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![[Post New]](/s/i/i.gif) 2011/10/24 18:12:42
Subject: My 1st IG List- Help Wanted. 1k points
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Beast of Nurgle
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So im basing it around cover and and some good amount of feet on the board.
HQ:
Company command squad
Company Command Squad - Camo CLoak, medi-pack, heavy flamer, 2x meltas
Troops:
2 x Platoons-
Platoon Command Squads - Autocannons
Infantry Squad- Meltagun
Heavy Weopons Squad - 3x Missile Launchers
2 x Veteran Squads - Forward sentries , 3x Melta's, 4x Shotguns, Missile Launcher
Heavy SUpport:
2x Griffons.
Total Points: 1000
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![[Post New]](/s/i/i.gif) 2011/10/24 21:01:14
Subject: Re:My 1st IG List- Help Wanted. 1k points
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Rough Rider with Boomstick
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First question is; how are you aiming to play this army? I know you mentioned cover and boots on the ground, but the vibe I'm getting, and it's just a hint from all the Assault weapons, is that you're looking to do a 'fire and manouvre' army, moving from cover-to-cover gunning the enemy down at short range with lots of firepower. As such there are quite a few changes I'd make. I'll go through what I'd do unit by unit. Don't take my advice as a concrete 'best thing to do' post - I'm hardly renowned amongst my friends for my ability to put together army lists, in fact quite the reverse, but then when I do my armies they are based around a Lore theme and it's different when I look at others lists.
Anyhow;
Company Command Squad:
Remove:
- Heavy Flamer
- Meltaguns
Add:
- Voxcaster
- Power Weapon
From the way I see it, CCS & PCS are there for support. Their Orders can greatly help your units out, especially when they're in hot water. As such I'd make sure there is a Voxcaster in each and every squad that can take one as these will allow you to reroll failed leadership tests when giving an order. I'd also, for the sake of using Orders, keep the CCS a bit away from the firing line and as such I'd take out the Heavy Flamer & meltaguns - they're short ranged weapons and without your Senior Officer souped up with kit it is dangerous to put what could be a key part of your army so close to the action. Players will want to take out your CCS and giving them a CCS in Assault range when it's Senior Officer is not upgraded spells trouble for you.
Talking of which I put down the Power Weapon as an after thought once I'd gone over the bits. Whilst I reckon you should keep the CCS back a bit, a Power Weapon gives the Senior Officer a chance, at least, should he end up being engaged in a melee.
Platoon Command Squads:
Remove:
- Autocannons
Add:
- Voxcaster
- 3x Meltaguns
Voxcaster for the Orders reroll, but I'm sorry to say I don't think the Autocannons have a good place when there are better options available to you; Heavy Bolters have 3 shots and the same AP (lower Strength but I find the AP more important, as well as volume of fire) whilst Lascannons have a better chance of penetrating vehicles. Autocannons can't face a Land Raider or Leman Russ head on with their thick frontal armour of F14. The meltaguns keep your PCS in line with your Squads and by keeping them up close and packed full of meltagoodness you can direct some rather potent firepower where it's needed, so long as it's at short range.
Infantry Squads:
Add:
- Voxcaster
Meltaguns are fine if you are looking to go up close & personal against enemy units. The rapid fire of the lasguns combined with the high S8 AP1 of the meltagun (plus it's 2D6 armour pen. against vehicles within 6") make it worthwhile having. Of course I'd add in the Vox for Orders.
Heavy Weapons Squad:
Remove:
- Missile Launchers
Add:
- Lascannons
Missile Launchers are an odd one. Their Krak missile is weaker than the Lascannon, making them inferior for AT work whilst the Frag missile has such a small blast marker you have to be sure your enemy is packed together - even then it is rather weak at S4 AP6. Whilst they're meant to fit a role as hybrids, I don't think they're worth the points, not when for an extra 5 points per weapon you can get Lascannons or for 5 less you can get the Heavy Bolter. For your army I'd go with Lascannons - boost your longer ranged AT capability, as well as its excellent 'instakill' against models with multiple wounds if their toughness is 4 or less.
With a squad of 3 Lascannons your AT capability rises greatly and you won't be so reliant on your close range meltaguns all the time - there's every chance your Guardsmen will leg it or be annihilated before they can get in range of vehicles, or the vehicle gets close to them.
Veteran Squads:
Remove:
- Missile Launchers
- Shotguns
Add:
- Voxcaster
- Power Fist on Sergeant
When you're packing your Veterans with shotguns and meltaguns, the missile launcher is superfluous. If your guys are going to spend most of their time running'n'gunning then your missile launcher will hardly be used. Ditch it and use the points for something that will be more constructive. I can see where you're coming from with the Shotguns, Assault 2, but the lasgun is that bit more versatile. If you need a squad to stop moving for a turn and open fire, you'd be better off with lasguns and their range of 24" and take advantage of the 'Front rank, FIRE! Second rank, FIRE!" order. That gives you a load of lasgun shots which will hit on 3+. Good odds on hitting & killing something, especially within 12" when you'll have 3 shots per man. If you've got 6 guys with lasguns thats immediately 18 shots plus your meltaguns. Thats a lot of death pouring from one unit.
Forward Sentries I'd keep as it fits your intention to use cover with the camo-cloaks the upgrade grants. I'd also consider giving the Sergeants Power Fists because if they're going to be up close to the enemy, it's worth making sure they've got something that can do damage in melee.
The Power Fist could prove to be rather handy. For 5pts more than Power Weapons your strength doubles when rolling to wound (2+ to kill Marines is better than 5+ with a Power Weapon). Most opponents will go first in melee, so it doesn't matter if your Squad gets whittled down until the Sergeant is left with his Power Fist - he'll most likely hit hardest with his PF.
Heavy Support:
Remove:
- Griffon Heavy Mortars
Add:
- A second Heavy Weapon Squad of Lascannons
I love Griffons. I really do. I see them as little underdogs who no-one will give a chance but with good reason. 12"-48" isn't that far and it's only S6 AP4. Whilst the 'Accurate Bombardment' rule looks nice, I can't see these beautiful little fellows being truly worth their points. The Leman Russ is tougher and can mount an awesome array of firepower. If I were looking at using it as a mobile anti-tank unit I'd go with the Vanquisher, but I reckon you'd personally rather not have tanks - I think you were probably drawn to the Griffons as they are light vehicles built on the Chimera chassis. Instead what I'd do is invest in another Lascannon armed Heavy Weapons Squad.
I really hope that helps or inspires you to modify your army further between a compromise of your vision and maintaining as much of a punch as you can for the points. The above changes to the list add up to 1000 points but you'll find it easier to take on vehicles (Land Raiders -hate- Lascannons - actually everyone does) and up close you should do quite some damage with massed las & melta fire. I can see your list being quite weak against fast moving/CC heavy enemies, such as Tyranids and the massed numbers of Orks, but your massed numbers of meltaguns will melt holes in expensive point armies, such as Grey Knights or SMs/CSMs.
I'm sure if I have given you poor suggestions that other members of these forums will give you ebtter suggestions than I - as I said it's not my strong point, army lists, but I think the above is not a bad set of options.
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This message was edited 3 times. Last update was at 2011/10/24 21:08:05
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![[Post New]](/s/i/i.gif) 2011/10/24 21:41:52
Subject: My 1st IG List- Help Wanted. 1k points
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Manhunter
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Feel No Pain wrote:So im basing it around cover and and some good amount of feet on the board.
HQ:
Company command squad
Company Command Squad - Camo CLoak, medi-pack, heavy flamer, 2x meltas Horrible choices mate, Camo isn;t worth the oints, neither is med-pack (no much str 6 or greater weapons out there. Heavy flamer is too expensive. Melta GEQ on foot do not last long.
Troops:
2 x Platoons-
Platoon Command Squads - Autocannons
Infantry Squad- Meltagun Need 2 infantry squads per platoon to be legal.
Heavy Weopons Squad - 3x Missile Launchers
2 x Veteran Squads - Forward sentries , 3x Melta's, 4x Shotguns, Forward sentries Not worth it either.
Heavy SUpport:
2x Griffons. I'd get a LRBT. If you already got the griffons, see if you can proxy them as medusas.
Total Points: 1000
My $.02 about foot guard. I enjoy foot guard, its rare to see. Keep the tradition alive.
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This message was edited 2 times. Last update was at 2011/10/24 21:44:58
Proud to be Obliviously Blue since 2011!
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![[Post New]](/s/i/i.gif) 2011/10/24 23:24:24
Subject: My 1st IG List- Help Wanted. 1k points
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Member of a Lodge? I Can't Say
WI
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Yeah, kinda confusing list. Not sure if it is built right or not.
I personally /like/ Camo Cloaks and Sentries on stationary troops for the 3+ cover saves. If that is your plan and theme, you need to make bertter use of it.
Medics are neat, but in a 1k game, you can't afford the points for them. Pretty much, that 30pts can be special weapons, advisors, docs for your Vets. You just really have to ask if FNP is worth it.
Empty special weapon slots make me cry. They are the backbone of Guard.
My suggestions if your keeping the Griffons...
CCS - 120pts
2x Plasma guns, LC, Camo Cloaks
Lord Commissar - 70pts (with HWSs)
Bolter
PCS - 50pts
AC, 2x Sniper Rifles
PIS - 130pts (blob)
Commissar, 2x PW, Melta gun, AC, Melta bomb
PIS - 85pts (blob)
PW, Melta gun, AC, Melta bomb
HWS - 105pts
3x LCs
HWS - 105pts
3x LCs
Vets - 185pts
Harker, 3x Melta guns, Demolitions, 7 shotguns
Griffon - 75pts
Griffon - 75pts
1000pts
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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