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Made in us
Battleship Captain





NYC

Much like the title says, I attempted to build a truly functional Imperial Guard list that mixed both a brick of AV12 and multiple resilient foot blobs. The list at 1500 (1495) points is as follows:

CCS-70
-LasCannon

PCS-50
-Lascannon

PCS-50
-Lascannon

ISx2-225
-Commissar
-PWx3
-Meltagunx2
-Lascannonx2

ISx2-225
-Commissar
-PWx3
-Meltagunx2
-Lascannonx2

ISx2-225
-Commissar
-PWx3
-Meltagunx2
-Lascannonx2

Vets-170
-Plasmagunx3
-Chimera (ML/HHF)

Vets-170
-Plasmagunx3
-Chimera (ML/HHF)

Manticore-160
-HHF

Hydra-75
-HHB

Hydra-75
-HHB

I pray I don't have to, but I'll go ahead and explain for the sake of the thread and anyone attempting to misconstrue my tactical intentions. With a backfield (Bunkered CCS+2xPCS, and three 21-man Ultrablobs capable of gunlining or sitting on rear objectives/in cover, I've got 9 LC shots a turn, 6 of which have 18 wound buffers, between 2-4 of which are twin linked each turn (orders dependent), and 1 of which is shot at BS4.

Additionally the meltaguns effectively give you a 12-inch bubble to ward off tank-shocks, deep strikers, and generally allow myself to put almost guaranteed wounds on anyone gutsy enough to get close.

My AV12 works itself out quite nicely: The two chimeras rush upfield spitting plasma, lasers, and fire from their mobile bunkers, taking forward objectives and putting serious shots on any opponent's front line troops/transports.

Despite having only 2 chimeras, the opponent will have to choose whether to use it's AV12 popping abilities to kill my frontrunning plasmaboxes, or deal with my heavy rear-guard vehicles placed comfortably behind the melta-pikes of my blobs. The Hydras will sit back picking open flyers, transports, and wrecking infantry once light armor is gone, while my Manticore can pop any high-priority threats, be it bunched infantry or dangerous vehicles that need dropped.

A couple of quirks of my list, mostly gleaned from secondhand advice of Ailaros, are the inclusions of the melta+PW, enabling my gunline to be an effective mobile force in addition, and if necessary. My vets are plasma because Meltaspam is so Not-Frat. Lastly, the three of my command squads will be behind cover at all times, either behind my IS-Blob gunline, or in a building cover while the blobs stagger/advance.

C&C? An in depth breakdown of expert thoughts would be pretty nice.

This message was edited 3 times. Last update was at 2012/06/12 02:44:39


Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in ca
Krazed Killa Kan




Claremont, ON

How do your IS have 2 melta guns, 2 lascannons (unless HWS, and then you need 3 minimum) and 3 PW? You can only have 1 special weapon, 1 HWT and 2 PW (1 for Srg. and one Commissar). You also don't need a vox for each infantry squad if they are combined which they should be. Find a chimera for your CCS and/or PCS. Make one vet melta and one plasma for diversity.

Other than the illegal things (correct me if I'm wrong) it looks pretty cool. Very similar to my list actually.

This message was edited 1 time. Last update was at 2012/06/11 19:35:57


2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
Battleship Captain





NYC

Good catch; the IS were supposed to be ISx2, making them 21 man squads, and the CCS/PCS will just be sitting in cover lobbing LC shots and issuing orders.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

I like it, my IS's look exactly like that and they work really well.

I would also drop the voxes, they are ok, but you are running on LD 9 for orders, thats a very good chance of getting them to pass. Not worth the points for voxes imo but ymmv.

I believe you are one PCS short. You are only allow 2-5 IS in each platoon. And you have 6 IS's there.

Other than that its good, if MoO works for you, then use him. I would try him a few games and see if you cannot put those points elsewhere.

 
   
Made in gb
Freaky Flayed One



Birmingham

I'm planning this for a bit of a hybrid list, haven't tested it yet though. I do like the melta and pw in your infantry, have you found them useful so far?

Spoiler:


HQ
CCS (vox, creed)
CCS (vox, AC)

ELITES
Marbo
Vindicare assassin (friends I play against said its fine to use this )

FAST
Vendetta
Vendetta

TROOPS
PCS (vox, 3 flamers)
HWS 1 (3 AC) (need to decide which HWS to use, leaning toward ML after they served me well recently)
HWS 2 (3 HB)
IS1 (vox, commisar)
IS2 (GL)
IS3 (vox, commisar)
IS4
Veterans 1 (3 melta)
Chimera
Veterans 2 (3 plasma)
Chimera

HEAVY
LRBT
LRD
LR Executioner

= 1995



Automatically Appended Next Post:
Apart from the things pointed out above ie a second PCs needed, I like it, nice well rounded and balanced it seems

This message was edited 1 time. Last update was at 2012/06/11 22:02:18


 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




UMGuy wrote:

I would also drop the voxes, they are ok, but you are running on LD 9 for orders, thats a very good chance of getting them to pass. Not worth the points for voxes imo but ymmv.
.


Actually, won't that be Ld 8 for the Sgt? Those Voxes will be useful for re-rolls, until you blobs fails a morale check (well, 2 actually) to have those Commissar BLAM-o those 2 Sgt BEFORE you can roll at Ld9. Since Orders are NOT morale checks (therfore, the Commissars are just extra guys with a pistol-Sword), those Vox will be useful dishing out ordersre-rolls when you need to.

The Commissar replaces the squad or platoon leader when he's summary execute the previous squad leader, his Ld don't get into calculating anything until he replaces the leader (generally after BLAM-ing him)

'Least that is how I saw it; he's there to make sure you don't fail, take care of you and keep going if you proove weak; he's not 'scabbing' the leader's job.

This message was edited 1 time. Last update was at 2012/06/11 22:32:56


 
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

That's not exactly right. Look up leadershp tests in the BRB, you use the highest leadership of the squad, in the case of having commissars in the squad its his, LD 9.

You are correct, orders are not morale checks, just leadership tests. Therefore no execution of your sgts.

And voxes are meh, I have never had a situation where I wish I spent the points on them. I would even throw meltabombs on the SGT before I bought them. Orders are in addition to everything, your army should not NEED them to be effective.

 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




Wow...well then that would make things easier a bit huh...always went in with the notion that the commissar is there to overwatch. and his stats are taken when he's shooting, in melee or having BLAM the previous leader only.

The More you know!
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

TheCaptain wrote:
My AV12 works itself out quite nicely: The two chimeras rush upfield spitting plasma, lasers, and fire from their mobile bunkers, taking forward objectives and putting serious shots on any opponent's front line troops/transports.


Vet chimeras are not really an offensive tool. The chimeras are fragile and so are the 10 guys inside once the tank is popped. I think their main use is a counter attack force against deep strikers or people who get too close to your line. If you actively bring them forward without support they are likely to be destroyed before holding any objectives.

The hydras will also have to be exposed to do their shooting, they might get a cover save, but they are still only 2 av 12 vehicles.

I would try to squeeze some russes into the list. That would provide you with tough vehicles and if need be they can roll forward and still fire their battle cannon while supporting advancing guardsmen.
   
Made in us
Battleship Captain





NYC

Edited to fix the missing PCS, removed MoO (for points), and tweaked my explanation.

This message was edited 1 time. Last update was at 2012/06/12 02:45:30


Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Battleship Captain





NYC

Also, the use of the chimeras are to merely get the vets to their target, and then they can just sit on it, going to ground if necessary.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in no
Fresh-Faced New User





I dont think it would hurt to have voxcasters in your PCS.
With a lascannon attached i guess you aim for MC and Veichles, and its nothing wrong with increasing odds for the weapon being twinlinked
   
 
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