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2000 point IG Infantry Swarm: The Krandar Collective  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Hey everybody.

For a while I've been kicking around the idea of a tank/chimera-free IG army, spamming infantry to overwhelm the enemy with sheer force of bodies! I've already bought three of the 80-man Warzone fig bags, but figured I should put my list up for scrutiny before I begin assembling/painting them.

HQ: Company Command Squad (110 pts)
W/ Astropath and Master of Ordnance

Troop 1: Platoon Command Squad (475 pts)
W/ Commander Chenkov
Infantry Squad
W/ Autocannon Heavy Weapon Team
Infantry Squad
W/ Autocannon Heavy Weapon Team
Conscript Squad (50 strong)
W/ Send In The Next Wave

Troop 2: Platoon Command Squad (930 pts)
W/ Commander Al'Rahem
Infantry Squad
Infantry Squad
Infantry Squad
Infantry Squad
Heavy Weapon Teams
W/ 3 Autocannons
Heavy Weapon Teams
W/ 3 Autocannons
Heavy Weapon Teams
W/ 3 Autocannons
Heavy Weapon Teams
W/ 3 Autocannons
Heavy Weapon Teams
W/ 3 Autocannons
Conscript Squad (50 strong)
W/ Send In The Next Wave

Heavy Supports 1-3: Deathstrike Missile Launchers (160 pts each)

Army Total: 1995 pts

Overall Army Concepts: As you can probably tell, this list is fluffy as hell. The basic idea of the army crunch-wise is a no-armor infantry list with heavy weapon support, and as many models as I can cram onto the table. Fluff-wise, I'm envisioning a typical WWII Russian army: Lots of bodies with some heavy weapon support, but relying on force of numbers to smother the enemy. I'd like to keep special weapons squads/veterans/elite choices/tanks/etc to a complete minimum, if any, since I feel that would ruin the feel of the army.

Army Tactics: I figure outflanking the Heavy Weapon teams, while losing me a round of shooting because of moving, allows me to peg side/rear armor. I believe (If I'm interpreting the rules right) that Al'Rahem's always-outflank rule applies to the SITNW conscripts (Meaning recycling them automatically causes them to be outflanking in reserve), since Chenkov's rule has them come onto the table as normal (Sans attatched characters and the like). Plus, the Deathstrike Missiles, while not as effective as Manticores, fit better with fluff for the army and offer a juicy target to shoot at instead of trying to ID my Heavy Weapon Teams. Plus, the missiles will force the enemy to spread his forces, really helping my outflankers get up close and personal in a hurry.

Thoughts/comments/criticisms?

This message was edited 2 times. Last update was at 2011/09/13 19:33:32


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in se
Dakka Veteran




Well, you may have trouble fitting all those dudes within 6" of one short table edge.

The deathstrikes would probably be fun IF you got to fire them on t2, but you probably won't since there's nothing else in your list for AT weapons to shoot at, any decent army that isn't orks or necrons will disable all three on their first turn.
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

I know, but I've always wanted to run multiple Deathstrikes, and since I've seen/heard that single ones get blown off the table turn 1, I figured 3 might last a bit longer. I may eventually swap them for Medusas or Basilisks, but I really want to try to make the giant-ass missiles work

I don't think I'll have to worry too much, as they won't all come in at once (But if they did, woohoo for me! ). It might be a bit tricky getting firing lines for any Heavy Weapon Teams, especially since they won't be moving after they come in, but I think it'll will work out fine.

This message was edited 1 time. Last update was at 2011/09/13 21:03:16


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Member of a Lodge? I Can't Say




WI

You want to be Russians but you have no Commissars...

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






BlkTom wrote:You want to be Russians but you have no Commissars...


I would second the idea of commissars ...

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Fresh-Faced New User




Was toying around with a similar list. How about tossing a Lord Commissar or two in to lead the Conscript units, along with a Priest for each. Now your Conscripts reroll all those attacks should they get CC'ed.

Of course, if I ever run a list like this, I'll model my conscripts with the single-piece plastic 2nd edition gretchin.
   
Made in gb
Tower of Power






Cannock

Interesting army, but could be better.

CCS isn't doing anything, add Creed to issue multiple orders.

Take a Lord Commissar for stubborn bubble for the HWTs.

Al's entire Platoon outflanks so no point in having Heavy Weapon Teams in that Platoon. Change to Special Weapon Teams with meltaguns and add meltaguns onto the Infantry Squads.

Add Commissars to those Platoons so stop them running away.

Switch Deathstrike to Manticores as Deathstrikes are rubbish.

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 us
Purposeful Hammerhead Pilot





Pullman, WA

Thanks for the feedback! I'll address it in order as best I can:

---Commissars/Lord Commisars: I knoooow I decided I'd rather have more guys than more courageous guys, but I may drop an Inf squad or two and toss in a Lord Commissar.

---Priest: Hmmm, didn't think of that. It might be kinda nice to hit someone with 100 reroll-hit WS2 S3 attacks. I could always give them commissar caps to make them Russian-ish, or dress them up like Bolshevik orators...

---Creed: Didn't realise Creed was a replacement (I thought he was a CCS without any additional bells and whistles). I may end up adding him since the more orders, the better.

---Special Weapon Teams/Meltaguns: Nope. I want to keep this as Russian as possible, and you didn't see them running around with lasers and microwave guns Basic lasguns aside, I want to make sure I have the absolute bare minimum number of "Las/melta/etc" weapons. Chemical propulaion explosives only for me!
I probably will keep the HWS, but just swap them to Chenkov's platoon. I'd like to keep the idea of heavy weapons supporting the vanilla frontline troops instead of troops carrying special weapons.

---Manticores: Meh, but it's so much more fun to launch one "feth-you" missile instead of a couple tiny ones. Besides, AP4 that can't indirect-fire and doesn't ignore cover means that unless I play on a terrain-free board, they won't do jack to MEQs and vehicles.
Dropping a Storm Eagle rocket onto a Tac squad will net me 4 dead marines, and on a parking lost of 3 Rhinos will net me 1/4 of an immobilised or destroyed rhino. Dropping a Deathstrike onto the same (Discounting the larger blast radius to tag more enemy units) will net me 8 dead marines and at least 1 immobilised/destroyed rhino.
I know they're not as effective as other options, but they're fun to use, make a nice visual focal point in a sea of bodies, and they force the enemy to spread out more than Manticores would, giving my outflankers and even better advantadge.


Automatically Appended Next Post:
Alright. Apologies to Mercer, since I was sorta snarky to you and then promptly went out and took your advice

Decided to mess with the list a bit to cram in a Lord Commissar, and I wavered on the Deathstrikes (So I'd have points for the Commissar, priests, and meltaguns) and Meltaguns (Since IG don't really have a good man-portable alternative to pop armor with at range). I also shuffled the list organization to make the outflanking a bit more effective.

The Krandar Collective
HQ #1: Company Command Squad (215 pts)
With Lord Castellan Creed, Astropath, Master of Ordnance, and a Regimental Standard

HQ #2: Lord Commissar (80 pts)
With Power Weapon

(HQ)x2: Minisortium Priest (60 pts)
With Eviscerator

Troop #1: Platoon Command Squad (860 pts)
With Commander Chenkov and Autocannon Team
2x: Infantry Squad
With Autocannon Team
5x: Heavy Weapon Teams (All Autocannons)
Conscripts (50 strong)
With Send In The Next Wave

Troop #2: Platoon Command Squad (725 pts)
With Commander Al'Rahem
4x: Infantry Squad
With Meltagun
2x: Special Weapon Squad
With 3 Meltaguns
Conscript Squad (50 Strong)
With Send In The Next Wave

My thoughts to make it more Russian-y would be to toss Commissars into 2 of the Outflanking Infantry/Melta squads in exchange for dropping 2 of the same squad, which would leave me 30 points to work with (Since all my commissars get power swords ). Should I keep the list as-is, or increase the Commissar count and use the 30 points on something important?

This message was edited 3 times. Last update was at 2011/09/14 23:20:18


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Tower of Power






Cannock

comedy. Anyway...

Drop the standard on Creed's unit. If that unit gets in close combat then it's dead already. Give it a autocannon. You seen Enemy at the Gates? There's a sort of Command Squad in that with some kind of gun, they are giving orders when the Russians attempt to take Red Square.

Rest is cool. Though I cannot see any Commissars apart from the Lord. There should be Commissars in each blob.

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 us
Purposeful Hammerhead Pilot





Pullman, WA

I wanted to keep the standard, just so I'd have an excuse to model it I do want to add an autocannon if I manage to whittle the points in however.

As for commissars, that's my issue: is it better to have 2 Melta-Infantry blobs with Commissars, or 4 without?

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Tower of Power






Cannock

Model it but don't use it? Like I said it's not going to help anyway. You could easily add in the autocannon for the place of the standard.

Better to have infantry with Commissars. You fail leadership bye bye blob, Commissar can stop that.

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 us
Purposeful Hammerhead Pilot





Pullman, WA

Alrighty. Changed it up a bit (Also, why are Regimental standards crappy? I understand why Platoon Standards suck, but rerolling a Ld test seems pretty decent to me. I rarely play as IG though, so I'm not as familiar with their inner workings)

The Krandar Collective
HQ #1: Company Command Squad (210 pts)
With Lord Castellan Creed, Astropath, Master of Ordnance, and an Autocannon Team

HQ #2: Lord Commissar (80 pts)
With Power Weapon

(HQ)x2: Minisortium Priest (60 pts)
With Eviscerator

Troop #1: Platoon Command Squad (860 pts)
With Commander Chenkov and Autocannon Team
2x: Infantry Squad
With Autocannon Team
5x: Heavy Weapon Teams (All Autocannons)
Conscripts (50 strong)
With Send In The Next Wave

Troop #2: Platoon Command Squad (730 pts)
With Commander Al'Rahem, Meltagun, and Krak Grenades
2x: Infantry Squad
With Meltagun, Commissar with Power Weapon
2x: Special Weapon Squad
With 3 Meltaguns
Conscript Squad (50 Strong)
With Send In The Next Wave

This message was edited 1 time. Last update was at 2011/09/15 16:13:19


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Tower of Power






Cannock

The standard auot scores a wound in combat, but that doesn't matter as 5 Guardsmen will die in combat. Re-rolling morale can be handy, but with orders like get back in the fight! it doesn't really matter.


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 us
Purposeful Hammerhead Pilot





Pullman, WA

I was just thinking it was basically 15 points for a morale reroll, but I guess that's not as important if I have proper Commissar coverage.

So I'm thinking with this list to attach the Priests each to a conscript squad, and add the Lord Commissar to one of them. Then, use this unit to attempt to overwhelm enbemies from flanking (Using Creed to Scout/outflank the non-Al'Rahem squad). Autocannons are for support to shoot light armor and MEQs, with orders to support whatever aspects need to be covered.

Thoughts on this as an (un)effective army?

This message was edited 1 time. Last update was at 2011/09/15 16:42:09


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Tower of Power






Cannock

Probably not with a Commissar, but my point is the squad will be DEAD so they won't even get a chance to re-roll. 5 x T3 5+ armour save guys will get battered in close combat. Plus you don't want them to re-roll and stay in combat, you want them to break out of combat (and survive) to shoot next turn because that's what they do.


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 us
Purposeful Hammerhead Pilot





Pullman, WA

Good point. Man, I can't wait to assemble and test this list out

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
 
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