sentries as well! Place this unit 18"-24" away from a enemy infantry squad and maul it, specially if you win first turn.
Bastonne is really cool, since he can give his own unit Orders, but alot of people don't use him due to the costs. His unit is another unit you want static with a
HWT and 3x Plasma guns with Sentries due to the ability of 'Bring it Down!' making all your weapons twin linked against vehicles and
MCs. This also means your Vets are /very/ expensive. Alittle trick you can do with him is give his Squad a Vox to re-roll his Order incase you fail. Both Harker and Bastonne want lasguns over shotguns since they are static, for the range alone.
Hydra is fine, though you may want to look at two of them in a squad.
Manticore is fine.
Drop the
HB sponsons unless you want your Russ to be static. When you move you can only fire one weapon and the turret (plus defensive weapons of course). You can only fire on one unit, so you may not be able to get both your sponson weapons on the targeted unit anyways. If you do get Creed and use his Tactical Genius ability on the Russ, you might want to consider a Demolisher, Executioner, or Vanquisher (if you have the points). You will be getting alot of side and rear armor shots if you decide to go anti-vehicle. Obviouslly you will also get plenty of opportunity to squash rear heavy weapon units too. Know what your going to target and stick with it!
I am sure you will lose some boots once you spend points to properly kit them out, but the suggestions I have made will give your list a better foundation to do what you want it to do and survive a round to do it again. Special weapons is a backbone of the
IG infantry units, make sure you fill every one. Since your doing a gunline with only one or two advancing units (
PCS and/or Russ), you also want to fill out your heavy weapon slots as well. Read up on Orders, they will be your bread and butter!
Good luck and I hope this helps!
Automatically Appended Next Post: Note: Someone pointed this out on another thread... Harker gives his unit Stealth so Sentries is not needed.