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Made in us
Hardened Veteran Guardsman




Virginia USA

This list is for a small 1250 tourny tomo, so just wanted some opinions, I'll even get on afterwards and tell how the list I ended up using did. I promise.


HQ

1 CCS (went really cheap there)

Elites

(5) stormtroopers w/ 2 meltaguns (deep striking. for pesky land raiders)


Troops:



Platoon 1-
PCS w/ 2 melta guns

3x combined squads w/ 3 GLs
+ 1 Commissar

Platoon 2-

PCS w/ 2 plasma guns

3x combined squads w/ 3 GLs
+ 1 Commissar


Platoon 3-
PCS w/ 1 plasma, 1 melta gun

3x combined squads w/ 3 GLs
+ 1 Commissar


Heavy Support:

1 LRMBT w/ hull lascannon

1 LRMBT w/ hull lascannon



115 troopers (9 grenade launchers 5 meltaguns, 3 plasma guns, and a whole lot of lasers)
2 LRMBTS


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Made in us
Guardsman with Flashlight




GA, USA

I'd try and move those special weapons from the Platoon Command Squads to the Company Command Squad, for the higher Ballistic Skill. Also, if you move the special weapons from the Infantry Squads to the Platoon Command Squads, your Infantry Squads could be free to run or have Incoming! used on them without too much penalty.

Are you planning on giving Power Weapons to your Sergeants and Commissars in the Infantry Squads? "Power Blobs" make for a nasty roadblock that will wear down/tear down Marine squads.

Getting back into the Warhammer world after a several-year break
--40K:
Repairing, repainting, and updating ~2,500 points
Repairing, repainting, and updating ~2,000 points
Side-project/reward for finishing other armies
Side-side-project/reward for finishing other armies
--WHFB:
Repairing, repainting, and updating ~3,000 points 
   
Made in us
Hardened Veteran Guardsman




Virginia USA

Moving the spec weapons from PCS to CCS is a great idea,

My CCS usually has a MoO and I didn't place him in this time and placing Specs in hadn't crossed my mind.

I could take out the meltas and plasma and replace with GLs but I won't be able to afford Power weapons and I am uncomfortable with only a 20 man mob w/ a commissar.. but I might try it out:

Remove a platoon, place 2 extra squads in another platoon combine them w/ a commissar save me a bit, maybe put more ecpensive Spec weaps,


Automatically Appended Next Post:
Revised list, w/commissars with Power weapons.


HQ

1 CCS

Carapace w/ 1 melta and 2 plasma guns

Elites

(5) stormtroopers w/ 2 meltaguns (deep striking. for pesky land raiders)


Troops:



Platoon 1-
PCS w/ 2 melta guns 1 Plasma gun

3x combined squads w/ 3 GLs
+ 1 Commissar w/PW

Platoon 2-

PCS w/ 2 melta guns 1 plasma gun

3x combined squads w/ 3 GLs
+ 1 Commissar w/ PW
2x combined squad w/ 2 GLs
+1 Commissar w/PW



Heavy Support:

1 LRMBT w/ hull lascannon

1 LRMBT w/ hull lascannon



103 troopers (8 grenade launchers 7 meltaguns, 4 plasma guns, and a whole lot of lasers)
2 LRMBTS

This message was edited 1 time. Last update was at 2011/10/21 23:43:49



Armies:  
   
Made in us
Manhunter






Little Rock AR

I would drop the lascannons on the lrbt. Your main target is going to be infantry with it right. Also max out your heavy weapons. Take a CCs with 3-4x plasma if your going to give them carapace. Or drop the carapace, I've never seen it pay off in my battles. With that extra 30pts from the lascannons buy either gls and/or flamers for you blobs or more meltas.

Proud to be Obliviously Blue since 2011!

 
   
Made in us
Hardened Veteran Guardsman




Virginia USA

well yes, but its a matter of preference, I've ran many a battle where I took a Hvy Bolter and battlecannon, wounded a whole beakie squad..... and somehow the heavy bolter always ends up hitting a sergeant with a powerfist....

I don't do heavy weapons all that much, I want my squads moving and maneuvering, thus I spam lots of GLs for light AV work


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Made in us
Hardened Veteran Guardsman




Virginia USA

Review, I had 1 Bye (lame) 1 Tie, 1 win.


[*]Stormtroopers were excellent.
[*]GLs pulled thru many time against Transports combined with the "Bring it down" order
[*]Lasguns using FRFSRF are excellent.
[*]Orders are necessary for a foot list to succeed.
[*]LRMBTs are excellent.



Tie was against Dark lance Dark eldar. (12 Dark lances) see report below

Win was against Mech spacemarines. Stormtroopers pulled this off along with GLs. GLs Immobilized a predator near the backfield whirlwind..... which was taken out by the stormtroopers.... then they took a leisurely walk and destroyed the predator next turn. GLs also took out a Rhino, LRMBTs destroyed a Rhino, a razorback w/ twin linked assault cannons.

Lasguns killed off a Stern Guard squad, and the proceeding turns, pedro cantour (sp?) was stabbed to death by bayonets




First game: Table quarters 4 objectives I take bottom right corner, he takes top left

Dark Eldar:

3 Ravagers (? w/ 3 dark lances)

2 Venoms w/ 5 Warriors in them with assorted gear

3 Raiders w/ witches and dark lances

1 Succubite or whatever the witch HQ is

Turn 1:

I steal initiative, he castles in a corner, I move infantry forward, fire off grenade launchers and do nothing.

He moves units back into cover and out of range in fear of upcoming LRMBTs, fires venoms off at platoon, kills like 5 of them.

Turn 2

LRMBTs move on, storm troopers fail reserve roll. whole lot of shooting and all I do is knock off a venom cannon.

He manuvers units out of cover, 1 ravager splits off to my left corner, the 3 raiders zoom toward the center 2 ravagers and a venom split off to the corner to my front. 1 Venom (damaged) takes his corners objective and kills 4 men in a PCS leaving the officer, who passes moral.


Turn 3

My phase:

Storm troopers decide to take an extended smoke break. Movement consists of 1 30 man platoon and single officer moving towards enemy objective point which fires GLs and takes out a Raider sending out 8 Witches , the 20 man platoon boards the center point (which has an imperial landing pad) and GLs a raider up there and blow it up, and an LRMBT fires into the Ravager which had moved into my left flank destroying it. 20 man squad charges witches who pop out of center rhino. Single officer pistol whips a witch. 20 man squad kills off 3 witches bringing their number to 6 they kill 4 guardsmen.

Enemy phase:

He brings last surviving raider in to support the 7 witches not on the landing pad, they move within 2 inches of a 30 man platoon and the lonely officer that laser whipped a witch. Fire off, kill a couple guardsmen, assault, kill off officer, witch unit get FnP defeat me by alot, commissar stubborn LD 9 fails. Shoots a guardsmen. Re Fail. Run, get run down, unit with FnP since pain tokens are randomized get another pain token. Fight on landing pad continues.. lamely. He kills 4, I kill 2, pass LD.

Also he moves ravagers into range of an LRMBT fire and destroy it .


Turn 4:

Stormtroopers decide now is the time to show up. Arrive behind Venom hiding in the back. 1 (and only) PCS move within 6" of the 2 Ravagers that killed off the LRMBT, and the CCS with plasma moving within the 2 witch squads that killed off the 30 man platoon.

Shooting:
Remaining LRMBT fires into witch squad without the pain token. Kills all but 2.

CCS fires plasma into unit with FNP.... killing all but 2

Both fail LD and run.

Stormtroopers fire on the venom, blowing it up, enjoying the flames (4" explosion hits all stormtroopers) killing 2 warrior inside. Unit passes pinning.

PCS with 3 melta fires on a ravager, destorying it.

Assault:

Fight on Platform is still lame. Witches kill 4. I kill 2..with bayonets. again.

Enemy Turn 4:

Remaining Ravager moves 6" to line up shot on remaining LRMBT.
Remaining Venom sits on home objective. Witches still run for the table edge.
Remaining Raider attempts to block off last 30 man platoon.
Warriors make a run for nearby objective

Enemy Shooting:

Ravager stuns LRMBT
Raider fails to do anything to LRMBT
Remaining venom (lost 1 weapon on turn 2) kills off 1 guardsmen in CCS
Stormtroopers save 6 wounds.

Assault phase is lame. Platform is lost, 20 man platoon killed to a man. 4 witches left

Turn 5.

Movement

30 man mob takes over home objective, CCS moves towards unclaimed objective contesting, 5 man PCS moves towards same objective warriors are going for, storm troopers move within range of last remaining Ravager.


Platoon fires GLs at last raider. Destroying it.
CCS fires at witches killing 2, including syrabrite with plasma. 1 guardsmen blows up due to plasma malfunction.

Stormtroopers destroy last Ravager.

Enemy Turn 5:

Moved 3 warriors towards an unclaimed objective, 6" away
Moved last 2 witches 6" to within range of CCS.
Last Venom stays on home objective.

Shooting.

Warriors run. 1".......
Witches fire... do nothing.
Venom fails to get through storm trooper armour... with 4 wounds.

Assault

Witches charge 4 men of the CCS. Combat kills a Grenadier. A plasma gunner beats a witches face it. tied combat. Objective contested.



We roll a 1 for turn 6.

I had one objective
He had one objective.

Contested 1. 1 Witch vs 2 guardsmen and the commander.

Unlclaimed 1. W/ 3 warriors in route from 5" a 5 man stormtrooper squad trailing them by 3" and a PCS intercepting them from 5" away.

This message was edited 1 time. Last update was at 2011/10/23 02:41:25



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Made in au
Imperial Agent Provocateur





well played sir. might have to give stormies a re-consider

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Made in ca
Witch Hunter in the Shadows





Earth

Thank you for the batrep. I agree on the stormies and gl's, although, I use them quite differently in a mech list but like you always have great results with them. The internet crowds are going to start shouting...

   
Made in us
Hardened Veteran Guardsman




Virginia USA

the stormies only made it because they re rolled scatter for deepstrike.. otherwise they would have been off target......

I would only suggest you try and aim for opportune targets.
Enemies usually leave something in the backfield unprotected thinking its safe. Especially when they are facing what appears to be a slow moving foot guard list in front of them.

GLs. Always use em. always, no squad goes out without at least a GL. I'll pass on Flamers though. Require way to close of range.

Internet crowds? Oh... the guys with no imagination. Heh. I beat their net lists all day long with my foot guard.

"TH+SS termies huh? Well your wounding me on a 2+ instead of 3, and I get no armor save. No change there, did I mention I'm stubborn LD 9? "

"3++ invuln save huh? I got some lasguns here... well actually alot of lasguns. "


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




WI

I am interested in hearing how a Str 6 GL took out a AV 13 Pred... the guy back onto the battle field?


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Imperial Agent Provocateur





29 Palms

I would keep the lascannons. Your infantry is for fighting infantry.

"It is not the Horrors of war that disturb me, but the Unseen horrors of peace."

http://desertokami.deviantart.com
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Made in ca
Witch Hunter in the Shadows





Earth

BlkTom wrote:I am interested in hearing how a Str 6 GL took out a AV 13 Pred... the guy back onto the battle field?



Preds are only side armour 11 and rear armour 10.

   
Made in us
Hardened Veteran Guardsman




Virginia USA

Barksdale wrote:
BlkTom wrote:I am interested in hearing how a Str 6 GL took out a AV 13 Pred... the guy back onto the battle field?



Preds are only side armour 11 and rear armour 10.


This, and I only immobilized it with GLs, meltas from stormtroopers destroyed it. (who did happen to drop into the backfield.)

This message was edited 1 time. Last update was at 2011/10/23 17:20:02



Armies:  
   
Made in us
Member of a Lodge? I Can't Say




WI

So the guy did give you flank shots.... on 36" range weapons... so either you got close enough to get around his front to get flank shots or he turned his side to your chimeras. Boggles my mind.

Still doesn't change my opinion of GLs though.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Hardened Veteran Guardsman




Virginia USA

Did you even read my list? I don't have any chimeras. at all.

He probably had the same thoughts about GLs you do.
until he had to move his 36" range guns to get in range of my tanks with 72" range guns. and figure out the effective range of a GL is actually 30"


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