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Made in ca
Rampaging Carnifex





Toronto, Ontario

Company Command Squad - 175
-Commander with Plasma Pistol
-4 Veterans with Plasma Guns
-Chimera with Flamer

Veteran Squad - 180
-Sergeant with Plasma Pistol
-3 Veterans with Plasma Guns
-Chimera with Flamer

Veteran Squad - 155
-3 Veterans with Melta Guns
-6 Veterans with Shot Guns
-Chimera with Flamer

Veteran Squad - 155
-3 Veterans with Melta Guns
-Chimera with Flamer

Platoon Command Squad - 60
-2 Guardsmen with Grenade Launchers
-Heavy Weapons Team with Las Cannon

Combined Squad - 215
-Commissar with Power Sword
-2 Sergeants with Power Swords
-2 Guardsmen with Grenade Launchers
-2 Heavy Weapons Teams with Las Cannons

Combined Squad - 285
-Commissar with Power Sword
-3 Sergeants with Power Swords
-3 Guardsmen with Grenade Launchers
-3 Heavy Weapons Teams with Missile Launchers

Hydra Flak Tank Battery - 225
-3 Hydra Flak Tanks

Ordnance Battery - 250
-2 Basilisks

Leman Russ Squadron - 300
-2 Battle Tanks with Heavy Flamers

20-man blob and PCS screen the Basilisks, probably in a corner to maximize the Basilisk range. 30-man blob screens the Hydras, the Russes screen the veterans in the Chimeras, that's pretty much all there is to it.
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

Geez, that's a scary use of powerblobs. What is your MO for giving one group of meltavet shotguns but not the other?

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in us
Waaagh! Warbiker






My only concern is that since you are squading your Leman Russ's, the first one dies in the event of an immobilization, making it much easier to kill.

I have no idea whether this idea is good or bad, but you could replace it with another Chimera Vet squad decked out with Meltas (you would have to shave off 5 points somewhere).

Just a thought.

4000

1500 W:7 D:2 L:2

WAAAAGH!!!!



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




WI

Your heavy weapons are kinda expensive for BS 3 troops and I have serious doubts about the effectivness of your heavy slots (I agree with Zarruk about the squadron).

Your really not putting out that much firepower for the points your spending and you will have a hard time finding an effective 2k list that can't deal with 6 (well, 5 targets due to the squadron) vehicles in short order.

My feeling on properly kitting out blobs is a Commissar, melta gun or flamer, melta bomb for the sergeants, AC for defensive blobs, and power weapons for everyone that can use it.

The Melta guns are my preffered special weapon, as it can pretty much be effective against everything with the Str, AP, extra d6 for armor penetration inside 6", and that it is a assault weapon. Sure, 12" is pretty short, but the enemy should be coming to you to get at what your defending.

Melta bombs are for if a walker assaults you, you can't shoot them, you can't break close combat, and your effectivily out of the game and no longer defending your charge and your Str 3 power weapons can't hurt even AV 10. Maybe because I play against alot of Furiosos, but for 5pts, I feel it is silly not to give your guys that snowball of a chance to take them out.

But if it is a fun list, your kinda free to do what you want. Good luck!




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






Why the heavy weapons and power weapons in your blobs?
If you plan on assault, you'll be advacning and not using those heavy weapons. If you are using those heavy weapons, then you won't use your power weapons unless someone assaults you.

Again, this has been said already, but this is fun list, so do whatever you want.
   
Made in ca
Rampaging Carnifex





Toronto, Ontario

Talore wrote:Geez, that's a scary use of powerblobs. What is your MO for giving one group of meltavet shotguns but not the other?


I only have 1 squad that are actually modelled with shot guns. I'll avoid using proxies if I can so the other squad just has las guns.

Warmastersolon wrote:Why the heavy weapons and power weapons in your blobs?
If you plan on assault, you'll be advacning and not using those heavy weapons. If you are using those heavy weapons, then you won't use your power weapons unless someone assaults you.

Again, this has been said already, but this is fun list, so do whatever you want.


The reason I use boh is because the blob is really only meant for defense. I never actually plan on moving up with them. They have heavy weapons so that they can actually do something while they're sitting there, and they have power weapons to deal with anything that assaults them.

BlkTom wrote:Your heavy weapons are kinda expensive for BS 3 troops and I have serious doubts about the effectivness of your heavy slots (I agree with Zarruk about the squadron).

Your really not putting out that much firepower for the points your spending and you will have a hard time finding an effective 2k list that can't deal with 6 (well, 5 targets due to the squadron) vehicles in short order.

My feeling on properly kitting out blobs is a Commissar, melta gun or flamer, melta bomb for the sergeants, AC for defensive blobs, and power weapons for everyone that can use it.

The Melta guns are my preffered special weapon, as it can pretty much be effective against everything with the Str, AP, extra d6 for armor penetration inside 6", and that it is a assault weapon. Sure, 12" is pretty short, but the enemy should be coming to you to get at what your defending.

Melta bombs are for if a walker assaults you, you can't shoot them, you can't break close combat, and your effectivily out of the game and no longer defending your charge and your Str 3 power weapons can't hurt even AV 10. Maybe because I play against alot of Furiosos, but for 5pts, I feel it is silly not to give your guys that snowball of a chance to take them out.

But if it is a fun list, your kinda free to do what you want. Good luck!


This is actually exactly how I used to kit out my blobs. I haven't done that here in this list because, as already mentioned, their purpose is entirely defensive. A melta gun is useless on a unit that is meant to sit and screen a tank sitting on my table edge. It's highly situational in that the melta gun won't do much if you're fighting an enemy that doesn't want to close with you, and even if they DO get in my face, the actual footprint of the blob would make it difficult to bring the melta gun to bear. If you have 20 or 30 guys spaced out around a tank, it's very easy for the opponent to avoid the melta gun's range and if I were to move the model WITH the melta gun to actually use it, that means the heavy weapon in that squad wouldn't be firing.

I wanted to go with more exotic weaponry for the blobs as I really feel I have enough strength 7 with the Hydras. The launchers and the las cannons are some much needed ranged strength 8 and 9, and with the Commissars thrown in there it's very easy to twin-link those special weapons with orders. That and I just really love how I modelled my missile launcher teams lol

What would you argue is a good heavy slot? I know Guard players on Dakka absolutely love the Manticore but I've used it before and have been seriously underwhelmed by its performance. The Russ has never let me down and the Hydras are probably my most efficient killer, especially when it comes to dealing with transports. I'm open to other suggestions though.

This message was edited 1 time. Last update was at 2011/12/18 16:48:27


 
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

A battery of Griffon Heavy Mortars cost the same as a battery of Hydra Flak Tanks, and a large blast combined with a re-roll of the scatter dice means that Griffons are brutally efficient as an anti-infantry weapon, and they're cheap enough to squad together. 12-48" range means that it should only be obsolete in melee conditions, and it has enough reach to hit any infantry that are advancing. And if the enemy is camping out with infantry? Just spend a single turn moving up, then bombard them!

Griffons don't have the range or anti-vehicular power of a Basilisk, but their low price and high accuracy are promising. If you've the points to burn, camo netting and/or closed compartment makes them more durable.

This message was edited 1 time. Last update was at 2011/12/18 18:48:56


 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

creeping-deth87 wrote:What would you argue is a good heavy slot? I know Guard players on Dakka absolutely love the Manticore but I've used it before and have been seriously underwhelmed by its performance. The Russ has never let me down and the Hydras are probably my most efficient killer, especially when it comes to dealing with transports. I'm open to other suggestions though.


Try the Basilisks out. it may work better for you with lots of bodies to protect them.
My current set up is 2 Hydra, 2 Demolishers and 1 Manticore.

"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

creeping-deth87 wrote:

This is actually exactly how I used to kit out my blobs. I haven't done that here in this list because, as already mentioned, their purpose is entirely defensive. A melta gun is useless on a unit that is meant to sit and screen a tank sitting on my table edge. It's highly situational in that the melta gun won't do much if you're fighting an enemy that doesn't want to close with you, and even if they DO get in my face, the actual footprint of the blob would make it difficult to bring the melta gun to bear. If you have 20 or 30 guys spaced out around a tank, it's very easy for the opponent to avoid the melta gun's range and if I were to move the model WITH the melta gun to actually use it, that means the heavy weapon in that squad wouldn't be firing.

I wanted to go with more exotic weaponry for the blobs as I really feel I have enough strength 7 with the Hydras. The launchers and the las cannons are some much needed ranged strength 8 and 9, and with the Commissars thrown in there it's very easy to twin-link those special weapons with orders. That and I just really love how I modelled my missile launcher teams lol

What would you argue is a good heavy slot? I know Guard players on Dakka absolutely love the Manticore but I've used it before and have been seriously underwhelmed by its performance. The Russ has never let me down and the Hydras are probably my most efficient killer, especially when it comes to dealing with transports. I'm open to other suggestions though.


I run Melta in my Defensive blobs because I have just played against Marines (mostly Blood Angels) to much. The goal for a blob is to create a buffer that a DSer can not be within 6" of their intended target (Chaos Terminators with Combi-Meltas, dreads with Melta guns, Stern Guard with melta guns, Vanguards, ect). Melta guns are the best tool for dealing with those, and if your not in a corner (instead doing a half circle with your defensive blob) you space out your melta guns evenly to cover the most area...or form a square and put them at the corners. Trust me, I understand the 'problem' of moving the melta guns or shooting the heavies, but that is your choice as a player. You have friendly infantry transparentcy so shooting through your own troops isn't a problem, but if a Walker drop pods in, yeah, I will sacrifice shooting a AC/LC/ML if I can get the second Melta in range unless both HWTs can fire on it...and worse comes to worse you charge and melta bomb it. The blob isn't the important thing, the vehicles the blob is defending is the important thing...

The big problem I have with your heavies is you have 3 Hydras in one slot, two Basilisks in another and two LRBTs in your third. Your just running out of slots for what you want. Three hydras are overkill on a AV 12 vehicle so you really only need 2... and do you even need them when you could have 3 AC HWSs (that can now split their fire)? This would allow you to spread out your Basilisks or even spread out you LRBTs so you can split your fire. Roll up with two Demolishers and 4-5 Chimeras (I would throw the PCS in a Chimera too). Now you can have your 30 man blob defend your Basilisks and it frees up your 20 man blob to be a follow up to your Chimeras or turned into more Chimera Vets. You could even get a second CCS to sit back and give two Orders a turn to HWSs or your defensive blob to make them twin linked.... because your not keeping your CCS in a chimera back. If you have 4+ Orders to give Orders to (and since you have 2 CCSs), I would consider Creed and Kell.

Edit: Forgot to add this in... if you want to use your MLs because you converted them, that is your choice but obviously one I wouldn't even know about. I fully support fluff picks, but you might want to mention that in the begining. I will still say that ACs are better than MLs and stand by it... you said competitive and I gave you advice to be competitive, IMO.

This message was edited 1 time. Last update was at 2011/12/19 09:19:23


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





Toronto, Ontario

BlkTom wrote:
creeping-deth87 wrote:

This is actually exactly how I used to kit out my blobs. I haven't done that here in this list because, as already mentioned, their purpose is entirely defensive. A melta gun is useless on a unit that is meant to sit and screen a tank sitting on my table edge. It's highly situational in that the melta gun won't do much if you're fighting an enemy that doesn't want to close with you, and even if they DO get in my face, the actual footprint of the blob would make it difficult to bring the melta gun to bear. If you have 20 or 30 guys spaced out around a tank, it's very easy for the opponent to avoid the melta gun's range and if I were to move the model WITH the melta gun to actually use it, that means the heavy weapon in that squad wouldn't be firing.

I wanted to go with more exotic weaponry for the blobs as I really feel I have enough strength 7 with the Hydras. The launchers and the las cannons are some much needed ranged strength 8 and 9, and with the Commissars thrown in there it's very easy to twin-link those special weapons with orders. That and I just really love how I modelled my missile launcher teams lol

What would you argue is a good heavy slot? I know Guard players on Dakka absolutely love the Manticore but I've used it before and have been seriously underwhelmed by its performance. The Russ has never let me down and the Hydras are probably my most efficient killer, especially when it comes to dealing with transports. I'm open to other suggestions though.


I run Melta in my Defensive blobs because I have just played against Marines (mostly Blood Angels) to much. The goal for a blob is to create a buffer that a DSer can not be within 6" of their intended target (Chaos Terminators with Combi-Meltas, dreads with Melta guns, Stern Guard with melta guns, Vanguards, ect). Melta guns are the best tool for dealing with those, and if your not in a corner (instead doing a half circle with your defensive blob) you space out your melta guns evenly to cover the most area...or form a square and put them at the corners. Trust me, I understand the 'problem' of moving the melta guns or shooting the heavies, but that is your choice as a player. You have friendly infantry transparentcy so shooting through your own troops isn't a problem, but if a Walker drop pods in, yeah, I will sacrifice shooting a AC/LC/ML if I can get the second Melta in range unless both HWTs can fire on it...and worse comes to worse you charge and melta bomb it. The blob isn't the important thing, the vehicles the blob is defending is the important thing...

The big problem I have with your heavies is you have 3 Hydras in one slot, two Basilisks in another and two LRBTs in your third. Your just running out of slots for what you want. Three hydras are overkill on a AV 12 vehicle so you really only need 2... and do you even need them when you could have 3 AC HWSs (that can now split their fire)? This would allow you to spread out your Basilisks or even spread out you LRBTs so you can split your fire. Roll up with two Demolishers and 4-5 Chimeras (I would throw the PCS in a Chimera too). Now you can have your 30 man blob defend your Basilisks and it frees up your 20 man blob to be a follow up to your Chimeras or turned into more Chimera Vets. You could even get a second CCS to sit back and give two Orders a turn to HWSs or your defensive blob to make them twin linked.... because your not keeping your CCS in a chimera back. If you have 4+ Orders to give Orders to (and since you have 2 CCSs), I would consider Creed and Kell.

Edit: Forgot to add this in... if you want to use your MLs because you converted them, that is your choice but obviously one I wouldn't even know about. I fully support fluff picks, but you might want to mention that in the begining. I will still say that ACs are better than MLs and stand by it... you said competitive and I gave you advice to be competitive, IMO.


Alright, you've at least convinced me to give the melta guns a shot. Onto the next point. I'll confess that 3 Hydras ARE a little overkill. The reason I like to field 3 is because in most situations I'll always lose at least 1 and having 2 others ensures the squadron can still put out a lot of hurt. Also, they just look so damn COOL.

Adding autocannon heavy weapons squads on top of Hydras seems like a tad much redundancy for a weapon that pretty much only shines against AV11 or lower. From experience, the misile launchers, though they're only 1 shot, are far more efficient even with fewer shots against AV12 or monstrous creatures (of which I face many, as one of my friends is an avid Tyranid player). Adding a 2nd command squad solely for orders also sounds interesting, though I'm not sure how I'd equip them.

I appreciate the advice, I'll mull it over and perhaps post something new when I have something concrete.
   
Made in us
Member of a Lodge? I Can't Say




WI

Heh... No problem... Hydras are pretty cool looking.

I still consider AV 12s max armor for ACs just because of the number of shots and they do Pen on a 6.

Think of it this way for a ML HWS... 3 shots that glance on a 4+ with a 50% chance to hit. This means 1.5 hit and you have a 50% chance of that 1 hit of actually doing damage. Twin Link it and your up to 2.25 hits (75% per shot) and one of those should do damage. To be really effective, MLs /need/ to be twin linked IMO.

AC HWS has 6 shots at 50% chance to hit but glance on a 5+. Right off the bat your getting 3 hits and one of those hits are doing some damage. This is the same as the MLs when they are Twin Linked! Twin Link that AC HWS and now your averaging 4.5 shots hitting, though your average on 4 dice is 1 shot doing something, you do have more dice to roll with. But against a MC this can equal more wounds than the ML, specially if it is a T 6 critter.

This is just law of averages, nothing more. The key thing really is being able to split your shots as needed. Obviously you concentrate fire on a target till a satisfactory result comes up, but more sources of fire means more potential targets.

Again, stick with your MLs if you want, but I would then push for a second CCS to throw orders at them to really make them effective.

To make an effective CCS depends on the points you want to spend and what you want it to do. I would not want to waste the BS 4 of the troops, so I tend to do a LC and a couple of Plasma guns. Though I can also see you doing something like 3 Plasma and a Standard... you have a 12" Order range, might as well give them a re-roll on Morale too with that 12" range on the Standard to help keep them around alittle longer. This could also be a 'kill' squad to react swiftly to Terminators or Drop Pod shenanagins. This would also be a good location for a Advisor, such as a OotF. If you don't want to spend the points on Creed, but have the points to blow, Kell can work. Even with a generic Commander, he still uses 'Listen up Maggots!', you just lose the bodyguard aspect. He /is/ also a standard too, so you can convince yourself he is 15pts cheaper for what you want.

My normal load out for a camping CCS is a LC, 2x Plasma guns, and Camo Cloaks for 120pts. Going 4 melta guns and say a Plasma Pistol is 100pts.

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