Overall you have a lot of bodies, but very little threatening units out there.
Crims0nCoast wrote: So, this is my second attempt at a semi competitive list. Please make suggestions on anything, i don't know much about balancing anti tank/infantry, etc. All comments are appreciated. Also, if you are selling any of these units and you live in the continental US, please let me know because this army new would cost me aroud 386 USD
HQ
Company Command Squad
Lord Castellan Creed
3 meltaguns
Voxcaster
in Chimera
230 Points
Why the heck is Creed in this list? Your infantry squads aren't really equipped to make orders worth it (hell orders usually don't make or break a list anywho). Drop him.
Vox is fairly 'meh' and like I said....your list really doesn't hinge on orders are at all so I'd ditch it.
Different problem now. This is honestly your only reliable anti-tank while your 3 autocannons handle anti-transport.....this is not enough. Plus you only have 1 chimera and I guarantee you that it will be gunned down on the first turn while the autocannon squads sucks up a lot of fire. There is not enough target saturation here for them to be useful.
Troops
(Platoon Alpha)
Platoon Command Squad
2 Infantry Squads
2 grenade launchers
Voxcaster
So what exactly are these squads doing? The
PCS is naked and pretty useless aside from orders that aren't very commonly used. It looks like you are combining the infantry squads but they don't have any hint of a power-blob nor are they very threatening at shooting.
Pick a role for each squad and kit them out accordingly.
3 Mortar Heavy Weapon Teams
Not really that useful honestly.
IG already does anti-infantry very well....and this list lacks anti-vehicle. I'd look into more autocannons.
(Platoon Beta)
PCS
P. Commander w/ powerfist
2 Infantry Squads
2 flamers
Voxcaster
Once again what are these doing? The
PCS is still pretty useless. Let's be honest 2 WS4 S6 I1 attacks are laughable......especially in a 5-man unit that will die in
CC as soon as something sneezes at them. Don't bother.
The combined flamer squad is a step down even from the grenade launchers.
3 Autocannon Heavy Weapon Teams
Better, but
HWS are very easy to kill. Remember that S6 will instant-death an entire team and there are a lot of armies out there with S6+ weapons with a high rate of fire (Multilasers, Scatterlasers, Psycannons, Brain-leech Devourers, Telsa-Destructors, assault cannons, etc)....that and their low leadership means that every time a team dies you have a decent chance of running away. A single squad is not going to be effective. Take at least three or none at all. Another option is putting heavy weapons teams in infantry squads to have a lot of ablative wounds.
As an example, I play mech
IG with a lot of multilasers and autocannons in the list. I have gone against an army with 7 heavy weapon squads (2000 points).....and in one turn managed to kill 9 heavy weapon teams (spread out amongst the 7 squads and this includes a 4+ cover save) and then 3 of those squads ran away. So in one turn of shooting I neutralized about 67% of the enemy's heavy weapon threat.
Granted I wasn't facing that strong of a list....but it gives you an extreme case scenario.
Heavy Support
Leman Russ Battle Tank
Heavy Bolter Sponsons
Normally I wouldn't suggest taking sponsons as stationary tanks tend to die quickly....but this list has enough meatshields to keep assaulters away.
170 Points
Manticore Rocket Launcher
160 Points
Not bad, but be aware next to your
CCS this is the most threatening units and enemies will be gunning for it fast and hard. Keep it out of
LOS for as long as possible. All the enemy has to do is stop you from shooting (so even glances will hurt your effectiveness) and you loose a big advantage.