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Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

The idea is an urban pacification force deployed by the Schola Progenium. A Lord Commissar is the only logical choice to lead such a force, with a standard Commissar leading a blob squad as my main troop choice (I picture him as a younger Commissar on his first assignment, tasked with holding key objectives). Stormies are also inevitable as the Schola's other main 'export', with the penal squads included as the overseers could well be Schola graduates, coupled with the practical use of what are, in effect, close assault squads for urban warfare. Finally, I included armoured sentinels as they suit the terrain better than tracked or flying units and scout sentinels would be deemed too vulnerable to ambush in urban combat.

All Feedback appreciated on both the theme and how competitive it is overall.

HQ
Lord Commissar - Carapace Armour, Power Weapon: 90

Elites
10x Stormtroopers - 2x Meltaguns: 185
10x Stormtroopers - 2x Meltaguns: 185

Troops
Infantry Platoon
--Platoon Command Squad - 4x Flamers: 50
--Infantry Squad - Autocannon, Plasma Gun, Vox Caster; Sergeant with Power Weapon, Meltabombs; Commissar with Power Weapon: 140
--Infantry Squad - Autocannon, Plasma Gun; Sergeant with Power Weapon, Meltabombs: 90
--Infantry Squad - Autocannon, Plasma Gun; Sergeant with Power Weapon, Meltabombs: 90
Penal Legion Squad: 80
Penal Legion Squad: 80

Fast Attack
3x Armoured Sentinels - Plasma Cannon; 1 with Searchlight: 226
2x Armoured Sentinels - Autocannon, Hunter Killer Missile; 1 with Searchlight: 141
2x Armoured Sentinels - Autocannon, Hunter Killer Missile; 1 with Searchlight: 141

Total: 1498

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
Made in au
Hardened Veteran Guardsman




Perth, Australia

Here is a better version of your list, it still retains your fluff concept though

HQ

Lord Commissar : 95
Power Fist
Camo Cloaks

Elite

Storm Trooper : 160
Meltagun x 2
Chimera w/ Multilaser, Heavy Flamer

Storm Trooper : 160
Meltagun x 2
Chimera w/ Multilaser, Heavy Flamer

Troops

Platoon Command Squad : 55
Flamer x 4
Krak Grenades

Infantry Squad : 135
Commissar
Power Weapon x 2
Meltagun
Autocannon
Krak Grenades

Infantry Squad : 90
Power Weapon
Meltagun
Autocannon
Krak Grenades

Infantry Squad : 135
Commissar
Power Weapon x 2
Meltagun
Autocannon
Krak Grenades

Infantry Squad : 90
Power Weapon
Meltagun
Autocannon
Krak Grenades

Penal Legion : 80

Penal Legion : 80

Fast Attack

Armored Sentinel x 2 : 140
Lascannon x 2

Armored Sentinel x 2 : 140
Lascannon x 2

Armored Sentinel x 2 : 140
Lascannon x 2

TOTAL : 1500

Puts a lot of pressure on the opponent with the 2x Penal Legions and 2x Storm Trooper units. The Storm Troopers can scout forward in the Chimera or deep strike and let the Chimeras walk on empty. Their really flexible so you can customize them to your opponent. 2x blobs which can either assault the enemy or hang back and shoot. 6x Armored Sentinels for Anti tank and to tarpit enemy units. The Commissar hangs with one of the blobs to give them 3+ cover and power fist someone.

Hope this helps you

"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
 
   
Made in us
Unteroffizier






The whole concept of that army is really interesting. I have to agree with Jereziah's changes to the list because of his reorganization of your blobs.

By removing the autocannons, you can now play much more aggressive with the blob and actually threaten your opponent with close combat, or move and capture the objective. I'm not sure if I agree with the sentinels because I would prefer to run lehman russes instead.

Take that advice with a grain of salt because I have never used sentinels in my army before and having multiple sentinels gives you more av saturation. Best of luck to you!

ww1 French (Imperial Guard) 1500pts
Crimson Fists 2,000 pts
Orks 1,000 pts  
   
Made in au
Hardened Veteran Guardsman




Perth, Australia

The whole concept of that army is really interesting. I have to agree with Jereziah's changes to the list because of his reorganization of your blobs.

By removing the autocannons, you can now play much more aggressive with the blob and actually threaten your opponent with close combat, or move and capture the objective. I'm not sure if I agree with the sentinels because I would prefer to run lehman russes instead.

Take that advice with a grain of salt because I have never used sentinels in my army before and having multiple sentinels gives you more av saturation. Best of luck to you!




The autocannons are there so that the blobs can hang back and shoot if facing an enemy that you wouldn't want to move forwards against ( Green Tide Orks comes to mind ). They also indimidate the opponents into moving towards you to avoid autocannon fire, making it easier for your power weapons

Sentinels can be used to bust AV or tarpit units so their quite useful in that respect

"If it was a miracle, it was a Kantrael short-pattern nineteen-megathule Lasrifle miracle. And a bayonet, with some guts behind it."
 
   
Made in us
Regular Dakkanaut



Detroit, Michigan, US

Though you could ditch the autocannons and add separate HWT.
I personally wouldn't use the Chimeras on the stormies. I'd just DS them where ever they need to go.
I like the Penal Troops, adds a nice flavor to the over all force. I feel they're a useful unit for the cost.
The Armoured Sentinels with lascannons would be a good options in this case as your lacking in anti-tank.
The only real down side I see to this list is the lack of orders, they're not needed but damned handy.

This message was edited 1 time. Last update was at 2012/02/18 02:27:11


"A good soldier obeys without question.
A good officer commands without doubt."

-Sergeant Lukas Bastonne  
   
 
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