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Made in us
Screaming Shining Spear





Hagerstown, MD

I'm not aiming to have the most competitive list, I just want some holes poked in this and see if it'll hold water.

HQ 220
CCS + 4 melta
Chimera with HHF
CCS + LasCannon + Vox

Elites 65
Marbo

Troops 645
Veterans + 3 Melta
Chimera with HHF
Veterans + 3 Plasma guns
Chimera with HHF
Platoon Command Squad (Hides in a Vendetta)
Infantry Squad + LasCannon + Vox
Infantry Squad + LasCannon
Infantry Squad + LasCannon
Heavy Weapons Team with Autocannons

Fast Attack 300
Vendetta 1
Vendetta 2
Scout Sentinel with Autocannon

Heavy Support 520
Leman Russ Battle Tank
Leman Russ Demolisher + LasCannon
Leman Russ Executioner


My hopes are that I can wreck any tanks they have quickly and have the meltas and plasma sweep up the remains. Scout Sentinel outflanks to catch rear armor and HOPEFULLY tarpit a unit for at least a little bit.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Tunneling Trygon






Single scout sentinel outflanking on it's own won't achieve anything. If you drop the sentinel and Marbo you can afford a 3rd vendetta. 3 vendettas and 3 leman russ puts a lot of high Str shots on the table.

Infantry blob squad could do with a commissar attached.

Voxes not really worth it in this list.

Not sure of the purpose of the second CCS with the lascannon. If on foot, then I'd run the PCS on foot as well and give it some flamers.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

ruminator wrote:Single scout sentinel outflanking on it's own won't achieve anything. If you drop the sentinel and Marbo you can afford a 3rd vendetta. 3 vendettas and 3 leman russ puts a lot of high Str shots on the table.

Infantry blob squad could do with a commissar attached.

Voxes not really worth it in this list.

Not sure of the purpose of the second CCS with the lascannon. If on foot, then I'd run the PCS on foot as well and give it some flamers.


1) It gives me a 12" range to charge something in hopes of Tarpitting them. A Long Fang squad has only a 33% chance to get a penetrating hit, tying them up for a full turn is pretty awesome by my account. That large squad of Lootahs? Nope! etc. A lot of people I play against have units that are just waiting to get tied up and pulled away from scoring on objectives.

2) Yeah, that's what's gonna happen if I decide to drop the Sentinel, unlikely as I'd like to try it. Nevertheless, I need to find a way to do it either way.

3) 10 points increases my chance to make those 3 Lascannons catch those orders by 15%. Let's say that my opponent doesn't get into my lascannons and I shoot them all 5 turns at vehicles. 5 turns of 69% means I'll only catch the orders for 3 turns. Voxes make it so that you'll get orders for 4 turns.

Without Voxes: 10 Lascannons hit
With Voxes: 12 Lascannons hit

That's almost as good as getting another lascannon for half cost plus I don't have to buy all the other meatshields. The other thing is that when I have a high volume of fire coming into them I can go to ground and have them reliably come back, or regroup if they've buggered off. I'm pretty alright with what I get for the price. Increased staying power, damage, and survivability for 10 points is good for me.

4) Second CCS is to someone who'll be giving orders so the MeltaCCS can run off and have fun. (Second CCS also let's me use orders on both the meltas to make sure they're bringing down vehicles. A CCS with a lascannon is the same cost as a fourth Lasblob but lets me have a more accurate lascannon, use orders, and creates another safety net.



But overall that is two easy KPs and makes the Blob an easy 3rd. I'd like to keep the second CCS and the Scout Sentinel, to at least try out the plan but I gotta figure out how without dropping out another key. I could sidegrade the Executioner to a Demolisher and drop the Lascannon. Normally I'd jump on a 3rd Detta, but I really don't want to dig in enough money to buy a 3rd, and also they're a hassle to transport haha I'll totally agree that it would definitely be a benefit but it's not one I can do now, sadly. Thanks for the ideas and I'd definitely be retooling it, any other help would be appreciated!

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Crazed Zealot




So I assume you are gonna blob up the 3 infantry squads?

If so then having voxes is a good idea as for a measely 10pts you are going to have much more accurate twin-linked lascannons. Good deal.

You absolutely need to take a Commissar with them though. I'd say it's essential. You could easily afford this is you drop the sentinel, and if you have points left over then i'd probably whack some power weapons in the blob too.

I agree flamers work really very well in a PCS so you should think about doing that. Whack them in a Vendetta and outflank and they can search and destroy or mop up.

I get what you are doing with the CCS's: One offensive (who could also twin-link veterans meltas or there own meltas...or both!) and one to sit back defensively and issue orders to the guline.

Overall I think it's a good hybrid list. It's quite similar to the hammer and anvil lists I have always played.
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Thanks! Yeah, I usually run a 4 flamer PCS in either a Detta or Chimera. As I mentioned earlier I realized the need for a Commissar but don't wanna drop the Scout Sentinel yet. I am going to try the double Demo on Sunday to fit in a Commissar that way. That gets me a single Flamer =P Dropping plasmas to melta gives me all 4. Something I'm considering.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Crazed Zealot




Yep that could work if you want to keep the sentinel. Switching plasma vets for melta vets might actually be more beneficial anyway, depending on if you are playing against a mech list or not.

I have a sentinel model I haven't used yet so I understand why you would want to test it out.

I have found that when playing hybrid lists like this the blob gunline becomes something your opponent can't ignore because it is shooting off heavy weapons from a distance, rapid firing stuff that comes too close and/or could be planting itself on an objective. It's like a squad of Terminators, or a squad of Nobz that is coming closer to you with each turn: you just can't ignore that kind of unit. The blob here works in the same way except that it's static.

I've found opponents have become so preoccupied with targeting the blob that they often forget about those flanking units like Chimera Vets and Vendettas that can deal tremendous damage to high AV targets and MEQ units, as well as your tanks. This is definitely what you want to happen! The blob gunline to me is utterly expendable and by turn 3 or 4 is not really needed anymore since everything is close up and personal by that point.

That's the way i've always played Guard anyway.
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Here is my problems with this list.

1. The vox casters. Not realy needed. I understand why they are there, but, the solution to this problem is part of the fix.

2. Single scout sentinel. Not going to do alot of damage on its own. Sentinels are one of the few vehicles that benefit from being in a squadron. If you run them, run three.

3. Marbo: He is hard to argue against. Nothing else in the IG codex has the potential damage to points ratio that he has. He just doesn't seem to fit here. But, he never realy fits anywhere.

Solutions: Drop the vox casters and the sentinel, that is 50 points to play with. A Commissar with power weapon attached to the blob squad solves alot of problems. For one, higher leadership for the orders roll. Also, it grants stubborn, which keeps that squad there.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in gb
Crazed Zealot




Why are the vox casters not worth it?

You can still fail ld9 rolls when attempting orders (it usually happens when I don't take vox!). For the 10pts for vox casters you can virtually make it guaranteed the orders will pass every time.
Having guaranteed x3 twin-linked lascannons for 10pts represents good value in my opinion and I have no idea why you wouldn't take them in a gunline with lascannons.
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Just as a note I am aware this might not be the most competitive list and that's ok, I just wanted to avoid weak links and you all have been great about pointing out 2 of them, dropping the Sentinel and nabbing the commissar.

martin74 wrote:Here is my problems with this list.

1. The vox casters. Not realy needed. I understand why they are there, but, the solution to this problem is part of the fix.

2. Single scout sentinel. Not going to do alot of damage on its own. Sentinels are one of the few vehicles that benefit from being in a squadron. If you run them, run three.

3. Marbo: He is hard to argue against. Nothing else in the IG codex has the potential damage to points ratio that he has. He just doesn't seem to fit here. But, he never realy fits anywhere.

Solutions: Drop the vox casters and the sentinel, that is 50 points to play with. A Commissar with power weapon attached to the blob squad solves alot of problems. For one, higher leadership for the orders roll. Also, it grants stubborn, which keeps that squad there.


1) A little Mathhammer above is showing that they are helpful from using them as Bring It Down! alone, and well worth their points.

2) As above I want to take it simply to take it.

3) I play against a lot of Deathstar armies and Marbo has just done too much not to take. Plus in games where it's Capture and Control and I'm having trouble getting to that last troop choice hiding on the objective he is a pretty good resolution to that. Marbo might be the only part of my army that is non-negotiable haha

And once again, as above I realize the need for a Commissar but don't want to do it that way, it's something I've already addressed twice in the thread ^_^ I'll try it out this weekend and post a redone list if it doesn't work. For now I am going to run a double Demo to get that Commissar.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Crazed Zealot




martin74 wrote:3. Marbo...He just doesn't seem to fit here....


HERESY!!!!

...

A commissar once tried to execute Sly Marbo for morale. Morale was restored when Sly Marbo was done killing him.
   
Made in au
Regular Dakkanaut





just to point out which has been mentioned like 3 times i think... voxcasters are NOT 10 points they are 5
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Well if you buy one then it doesn't help much, huh? So I have to buy 2, 5x2=10. But no one else has mentioned that.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in au
Regular Dakkanaut





why would you need more than 1? just take the squad as a combined squad of 30 guys so then its just one voxcaster for the whole squad..
   
Made in us
Screaming Shining Spear





Hagerstown, MD

The CCS needs to have one and the Blob squad needs to have one. As I have listed I have two total in the list which are 10 points total =D

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Crazed Zealot




Yep, Felix is right.

I made the same mistake while starting Guard under the 5th edition rules, thought I could just take one vox.

   
 
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