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Made in us
Guard Heavy Weapon Crewman





Boston, MA

Hi all,
I was looking to try and make a competitive IG foot-slugger list as most people are going mech, (plus I just love infantry )

HQ:
Company Command Squad 85
- Regimental Standard
- Lascannon

Troops:

1st Platoon
Platoon Command Squad 40
- x2 Flamers

1st Squad 105
- Commissar
- Autocannon
- Grenade Launcher
- Melta bomb

2nd Squad 65
- Autocannon
- Grenade Launcher

3rd Squad 65
- Autocannon
- Grenade Launcher

Heavy Weapons Squad 105
- 3 Lascannons
Heavy Weapons Squad 105
- 3 Lascannons
Heavy Weapons Squad 75
- 3 Autocannons

2nd Platoon
Platoon Command Squad 35
- mortar

1st Squad 105
- Commissar
- Autocannon
- Grenade Launcher
- Melta bomb

2nd Squad 65
- Autocannon
- Grenade Launcher

3rd Squad 65
- Autocannon
- Grenade Launcher


Heavy Weapons Squad 105
- 3 Lascannons
Heavy Weapons Squad 105
- 3 Lascannons
Heavy Weapons Squad 75
- 3 Autocannons

Penal Legionnaire Squad

Penal Legionnaire Squad

Heavy Support:

Leman Russ Battle Tank
- Hull Heavy Bolter

Leman Russ Battle Tank
- Hull Heavy Bolter

Leman Russ Demolisher Tank
- Hull Heavy Flamer

1750


my concern is I don't think I have reliable anti-tank as lascannons tend to not do well against AV 13/14

This message was edited 1 time. Last update was at 2012/01/05 21:55:07


 
   
Made in ca
Longtime Dakkanaut





I think you'll be fine with 12 lascannons, plus the demolisher. You have the battletanks and AC's for another layer, and meltabombs if necessary. 100+ scoring squishies rounds it out. Looks good.

Fun and Fluff for the Win! 
   
Made in us
Member of a Lodge? I Can't Say




WI

It is a shame to have all of those empty special weapon slots. I also think your blobs need power weapons.

If your concerned about 'reliable' fire from your Lascannons, read the 'Orders' section (pg 29 Codex) and then read the CCS Orders, specially 'Bring it Down!'.

If you think you have at least 4 units to give Orders to, look at Creed.

If you want to give Orders to your HWSs consistantly, look at Kell or look at a Lord Commissar. Read Carefully on the Lord's 'Aura of Disciple'. Placing the HWSs (at least one team) within his Aura makes them Ld 10 for Morale checks, Pinning checks, and most importantly, Orders. You combine that with the Regimental Standard, and if they do fail that Ld 10, they re-roll, keeping them around in the fight longer. I feel the Lord is better than Kell in this reguard, as Kell just effects them for Orders and a leadership re-roll (He counts as a Regimental Standard).

If anything, you make sure the Lord is around for those LC HWSs, as the ACs, even without Orders, are still 6 shots. They are not as crucial as the LCs.
Just to make sure I say this, even though it shouldn't be nesscary, HWSs should be in cover. The Lord Commissar doesn't need gear, but I like throwing a Camo Cloak on him. If your willing to risk him Executing a HWT, you can put him in a HWS to give them 3+ Cover saves and Stubborn. His Aura is still viable even in a squad.

Your tanks are good, but I want you to re-consider them. The problem with LRBTs is that you /want/ them to be moving 6" and shooting the Turret and hull weapon (because of Lumbering Behemoth). This means advancing, as a LRBT that doesn't move is a dead LRBT. Your list is a static gunline list, so you have no troops moving up to support the tanks.
Drop them and get Artillery or more troops to advance. Do not do both, as to me, scatterable artillery combined with troops that want to get within 12" or close combat is down right silly. If you get troops to make attacking blobs, I do not mind LRBTs like Demolishers, even though they scatter. Use them to lead your troops. This way if you do scatter, you have to go past the tank to hit your troops.

To fit this in, I would go down to four 20 man blobs, dropping the Penal squads. You can also do a single 30 man camping blob (to baby sit your HWSs or Artillery) and two attacking 20 man blobs. Obviously if you do total gunline and get Artillery, two 30 man blobs to bubble wrap the Artillery would be the best route.

If your not sure on Artillery, my suggestion would either be two Colossi (to get cover save base units) or two Manticore. If you have points for it, two Hydra in a squadron in that last slot can be pretty effective and give your list a further edge against skimmers.

Good luck, I hope this helps or gives you some food for thought.

This message was edited 1 time. Last update was at 2012/01/05 09:12:07


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Tower of Power






Cannock

I agree mostly with Blktom, except for his thoughts on moving Leman Russ tanks - they have no reason to move with a 76" range and only need to move when threatened by assaulting units. Anyway..

I would drop the standard on the CCS, it's not like they are going to be in combat anyway, if they are then they will be dead.

Creed is a must for a foot army, Creed is just win.

Max out your PCS special weapons. The first number of units is fine, but the Sgts should have power weapons as you will probably find yourself in assault - it's so tempting for a assault unit to charge a massive blob of Guardsmen purely for lol's.

Switch majority of the lascannons for autocannons, Guard is about quantity of fire power and not strength.

Lastly, switch the heavy bolters on the Russes to heavy flamers. This will put off would be assaulting units and auto hits, which is great for the BS3 tanks.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Guard Heavy Weapon Crewman





Boston, MA

BlkTom wrote:It is a shame to have all of those empty special weapon slots. I also think your blobs need power weapons.
If your concerned about 'reliable' fire from your Lascannons, read the 'Orders' section (pg 29 Codex) and then read the CCS Orders, specially 'Bring it Down!'.
If you think you have at least 4 units to give Orders to, look at Creed.


I thought about including Creed but I think he is too much of a point sink for the CCS, might be good in higher points game. Also it looks like after ready the "Bring it down" order, the Company commander has to have LOS to the target as well as the squad he is giving the order to. This make the squad even more vulnerable and with creed it would be even more of an enemy priority. Is his cost added to the CCS or does he just come with 4 vets?
I know I hate to waste the BS4 on the vets but without a chimera I don't its worth it to give them expensive weapons, I was thinking GLs might do nicely.

BlkTom wrote:If you want to give Orders to your HWSs consistantly, look at Kell or look at a Lord Commissar. Read Carefully on the Lord's 'Aura of Disciple'. Placing the HWSs (at least one team) within his Aura makes them Ld 10 for Morale checks, Pinning checks, and most importantly, Orders. You combine that with the Regimental Standard, and if they do fail that Ld 10, they re-roll, keeping them around in the fight longer. I feel the Lord is better than Kell in this reguard, as Kell just effects them for Orders and a leadership re-roll (He counts as a Regimental Standard).
If anything, you make sure the Lord is around for those LC HWSs, as the ACs, even without Orders, are still 6 shots. They are not as crucial as the LCs.
Just to make sure I say this, even though it shouldn't be nesscary, HWSs should be in cover. The Lord Commissar doesn't need gear, but I like throwing a Camo Cloak on him. If your willing to risk him Executing a HWT, you can put him in a HWS to give them 3+ Cover saves and Stubborn. His Aura is still viable even in a squad.


you make an excellent point, I was turned off by the Lord because everyone said he was useless, but in this type of list I can see him being very useful. I think I will add one to this list

BlkTom wrote:Your tanks are good, but I want you to re-consider them. The problem with LRBTs is that you /want/ them to be moving 6" and shooting the Turret and hull weapon (because of Lumbering Behemoth). This means advancing, as a LRBT that doesn't move is a dead LRBT. Your list is a static gunline list, so you have no troops moving up to support the tanks.
Drop them and get Artillery or more troops to advance. Do not do both, as to me, scatterable artillery combined with troops that want to get within 12" or close combat is down right silly. If you get troops to make attacking blobs, I do not mind LRBTs like Demolishers, even though they scatter. Use them to lead your troops. This way if you do scatter, you have to go past the tank to hit your troops.


I figured I would just wrap my tanks in my infantry blots to protect them, but it makes sense to have some CC staying power if they get assaulted, should I drop the autocannons and take power weapons to keep the blots mobile?

BlkTom wrote:To fit this in, I would go down to four 20 man blobs, dropping the Penal squads. You can also do a single 30 man camping blob (to baby sit your HWSs or Artillery) and two attacking 20 man blobs. Obviously if you do total gunline and get Artillery, two 30 man blobs to bubble wrap the Artillery would be the best route.


why do people not like Penal squads? I was hoping to use them to counter-attack or outflank and capture objectives, are they just not worth it?

BlkTom wrote:If your not sure on Artillery, my suggestion would either be two Colossi (to get cover save base units) or two Manticore. If you have points for it, two Hydra in a squadron in that last slot can be pretty effective and give your list a further edge against skimmers.


I was thinking maybe of colossi as i play DKOK and they seem very fluffy I can't see the Hydras being that good as they are only armor 12 and they have to have LOS to shoot, and in this list they will be the only armor the enemy can easily take out. Plus if they move to avoid assault or get a better position, you can only shoot one autocannon, and they take up a heavy slot

mercer wrote:I agree mostly with Blktom, except for his thoughts on moving Leman Russ tanks - they have no reason to move with a 76" range and only need to move when threatened by assaulting units. Anyway..


I figured i would only really have to move the demolisher to get in range


mercer wrote:I would drop the standard on the CCS, it's not like they are going to be in combat anyway, if they are then they will be dead.

I wanted to keep it for the HWS as if they lose one base they have to take a morale check, and the banner lets me re-roll, also now that I'm adding a Lord they might stick around even better

mercer wrote:Max out your PCS special weapons. The first number of units is fine, but the Sgts should have power weapons as you will probably find yourself in assault - it's so tempting for a assault unit to charge a massive blob of Guardsmen purely for lol's.


Your right I think I need some PW in the blots, just when I usually assault I tend to do horribly and chopped to bits, but always make the morale check lol

mercer wrote:Switch majority of the lascannons for autocannons, Guard is about quantity of fire power and not strength.

i'm afraid if I dilute the amount of lascannons, iIl have no way of dealing with Heavy tanks, is there another effective tactic for foot-slugging guard to take, to help with dealing with Heavy armor?

mercer wrote:Lastly, switch the heavy bolters on the Russes to heavy flamers. This will put off would be assaulting units and auto hits, which is great for the BS3 tanks.

This is a good idea, the HB really doesn't do anything and I feel the Lascannon is way overpriced.
   
Made in us
Member of a Lodge? I Can't Say




WI

paladinknight62 wrote:
BlkTom wrote:It is a shame to have all of those empty special weapon slots. I also think your blobs need power weapons.
If your concerned about 'reliable' fire from your Lascannons, read the 'Orders' section (pg 29 Codex) and then read the CCS Orders, specially 'Bring it Down!'.
If you think you have at least 4 units to give Orders to, look at Creed.


I thought about including Creed but I think he is too much of a point sink for the CCS, might be good in higher points game. Also it looks like after ready the "Bring it down" order, the Company commander has to have LOS to the target as well as the squad he is giving the order to. This make the squad even more vulnerable and with creed it would be even more of an enemy priority. Is his cost added to the CCS or does he just come with 4 vets?
I know I hate to waste the BS4 on the vets but without a chimera I don't its worth it to give them expensive weapons, I was thinking GLs might do nicely.


Creed is added to the cost of a CCS, so with just Creed the CCS is 140pts. Personally, I do Creed, 2x Plasma guns, LC, Camo Cloaks, and possibily an advisor so the CCS costs 240pts or 210pts (without Advisor). I try to keep Creed static and the 3+ Cover saves are huge. I place him right on the front edge of my set-up zone to make use of his 24" Order range. His ability to issue 'For Cadia!' to multiple power blobs to give them Furious Charge is just... brutal. I would not do this as I consider Medic just to damn expensive, but try him with the above set up (minus the Advisor) for 225pts and give him a try. 3+ cover saves and FNP should keep him around and probably able to see everything and in cover. You place half of the terrain, make it happen.

paladinknight62 wrote:I figured I would just wrap my tanks in my infantry blots to protect them, but it makes sense to have some CC staying power if they get assaulted, should I drop the autocannons and take power weapons to keep the blots mobile?


Power weapons in a blob are a must in my eyes. The power weapons, just like the special weapons and heavy weapons, can not be targeted normally. They are not ICs, so /you/ pick who dies. At Str 3, the only thing you can't handle are walkers and MCs with T 7 or higher (Eldar Wraithlord is a T 8 MC for example). I also play against Blood Angles /alot/, and hate that damn Furioso Dread with Cheater claws. That has burned into me that Melta bombs will give the blob a /chance/ to take that damn thing down (each Sergeant gets to roll one attack and needs a 6 to hit a walker). A chance is better than no chance. Krak nades need a 6 to hit and a 6 AP roll to glance, so they are not worth it in my eyes.. Think of the Melta bombs as a defensive weapon, you don't charge the dread to use them, you shoot the dread and use them if he charges you.mThe third thing the blob needs is a Commissar, and you should know why... plus he can get a power weapon. As for special weapons, I prefer Melta guns or at least Flamers. Melta guns can hurt T 7+ MCs and vehicles, even at 12" where a flamer can't. Remember you can't assault if you fire rapid fire weapons (your lasguns), so the melta or flamer and pistol in the shooting phase and then get 'For Cadia!' to get Furious Charge and Fearless. But now having those PWs at Str 4, Init 4 is freaking huge.

So, with that in mind, would I drop the ACs? Not if it is a defensive blob. It gives them something to do at range. But remember your role with a defensive blob is to fire on the enemy till they assault you or you have a chance to assault them, because your protecting something static. I still run melta guns in my defensive blob, as DSing Terminators happens all to often and plasma guns are to expensive to throw on BS 3 troops. I rather have a weapon that can deal with any foe, weather it is a drop pod dread or DSing Terminators... remember that Blood Angles can DS their Land Raider.

paladinknight62 wrote:why do people not like Penal squads? I was hoping to use them to counter-attack or outflank and capture objectives, are they just not worth it?


I have a Penal squad from the old days, when you could blow up a guy's head to make them auto-pass a morale check. When I got back into 40k (again), I was happy to see them as an option. Problem is, even with all of the bells and whistles, they are 9 Str 3 Lasguns (and laspistol) and a CC weapon on Guard. The random roll is neat, and I could see them in mass being effective, but the only good roll is 'Knife Fighters' because it gives them Rend. Remember that Marines are the bar, and if you can't get past power armor, your now fighting an uphill battle.

paladinknight62 wrote:
mercer wrote:Switch majority of the lascannons for autocannons, Guard is about quantity of fire power and not strength.

i'm afraid if I dilute the amount of lascannons, iIl have no way of dealing with Heavy tanks, is there another effective tactic for foot-slugging guard to take, to help with dealing with Heavy armor?


I have to disagree with Mercer for the same reason you are. Mech is huge right now, and LCs are better than ACs for killing transports though ACs are also great for tearing up infantry and the like, but ACs can't touch AV 14 where LCs can. The only other options for foot guard are Melta bombs (auto hit if the vehicle doesn't move and 4+ if they only move 6") and Melta guns (with the 6" range). Ahh, the hoops people jump through to get in that magic 6" range with Melta guns, to the point of 'suiciding' Melta Vets in a Vendetta. What a waste of 230pts.


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Tower of Power






Cannock



mercer wrote:I agree mostly with Blktom, except for his thoughts on moving Leman Russ tanks - they have no reason to move with a 76" range and only need to move when threatened by assaulting units. Anyway..


I figured i would only really have to move the demolisher to get in range


Sorry, I was refering to the standard Leman Russ only. Demolishers suit Chimera lists vey nicely.


mercer wrote:I would drop the standard on the CCS, it's not like they are going to be in combat anyway, if they are then they will be dead.

I wanted to keep it for the HWS as if they lose one base they have to take a morale check, and the banner lets me re-roll, also now that I'm adding a Lord they might stick around even better


If you have a Lord Commissar then you don't need the standard.

mercer wrote:Max out your PCS special weapons. The first number of units is fine, but the Sgts should have power weapons as you will probably find yourself in assault - it's so tempting for a assault unit to charge a massive blob of Guardsmen purely for lol's.


Your right I think I need some PW in the blots, just when I usually assault I tend to do horribly and chopped to bits, but always make the morale check lol


You shouldn't be assaulting unless you want to tarpit something. It's really for when people assault you, you tarpit them and cut them down slowly. You should also take Commissars in blobs, that will help with morale tests

mercer wrote:Switch majority of the lascannons for autocannons, Guard is about quantity of fire power and not strength.

i'm afraid if I dilute the amount of lascannons, iIl have no way of dealing with Heavy tanks, is there another effective tactic for foot-slugging guard to take, to help with dealing with Heavy armor?


I didn't say switch all lascannons - switch so you've got abuot 50/50 ratio of autocannons and lascannons.

mercer wrote:Lastly, switch the heavy bolters on the Russes to heavy flamers. This will put off would be assaulting units and auto hits, which is great for the BS3 tanks.

This is a good idea, the HB really doesn't do anything and I feel the Lascannon is way overpriced.


No, the heavy bolter is crap.

This message was edited 1 time. Last update was at 2012/01/06 15:05:26


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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