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![[Post New]](/s/i/i.gif) 2012/02/05 11:38:23
Subject: 600pt imp army
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Fresh-Faced New User
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hi doing school league - 1 Hq, 2 troop, upto 1 elite, upto 1 heavy support/fast attack then the rest of the points on more hq and troops
Lord Commissar - 70pt
Infantry Platoon (Platoon Command Squad + Infantry Squad + Infantry Squad + Heavy Weapons Team (3 autocanons)) - 205
Infantry Platoon (Platoon Command Squad + Infantry Squad + Infantry Squad + Heavy Weapons Team (3 autocanons)) - 205
Armoured Sentinal x2 + Smoke Launcher x2 -120
Basically this army works on getting as many shots at the opponent while hopefully having enough troops to survive the game!!!
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![[Post New]](/s/i/i.gif) 2012/02/05 15:25:55
Subject: 600pt imp army
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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Well htis is a decent list, depends what your planning on doing with is.
Defensive IG:
the Lord comissar is useless, hes naked, there is nothing added, the ony thing he helps is models within 6"
The heavy weapons are good
Armoured sentinals by themselves, not okay, add plasma cannons! camp them back. Anti-SM
If defending, id put infantry squads behind walls and covor, and not move them, just shoot, dig in. With that said, add a mortar. They can pin an enemy squad, and are a higher S than las guns.
If defending, Id loose the Lord commisar, and add a CCS, the orders 'Bring it down' could really help your auto cannons.
IF OFFENSIVE:
We have aproblem, no power weapons are on your lord comissar!!!!
Id say loose a platoon, add vets, and chimeras.
At 600 you could loose the sentinals and put in a demolisher or even a battle tank with Plasma Cannon sponsons..
This is my input, Im not sure what your looking to do with the army, I may be of more help once I understand that. Any idea what size table youll be playing on?
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![[Post New]](/s/i/i.gif) 2012/02/05 15:48:51
Subject: Re:600pt imp army
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Virulent Space Marine dedicated to Nurgle
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It doesn't look bad, although it doesn't seem like enough troops to grab objectives, we have a list like this on our team:
CCS
Vox caster, Plasma gun, Company Commander with Plasma pistol and Power sword
Platoon of 2 Guardsmen squads
Platoon of 1 Guardsmen squad and 1 Veteran squad with Meltagun and Lascannon
Leman Russ exterminator
3 Plasma cannons with heavy bolter
At least, that's what I think it is...
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![[Post New]](/s/i/i.gif) 2012/02/05 17:31:41
Subject: Re:600pt imp army
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Fresh-Faced New User
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ok new list
Company Command Squad + Vox Caster + Sniper Rifle x3 - 70
Infantry Platoon (350)
Infantry Squad + Sniper Rifle
Infantry Squad + Sniper Rifle
Infantry Squad + Sniper Rifle
Heavy Weapons Squad + Autocannon x3
Heavy Weapons Squad
Veteran Squad - 70
Scout Sentinal x2 + Smoke Launcher x2 + Autocannonx2 + Hunter Killer Mislile (110)
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![[Post New]](/s/i/i.gif) 2012/02/05 21:40:52
Subject: 600pt imp army
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Regular Dakkanaut
Detroit, Michigan, US
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I like that list, very nice for long ranged engagment. I'd drop the HK missiles, they're pretty much useless, the naked Veterans aren't doing much for you, so I'd drop them and add an autocannon to each infantry squad. They're sitting put with those snipers anyway, mix that with more auto cannons and you've got a nice force there. The vox caster only works if your command squad and the recieving squad both have them. You also have no heavy anti-tank weapons, you could have your PCS with meltas or lascannons. -LoS
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This message was edited 1 time. Last update was at 2012/02/05 21:43:37
"A good soldier obeys without question.
A good officer commands without doubt."
-Sergeant Lukas Bastonne |
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![[Post New]](/s/i/i.gif) 2012/02/05 23:07:39
Subject: 600pt imp army
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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Beware of that one tool bag who can play sm, 2 tactical squads, a commander and a land raider. Youd loose. No melta bombs, nothing higher than S7, cant even glance it.
Ahh wait, snipers are rending so you count it as S3+d3 for AP right? Or glance on a 6?I forget how that works..the snipers may be able to do something but im not sure.
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![[Post New]](/s/i/i.gif) 2012/02/07 20:04:05
Subject: Re:600pt imp army
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Fresh-Faced New User
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Ok guys, army no3
Company Comand Squad + Lascannon (70)
Infantry Platoon (315)
Platoon Comand Squad + Lascannon + Grenade Launcher
Infantry Squad + Sniper Rifle
Infantry Squad + Sniper Rifle
Heavy Weapons Squad + 3x Autocannon
Heavy Weapons Squad + 3xAutocannon
Penal Legion Squad (80)
Medusa (135)
The army now has some good anti-tank with the lascannons and medusa.
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![[Post New]](/s/i/i.gif) 2012/02/07 20:20:15
Subject: Re:600pt imp army
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Hardened Veteran Guardsman
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Lose the Lascannon in the CCS. They need to stay in cover to keep buffing the Platoon with BID and FOMT.
Ditch the BS3 lascannon in the PCS, and change that GL to a flamer. Add another flamer for credible countercharge unit.
Dump all those sniper rifles and sub in Lascannons with the points you just saved.
If you dump an autocannon squad you could add in a Commissar to protect your blob and upgrade the Medusa to a LRBT.
The penal legion is a nice twist, gives you some mobility.
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![[Post New]](/s/i/i.gif) 2012/02/08 09:42:05
Subject: Re:600pt imp army
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Member of a Lodge? I Can't Say
WI
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Some interesting advice in there... most of it is good.
At 600 points, you shouldn't face that much AV 14. Having a single Lascannon on a BS 4 unit (the CCS) is a sound idea as a 'just in case' situation. Space Marines at 600pts /could/ have a Land Raider, much less LRBTs by other IG players. I think a proper blob and a Vet unit should give you enough firepower to deal with most foes..
The Voxs are ok, but I think you can get by without it. At this point level, you need every point you can get. I am a fan of the naked Lord Commissar /because/ of Orders and the Morale issues Guard has to deal with.
Try this out for size...
CCS - 100pts
LC, Plasma gun, Reg Standard
Lord Commissar - 70pts
PCS - 50pts
AC, 2x Sniper Rifles
PIS - 120pts (blob 1)
Commissar, 2x PWs, Melta gun, Melta bomb
PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb
AC HWS - 75pts
Vets - 110pts
3x Plasma guns, Mortar
600pts
Move the blob up to assault under cover fire from the HWS, Vets, PCS, and CCS. Use the PCS to fire on MCs first, transports second, and troops last. Read the Rend rules in the BRB. The 4 plasma guns should give you plenty of fire power for any DSing Terminators or drop pod shenanagains. The LC should give you plenty of long range heavy AT or even more potent firepower for destroying transports. Keep the Vets, PCS, and HWSs within 12" of the CCS for Orders and for the Leadership re-roll of the Standard. Have the Lord Commissar hang out with the HWS and either the Vets or PCS to make use of his 'Aura of Discipline' to make them Ld 10 for Morale, Orders, and Pinning checks. The Lord isn't suppose to do combat as that 'Aura' is totally worth it. Everything hanging back should be in cover. You can, if your willing to risk the Execution rule, add the Lord Commissar to the HWS to make it Stubborn. Then I would honestly just leave him with the BP/CCW, but the Bolter is an option. The Mortar is because I had 5pts... use it for anti-hoard. It actually should be some-what effective with the BS 4 Vets.
If you don't like the PCS in that config, give it 4x Flamers (for 50pts yet) and have it go with the blob to help out.
Good luck.
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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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![[Post New]](/s/i/i.gif) 2012/02/08 19:00:13
Subject: Re:600pt imp army
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Fresh-Faced New User
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Right made changes based on comments
Company Comand Squad + Vox Caster + Plasma gunx3 (100)
Ratling Squad (30)
Infantry Platoon (175)
Platoon Command Squad + Vox Caster + Autocannon
Infantry Squad + Meltagun + Vox Caster
Infantry Squad + Meltagun + Vox Caster
Infantry Platoon (165)
Platoon Command Squad + Vox Caster
Infantry Squad + Meltagun + Vox Caster
Infantry Squad + Meltagun + Vox Caster
Bane Wolf + Heavy Flamer (130)
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![[Post New]](/s/i/i.gif) 2012/02/08 20:52:37
Subject: 600pt imp army
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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That looks pretty good. Id camp the Bane wolf back, dont wana loose it. Unless youre versing another heavy infantry IG force, then move it up. Set it behind infantry, as the narrow end of the template can be w/i 12", so youll prolly have 6" +template to shoot.
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![[Post New]](/s/i/i.gif) 2012/02/08 23:38:56
Subject: 600pt imp army
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Hurr! Ogryn Bone 'Ead!
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Actually, thats the hellhound that allows you to reach out 12".
Which, I would recommend taking a hellhound over the banewolf. Or dropping the ratlings and the banewolf and bringing A Leman Russ variant.
Also the voxs can be a waste of points, especially at this level. You have 35 worth of points to insure orders are passed. Orders are not as crucial as they may appear, as you can still act if the order does not go thru. Those 35 pts can be put towards more killy stuff such as power weapons for you SGTs or even a commissar. Just something to think about.
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![[Post New]](/s/i/i.gif) 2012/02/09 01:51:41
Subject: 600pt imp army
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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Ahh ye sit is the hellhound, sorry for the misunderstanding. I never use those(only twice\-both proxies)
I would recoment the hellhound over banewolf. And i also agree with loosing the vox's spend the 5pts on mortarts instead? small blast, does more damage than a lasgun, longer range, AND it can pin-just like the snipers you so desperatly want. thats 6 AC and 5 maybe 6 mortars.
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