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Made in us
Powerful Ushbati





Manhatten, KS

Alright I am trying to come up with a real solid 2000 point list for an upcoming tournament that is expecting to be pretty cut throat. So no use in holding back on this one. Trying to discover the meanest combo I can field.

IG Primary Force:

Heavy Support:
1 Hydra Flak Tank Battery, 150pts
1 Hydra Flak Tank, HULL HB
1 Hydra Flak Tank, HULL HB

1 Manticore Rocket Launcher, 160 pts Hull HF

Fast Attack:
1 Vendetta, 130 pts
1 Vendetta, 130 pts
1 Vendetta, 130 pts

HQ:
4 Company Command Squad, Meltagun x4 (175pts)
1 Company Commander
1 Officer of the Fleet
1 Chimera ML/HF

Elite:
8 Psyker Battle Squad, 155pts
1 Overseer,
1 Chimera, ML/HB

Troops:
10 man Vet Squad 3x plasmas 170pts
1 Chimera, ML/HF

10 man Vet Squad 3x plasmas 170pts
1 Chimera, ML/HF

1 Infantry Platoon, 280pts
4 Platoon Command Squad Flamer x4
1 Platoon Commander
1 Chimera ML/HF
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Commissar, 35 pts
1 Sergeant

Total Roster Cost: 1650

Allied detachment:

Heavy Support:
5 Long Fangs Pack, 125 pts + Missile Launcher x5
1 Squad Leader

HQ:
1 Rune Priest in Terminator Armour, 125 pts + Wolf Tail Talisman 5 (gonna take divinity primaris power to re-roll all to hits and a random other power)

Troops:
5 Grey Hunters Pack, 85 pts + Plasma gun

Total Roster Cost: 350


1650+350 = 2000pts

What do you all think? Where can I make improvements or switch things out? I am making the switch from melta to plasma given the new rules and the +1 to plasma damage results. Any and all opinions would be appreciated.

This message was edited 3 times. Last update was at 2012/08/11 00:35:01


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Fixture of Dakka





San Jose, CA

Ok, here are my suggestions.

- Manticores are still good, especially now that any vehicle underneath their blast takes the hit at full strength. They will also f*ck up deathstar units like nob bikers and the harliestar. Get 2 of these. Now we just need to find where to get the points to fit in a 2nd manticore.

- Long fangs should be 140pts for 5 missiles.

- Take your Rune Priest naked and attach him with your CCS. Give him Living Lightning and the other power you can pick from the book. My idea for him is to shoot from a distance.

- Drop the meltas on the CCS. Why? Because he's your Warlord and he is worth 1 VP. Instead, keep the unit cheap to give orders to your infantry. The RP attached to the unit can still fire via Living Lightning.

- Swap out the lascannons for autocannons instead. Volume of glancing shots is what will kill enemy transports.

- If you need the points, drop your commissar. Besides, 2 infantry squads doesn't make a tarpit unit worth a damn.


You may need to make further cuts to get your 2nd manticore. If so, swap out the plasma on you GH unit for a flamer and maybe drop a couple of psykers from your PBS. I think the manticore is a worthwile investment.

HOWEVER, keep in mind that without the vendettas on the board on T1, your ranged shooting isn't all that good really. A shooty opponent such as missile-wolves, mech-BA and grey knights can actually cripple your army if they get their alpha strike. You will also have problems with really fast armies such as nob bikers, my own MTO crons and the daemon flying circus, but then that really isn't all that much different from before. The problem is that you can't start your vendettas on the table to help contribute to your firepower. Worse yet, they may not even come in until Turns 3 or 4.




This message was edited 1 time. Last update was at 2012/07/28 05:24:43



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Powerful Ushbati





Manhatten, KS

jy2 wrote:Ok, here are my suggestions.

- Manticores are still good, especially now that any vehicle underneath their blast takes the hit at full strength. They will also f*ck up deathstar units like nob bikers and the harliestar. Get 2 of these. Now we just need to find where to get the points to fit in a 2nd manticore.


I almost forgot about that. Manticore's only have AP4 but with the new rules for blast/barrage and wound allocation two of them would almost be an auto include. Where to get the points for it though? I dont wanna drop the long fangs that many rockets for 140pts is amazing and they can split fire and I will have the ability to make them twin leaked.

jy2 wrote:
- Long fangs should be 140pts for 5 missiles.


I deleted the 15pts for the sgt on the list but forgot to put it in there total.

jy2 wrote:
- Take your Rune Priest naked and attach him with your CCS. Give him Living Lightning and the other power you can pick from the book. My idea for him is to shoot from a distance.


The rune priest is pretty much naked but I had 5 points and the wolf tail is kind of decent now that you get that and the deny the witch roll. As for the powers I though you have to go all codex powers or all rulebook powers. Didn't think there was any intermixing?

jy2 wrote:
- Drop the meltas on the CCS. Why? Because he's your Warlord and he is worth 1 VP. Instead, keep the unit cheap to give orders to your infantry. The RP attached to the unit can still fire via Living Lightning.

If I attach the runepriest they cant be in there transport. As for the melta's if I drop them that means I have 0 melta weapons in my army and as a guard player that is scary. And as for the VP the missions I am playing has kill points but the commander doesn't even get warlord traits.


jy2 wrote:
- Swap out the lascannons for autocannons instead. Volume of glancing shots is what will kill enemy transports.

Im definitely on the fence on this one. Autocannons always fail for me and las cannons can instant kill a lot of things. Then again 4 S7 ap4 is pretty even for 2 S9 ap2 shots. The AP2 giving the plus 1 might make the difference. Will need to hit this decision with a little math hammer. The autocannons would save points as well. Im just afraid if I drop all my high strength I will be relying to heavily on my manticore's and vendetta's.

jy2 wrote:
- If you need the points, drop your commissar. Besides, 2 infantry squads doesn't make a tarpit unit worth a damn.

I use mine more akin to a fire base rather then a tarpit. I guess I could seperate them up and give each an order in the shooting phase but the 56th has never went to battle without a commissar. Helps keep the troops in line.

jy2 wrote:
You may need to make further cuts to get your 2nd manticore. If so, swap out the plasma on you GH unit for a flamer and maybe drop a couple of psykers from your PBS. I think the manticore is a worthwile investment.

HOWEVER, keep in mind that without the vendettas on the board on T1, your ranged shooting isn't all that good really. A shooty opponent such as missile-wolves, mech-BA and grey knights can actually cripple your army if they get their alpha strike. You will also have problems with really fast armies such as nob bikers, my own MTO crons and the daemon flying circus, but then that really isn't all that much different from before. The problem is that you can't start your vendettas on the table to help contribute to your firepower. Worse yet, they may not even come in until Turns 3 or 4.



That is my biggest fear is having too much reliance on the vendetta's and them not delivering in time. I might find points for an astropath to get that 2+ to come in. If you are playing against an opponent with fliers it would almost be beneficial to go second so your fliers can take their fliers down instead of vice versa. As for the PBS are they as deadly as they were in the previous edition. Now with the ability to deny the witch and units able to rally at anytime its kind of a wash on wether or not they are still worth investing in. I guess I could break someone off the table on turn 1 but that requires a little more luck to happen now. Thanks for the opinions I am definitely gonna have to rework the list some and see what I can come up with.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Fixture of Dakka





San Jose, CA

Tomb King wrote:
The rune priest is pretty much naked but I had 5 points and the wolf tail is kind of decent now that you get that and the deny the witch roll. As for the powers I though you have to go all codex powers or all rulebook powers. Didn't think there was any intermixing?

I believe your RP originally had terminator armour. Dropping it and the WTT will net you 25pts. The WTT isn't really necessary because your RP isn't really an important character that he absolutely needs the additional psychic protection. Firstly, he has his runic staff with dispels psychic powers on a 4+. Then he's got his 5+ Deny save. That's already more than enough.

As for psychic powers, you are right. Still I prefer Living Lightning for him. For your secondary power, consider Stormcaller to protect your tanks out in the open.


If I attach the runepriest they cant be in there transport. As for the melta's if I drop them that means I have 0 melta weapons in my army and as a guard player that is scary. And as for the VP the missions I am playing has kill points but the commander doesn't even get warlord traits.

Ah, I forgot that he can't go into other army transports. In that case, you can just attach him to one of your infantry squads. If you really want the meltas, then just be prepared to lose the VP for your Warlord when you move up to melta your opponent. In KP missions, then your Warlord will be worth 2KP's instead (unless you guys are playing a custom mission).



Im definitely on the fence on this one. Autocannons always fail for me and las cannons can instant kill a lot of things. Then again 4 S7 ap4 is pretty even for 2 S9 ap2 shots. The AP2 giving the plus 1 might make the difference. Will need to hit this decision with a little math hammer. The autocannons would save points as well. Im just afraid if I drop all my high strength I will be relying to heavily on my manticore's and vendetta's.

That's a tradeoff that you've just gotta decide on. It helps if you know your local meta, but I just feel that the majority of vehicles out there are transports. Also, autocannons are better against flyers.


I use mine more akin to a fire base rather then a tarpit. I guess I could seperate them up and give each an order in the shooting phase but the 56th has never went to battle without a commissar. Helps keep the troops in line.

If the reason for the commissar is fluff-based, then there's not much I can say about that, except to go with what you prefer.


That is my biggest fear is having too much reliance on the vendetta's and them not delivering in time. I might find points for an astropath to get that 2+ to come in. If you are playing against an opponent with fliers it would almost be beneficial to go second so your fliers can take their fliers down instead of vice versa. As for the PBS are they as deadly as they were in the previous edition. Now with the ability to deny the witch and units able to rally at anytime its kind of a wash on wether or not they are still worth investing in. I guess I could break someone off the table on turn 1 but that requires a little more luck to happen now. Thanks for the opinions I am definitely gonna have to rework the list some and see what I can come up with.

Here's a pretty radical concept....drop 1 vendetta! Then you can get the points for both the 2nd manticore and astropath. Just think about it. Because the vends are now a flyer, that means you'll probably only get 1-2 turns of shooting from them from the time they come in to the time they go back to ongoing reserves. Now if you have an army of flyers (like the necron airforce), then you flyers can come in waves. However, with vendettas you can't really do that. Sure they may survive, but their firepower is also limited and they can't contest objectives. In this case, I actually feel that 2 vendettas is enough for redundancy purposes. Use the rest of your points to increase your potency on land....because that is still where the majority of most battles will take place.

Just something to consider and maybe test out for future events.

Oh...also another thing to consider:

Drop the hydras.

Get a quad-gun on a bastion. Though it's less shots, but the quality of shots is better due to the Interceptor rule and you get to fire at enemy flyers before they alpha-strike your hydras to death. You also get an AV14 bastion to stick your long fangs and rune priest in.



This message was edited 2 times. Last update was at 2012/07/29 05:26:29



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Powerful Ushbati





Manhatten, KS

I played the list as is for a tournament yesterday to practice it up. The vendetta's are amazing now with the ability to make strafing runs. The manticore didnt do much all day leaving a lot of room for improvement on its damage output. With the manticore being un-reliable I dont think I am gonna bring two to the field. However, I might find a way to get +1 reserves into the list.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Powerful Ushbati





Manhatten, KS

I took this list to the feast of blades qualifier this last weekend.

Game 1 against Dark Eldar: 28pts (max points)
Game 2 against Purifier Grey Knights 15pts (if we would of made turn 5 I would of probably been a board wipe and 5 more bonus at the very least for making turn 5 as he had one damaged razorback and 7 purifiers left out of 40.)
Game 3 against GK Coteaz w/stormraven + Immotehp w/ 3 fliers 27 points (1 under max)

Total Points 70 without paint score.

I won best general and best overall but can theoretically only get one. This list preformed better then i hoped. The Space wolf allies really complement the list well. I am glad I stuck with the 3 vendetta as the manticore was somewhat lack luster at times. The ability to give it prescience helps its effectiveness though.

This message was edited 1 time. Last update was at 2012/08/10 22:19:25


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
 
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