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Made in nl
Imperial Recruit in Training





Hello everyone!

I'm completely new at this game, have been a active modeler for years, but I wanted something more.
I have put together my first armylist, and I wanted to share it with you guys.
Please don't hesitate to commnent, I am sure things are wrong with it, but I want to watch and learn.

It's greatly appreciated!

Cheers

HQ
Company Command Squad, Vox-caster 55 points

Troops
Infantry Platoon:
Command squad, vox-caster 35 points
2x Shock Troops, vox-caster, boltpistol 114 points
2x Heavy weapon squad, 4 autocannon/2 las 180 points

Grenadier Veteran Squad, vox-caster, carpace armor, plasma gun
Heavy Flamer 140 points
Chrimera, Hunter killer missle 65 points

Fast Attack
Armored Sentinel, lascannon, smoke launchers 70 points
Scout Sentinel, autocannon, smoke launchers, searchlight 51 points


Heavy Support
Leman Russ Battletank, hull lascannon 165 points

Basilisk 125 points

Total points: 1000
   
Made in us
Member of a Lodge? I Can't Say




WI

Welcome to IG and Dakka Dakka.

The first thing you need to do as a new player is figure out what you want your list to do. A general rule for WH40k is focus on one aspect (for example, mech or foot), as you get more experienced, then try to do 'hybred' lists. One thing as a new player to learn is first understand what your stuff does, then upgrade your equipment and weapons to the ones that give you the most versitility vs different armies.

Since you have alot of Voxs, I will assume you have read the Order rules. If not, please read them. Understand the limitations... for instance, you can not give Orders to vehicles or units in vehicles. Sometimes it doesn't make sense (a CCS in a Chimera can not give itself a Order), but consider it a game balance rule. Orders are huge for a foot list, so consider it.

One of the advantages for IG are their special weapons (they get more than other armies) and their fire power. They can get alot more vehicles and heavy weapons than other lists because their troops are pretty cheap comparitivily. Don't leave them empty unless you have no choice. Then you pick weapons based on Balistic skill and what the unit's role is on the battlefield. For IG BS 4 troops, I look at Melta guns and Plasma guns. For BS 3 I look at the role, but plasma tends to be to expensive for a 50% chance to hit, so I tend to use Melta guns and flamers.

For Heavy weapons, you have the two real choices for IG in ACs or LCs. Other choices are situational or fluff choices and the two above give you the most versitility. The general rule is this though... do not mix weapons as you can not split your shots. For example, if your HWS fires on a heavy armored vehicle (AV 14), your ACs will not hurt it and thus are worthless.
The same thing goes with special weapons. Take all the same special weapons. When you have heavy weapons and special weapons in the same squad, you then need to figure out how to combine them to make your unit effective. For me, my goal is to allow any combo squads like that have the ability to hurt armor. So if I run ACs, I like to have Melta guns. If I have a LC, I like to run plasma to give them some anti-infantry punch.

With the above mentality in mind, I would not waste the BS 4 of the Vets with a Heavy Flamer, beside mixing special weapons on top of it. Besides that, the Chimera can have a Heavy Flamer for free on the hull.

I am leary of putting LCs on vehicles due to the crew having BS 3. With the same mentaility of BS skill being a determinding factor, I would rather have a AC on my Sentinels and leave the heavy bolter on the LRBT. The 2 shots on the ACs gives you effectivily a 75% chance to hit with at least one shot, vs a 50% chance with a single shot. It does mean your target selection heads towards AV 12 or less and infantry though instead of heavy armor. I think that should be the role of your HWSs, as 3x LCs with 'Bring it Down!' given to them or something like a Vendetta. LRBTs are really anti-infantry vehicles, as anything that uses the scatter dice to hit with now only gives it a 33% chance to hit, meaning it is too...ineffective.

Hope this helps you in fine tuning your list!

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





HIDING IN METAL BAWKSES!

The command squads you will want to give special weapons.

Also, generally, voxes are not all that useful, nor are the BP's, but YMMV.

I would suggest switching out the Armored Sentinel for another Scout Sentinel. I also agree with BlkTom's comment on not putting flamers on the Vet squads. Plasma guns and melta guns are the ways to go for both the command squads and vet squads.

Lokas wrote:...Enemy of my enemy is kind of a dick, so let's kill him too.

"Without judgement there is no obstacle to action." ~ Kommander Oleg Strakhov
 
   
Made in au
Imperial Recruit in Training



Australia

Also with the Leman Russ, if you have a choice, I might switch to the Hull Mounted Heavy Bolter. Cheaper and your russ isn't going tank hunting.

With the points you gain from swapping out the armoured sentinel, and the hull mounted LC, and the bolt pistol, you can almost afford a pair of Heavy bolter sponsons.


If brute force doesn't sole your problem, your not using enough

The First Rule of Jungle Warfare is eliminate the Jungle 
   
Made in nl
Imperial Recruit in Training





Thank you all for the quick replies, it is much appreciated!

For now (1000pts) I am aiming at a infantry army, with the support from the Russ and Basilisk.
The 2 infantry squads will go as a blob with 1 Commissar to keep them fighting.
The veterans will have to do the dirty jobs on the battlefield, so thats why I gave them some wheels.

I tailored the list according to your advice, I think you have some great improvements to my list.
Here is the 2nd version... 16 points too many, where should I save them?!


HQ
Company Command Squad: Vox-caster, Meltagun, Plasmagun 80 points

Troops
Infantry Platoon:
Platoon Command Squad: Vox-caster, Plasmagun, Meltagun 60 points
2x Shock Troops: 2x Vox-caster, Commissar, 2x Heavy Flamer 185 points
2x Heavy weapon squad: 3 Autocannon/3 Lascannon 180 points

Grenadier Veteran Squad: Carpace armor, Plasmagun, Meltagun 125 points
Chrimera dedicated transport, Heavy Flamer, Hunter-killer missile 65 points

Fast Attack
Scout Sentinel: Autocannon, Smokelaunchers, Searchlight 46 points

Heavy Support
Leman Russ Battletank: Heavy Bolter 150 points
Basilisk: Heavy Bolter 125 points

Total points: 1016


This message was edited 3 times. Last update was at 2011/11/30 19:26:00


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




WI

As I kinda mentioned, don't mix special weapons. I would have 2 plasma guns in the CCS, and 2 Melta guns in the PCS and Vets.

Drop the heavy flamers from your blobs. A) They can't have them anyways. B) Even if they could get them, they would be way to expensive. Either give them 2 Flamers or 2 Melta guns. If you give them the Meltas, your cost would be 165pts. Give them 3 Power weapons for 195pts.

Drop the Searchlight and the HK missile.

This is what I am thinking... using your list as a base. I am not sold on the Basilisk at this point level as it is really hard to defend, but here goes...

CCS - 85pts
3x Melta guns, Vox

PCS - 65pts
3x Melta guns, Vox

PIS - 120pts (blob 1)
Commissar, 2x Power weapons, Melta gun, Melta bomb

PIS - 75pts (blob 1)
Power weapon, Melta gun, Melta bomb

AC HWS - 75pts
3x ACs

LC HWS - 105pts
3x LCs

Vets - 155pts
3x Melta guns, Chimera with hull heavy flamer

Scout Sentinel - 45pts
AC, Smoke

LRBT - 150pts

Basilisk - 125pts

1000pts

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





Ok, you guys have great ideas for my list, I really appreiciate the time and effort. By now I totally agree with the weakness of the Basilisk, when my fiends Terminators or whatever deepstrike next to it, it is sooo gone! I'll just have to wait with the big guns then...

Maybe I want to make a litte more distinction between the CCS and the PCS, but I think this (BlkTom's) list is pretty near a decent 1000pts army, maybe some things need to be tweaked, but it sure starts to look like something. Yesterday I got a brand new Cadian Battleforce and a LMBT, so most options are open.

What do you think about this?

HQ
Company Command Squad - 85pts
3x Melta guns, Voxcaster

ELITES
5x Ratlings – 50pts

TROOPS
Platoon Command Squad - 65pts
3x Melta guns, Vox

PIS - 120pts (blob 1/2)
Commissar, 2x Power weapons, Melta gun, Melta bomb

PIS - 75pts (blob 2/2)
Power weapon, Melta gun, Melta bomb

AC HWS - 75pts
3x ACs

LC HWS - 105pts
3x LCs

Vets - 185pts
3x Plasma guns, Chimera with hull heavy flamer
Scout Sentinel - 45pts
AC, Smoke

Scout Sentinel – 45pts
AC, Smoke

LRBT - 150pts


1000pts

Thanks again!!
   
Made in gb
Regular Dakkanaut





Ratlings arnt that good, maybe try this out it has two russ for supporting your chimera. the voxs are useless they have to give orders to someone who can give orders anyway.

CCS - 80pts
3x Melta guns

PCS - 45pts
3x flamer

PIS - 120pts (blob 1)
Commissar, 2x Power weapons, Melta gun, Melta bomb

PIS - 75pts (blob 1)
Power weapon, Melta gun, Melta bomb

AC HWS - 75pts
3x ACs

LC HWS - 105pts
3x LCs

Vets - 155pts
3x Melta guns, Chimera with hull heavy flamer

Scout Sentinel - 45pts
AC, Smoke

LRBT - 150pts

LRBT - 150pts

1000pts

This message was edited 1 time. Last update was at 2011/12/09 07:52:15


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




WI

Luke's list is pretty good, even though his PCS is 45pts instead of 50pts (at 45pts list is 1000pts). Having two LRBTs going forward with your blob and Vets is not a bad thing... then you just have to worry about your rear.

If you drop your last Sentinel....

CCS - 120pts
2x Plasma, LC, Camo Cloaks

PCS - 50pts
4x Flamers/Sniper Rifles/GLs

PCS is where you can throw your Snipers if you want, can also do 2x Sniper Rifles and a AC for same points.

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





Hello guys,

Been quite busy lately, so the time for 40K was somewhat limited. However I have played some games with a "fullproxy-tryout-sample army" to see how things would work out.
Based on that (you were very right about the Basilisk getting shot up), I have come up with this latest version of my list, some personal preferences are included as wel as much as you guys advice.

HQ
CCS - 102 pts
Bolt Pistol, 2x Plasma, 2 x Melta, Camo Cloaks

TROOPS
PCS - 72 pts
Bolt Pistol, Power fist, Melta Bomb, 2 x Meltagun

PIS - 102 pts (1/2)
Commissar, Bolt pistol, Meltagun, flamer

PIS - 82 pts (2/2)
Bolt Pistol, Power weapon, Melta Bomb, Meltagun, flamer

AC HWS - 75pts
3x ACs

LC HWS - 105pts
3x LCs

Grenadier Vets - 187pts
Bolt pistol, 2x Plasma guns, Chimera with hull Heavy flamer

FAST ATTACK
Armoured Sentinel - 60pts
AC, Smoke
Armoured Sentinel - 60pts
AC, Smoke

HEAVY SUPPORT
LRBT - 150pts
Hull Heavy Bolter

1000pts
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

Romeo Delta wrote:Hello guys,

Been quite busy lately, so the time for 40K was somewhat limited. However I have played some games with a "fullproxy-tryout-sample army" to see how things would work out.
Based on that (you were very right about the Basilisk getting shot up), I have come up with this latest version of my list, some personal preferences are included as wel as much as you guys advice.

HQ
CCS - 102 pts
Bolt Pistol, 2x Plasma, 2 x Melta, Camo Cloaks

TROOPS
PCS - 72 pts
Bolt Pistol, Power fist, Melta Bomb, 2 x Meltagun

PIS - 102 pts (1/2)
Commissar, Bolt pistol, Meltagun, flamer

PIS - 82 pts (2/2)
Bolt Pistol, Power weapon, Melta Bomb, Meltagun, flamer

AC HWS - 75pts
3x ACs

LC HWS - 105pts
3x LCs

Grenadier Vets - 187pts
Bolt pistol, 2x Plasma guns, Chimera with hull Heavy flamer

FAST ATTACK
Armoured Sentinel - 60pts
AC, Smoke
Armoured Sentinel - 60pts
AC, Smoke

HEAVY SUPPORT
LRBT - 150pts
Hull Heavy Bolter

1000pts


I wouldn't mix/match the CCS' weapons. all one or the other, imho.
Plasma pistols aren't worth either, especially when your vets need 1 more
plasma gun.
I feel you'd be better served keeping to PWs over power fists. and then
keeping them in the PIS. they'll probably last longer.
lastly, the sentinels would save you 40 points making the Scout instead of
armored. you lose the AV12, but you gain the ability to bring those ACs in behind
or on the side of your opponents.

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

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




WI

Your list is illeagle... you can not have 2 special weapons in the PIS squads.


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





True, thanks. Have been playing some proxy games against my 2 brothers Tau and Spacemarines armies, and I have come up with this list.
I have tried mech, but since there are not so many models fielded, I find it a bit dull-looking, although it seems very strong.
Anyway, the Sentines are used as reserve to shoot up the brittle rear of enemy vehicles. The platoon will go after an objective, just like the veterans.
For the rest the Russes will pound on the enemy and try to keep them at distance. Any suggestions to this near final list?


HQ
CCS - 80pts
Powerweapon, 2 x Meltagun

ELITES
Ratlings - 30pts

TROOPS
Platoon:
PCS - 65pts
Powerfist, Meltabomb, 3 x Grenade launcher

PIS I - 65pts
Flamer, Autocannon

PIS II - 65pts
Flamer, Autocannon

Heavy Weapons Squad - 105pts
3x Lascannon
---------------------------------------
Armoured Fist Veteran Squad - 155pts
3x Meltaguns, Chimera with hull Heavy flamer

FAST ATTACK
3x Scout Sentinel - 120pts
Autocannon

HEAVY SUPPORT
LRBT - 165pts
Hull Lascannon

LRBT - 150pts
Hull Lascannon

1000pts

Thanks guys!

This message was edited 3 times. Last update was at 2011/12/20 10:54:20


 
   
Made in us
Krazed Killa Kan






State of Jefferson

@BlkTom.
That was a very cogent explanation and it was nice to use his list as a model. That said, I'm still going for the Ducks.

Go Ducks! Beat the Badgers!
   
Made in us
Member of a Lodge? I Can't Say




WI

@Doktor G, thanks! And good luck to the Ducks, but I think the Badgers will pull it out.

@Romeo Delta

A 5 man command Squad at Init 1 or even Init 3 is going to get crushed in close combat with anything. Drop the PF and the PW for the PCS and CCS. Use those points to fill out their empty special weapon slots.

Drop the Lascannons from the LRBTs or upgrade the tanks to Vanquishers to make them anti-tank tanks. LRBT battle cannons are just not effective against vehicles due to using the scatter dice to hit. The scatter dice has a 33% chance to hit, so it is even worse than the 50% for the Lascannon. You also have the issue of hitting armor with blast markers... only the center hole counts as a direct hit, anything else is treated at half strength.

These rules are in the base rule book. Looking up these rules should explain why these choices are lack-luster, not a matter of opinion.

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





@BlkTom, good point you got there. Been playing quite some games against Nids, Tau and Bloodangels, and the last have proven to be the most troublesome.
The fact that we both fight for the emperor does not cause me to have feelings of utter joy when I see them. One hour ago I managed a draw in a objectives game,
but he has crushed me too hard in most other games. Maybe its the General...? Mech is probably the best way to present him with a threat...

This message was edited 1 time. Last update was at 2012/01/02 21:07:39


 
   
 
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