http://www.dakkadakka.com/dakkaforum/posts/list/399641.page So the above battle report was for my
IG at 1000 pts. It was a 1v1v1 with tau and dark eldar. Granted a 3 man free for all is very different than a one on one, I think it pointed out very well the pros and cons of my force. So as not to repeat myself, I summarized my thoughts there and then linked to here as I'm planning on taking a similar army to my first small tourney at the gaming store we played that game at. I think they'll be another mech guard player, the tau and dark eldar might also be there and I think the rest are chaos marines, space marines and space wolves, but there might be others so I want a very all commers list for fluff, versitility and entertainment. I think I've got the baseline down, but I'm wondering about fine tuning.
I'm thinking:
HQ:
CCS: 70
>lascannon
Troops
Platoon1
PCS:50
>lascannon
Infantry Squad 1 :70
>lascannon
Infantry Squad 2 :70
>lascannon
Infantry Squad 3 :60
>autocannon
Infantry Squad 4 :60
>autocannon
Platoon 2
PCS:125
>4xMelta, Chimera w/Heavy flamer
Infantry Squad 1 :120
>Flamer, Power weapon, Chimera w/Heavy Bolter
Infantry Squad 2 :120
>Flamer, Power weapon, Chimera w/Heavy Bolter
Veteran Squad :170
>3xPlasma Guns, Chimera w/Heavy Flamer
Heavy Support
Leman Russ Battle Tank :205
>lascannon, plasma sponsons
Leman Russ Exterminator :170
>heavy bolter, heavy bolter sponsons
Leman Russ Demolisher :210
>lascannon, multimelta sponsons
General battle plans:
Platoon 2, the veterans and the demolisher head towards either the most strategically important area of the table, or right at the heart of the enemies forces firing on the biggest things first. Platoon 1, the
HQ and the two other tanks pour fire into the enemies armour and transports if possible, anything else if not. The general idea is to acheive armour superiority through weight of fire and using the chimeras as alternative targets, since at the very least they'll get my primary objective takers closer, faster. They'll either move full and pop smoke, or move at 6 and take pot shots with the hull mounted guns. The transported troops will force them to be targets and the acompanying demolisher can fire at anything big with the lascannon until it gets close enough. Once it gets into range it just sits there until there is nothing big within 24 inches. The 4 lascannons and 2 autocannons aim for tanks/transports to cripple the enemy's mobility striking power, and any time there isn't a target of oportunity, they can advance to get better firing lanes or to try to help take objectives. The Plasma Russ targets heavy troops, large groups or vehicles, advancing to better positions if nothing is withing 36" plasma cannon range. The Third Russ, the Heavy bolter one is the odd man out. I added it because I want another tank and with nice, cheap heavy bolters, it can put out a pretty decent amout of fire at infantry and light to medium vehicles makes it a threat to many things, expecially in my mind at least, monsterous creatures. It just troubleshoots as nessissary, probably in the most vulnerable position of my line to draw fire and make itself usefull.
Question:
Since the third leman russ was added in last, am I right to feel I need three tanks? Would I be better served replacing it with a manticore, or with 3 addition chimeras? Or I could add a hellhound and a Flamer
SWS for platoon 2 for 10 points more. Since I found myself unable to advance very far in the 3 man free for all, I made sure to include 4 chimeras in my army this time, but without them and the veterans I can add another autocannon squad to platoon 1, along with 2
SWS and have platoon 2 be a
PCS and 4 squads along with 2
SWS as well. So really, I'm just wondering if these three tanks reach my goal of usefull overkill, or would extra chimeras be more usefull? Do I even need mounted troops or can I make it with a much slower hoard of men, or will most armies simply outmaneuver me or dig in before I reach them?