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Made in us
Martial Arts Dāturazi




I was looking to build a new IG army and go in a different direction from the one I have. Currently my army has more emphasis on mechanized and armoured forces. I was thinking of also building more of a foot/rifle unit to try something new.


CCS w/ MOO: 80

1st platoon: 322
pcs-bolt gun, hb, 2 gl
3 rifle squads w/ gl each
hws-lascannon

3xarmoured sentinels:185
2 w/ autocannon, 1 w/ ml

2nd platoon:322
pcs-boltgun, hb, 2 gl
3 rifle squads w/ gl each
hws-lascannons

3xarmoured sentinels:185
2 w/ autocannons, 1wl ml

3rd platoon: 277
pcs- boltgun, hb, 2 gl
3 rifle squads w/ flamer each
hws-mortars

3 sentinels: 165
multi laser


manticore: 160

2 x Thudd Gun Battery: 300 points (6 guns)

total: 1996

This is the list i was thinking over. I was thinking of maybe changing out the autcannons for plasma cannons but i was not sure of that yet. If I do that I would have to drop special weapons for the other platoons and a regular sentinel. Or adust somewhere else for a 2000 point army. I am probably going to strive and make this a 2500 point+ army eventually but for now looking to make just a 2000 point army. I just wanted to try something different with my ig. I don't need it to be super competitive, Like i said this is the list i came up with, just wanted to see what you thought. Thanks.
   
Made in nl
Fighter Pilot





im looking over this real quick and first of all what are you going to do against flyers? becouse 2000 points i personally play 3 of them. so you might consider taking a vendetta (i like those the most) or two and/or eagis defence line (since thats also really good with a non-mech army) with twinlinked quad gun. becouse skyfire S7 AP4 heavy 4 interceptor. those are my suggestions for now. i cant say alot about the rest becouse i play mech personally


Automatically Appended Next Post:
and i would go for hws auto cannon instead of heavy bolter

This message was edited 1 time. Last update was at 2012/12/29 22:35:39


Imperial Guard 4000 points
Space wolves 2500 points
grey knights 2000 points
 
   
Made in us
Martial Arts Dāturazi




Well I did not include much for flyers because where i play i have not seen people use flyers that much. But the defense line with quad gun is a good thought if i do run into any. I don't like the idea of the vendetta too much, i was trying to keep it to a more boots on the ground army. I chose the Heavy bolter for the platoon squads not necessarily for optimum performance but more as an idea of a LMG or HMG controlled by the platoon leader. I have used it a couple of times in my mech force against tau and seems to do alright there, so i figured i would continue w/ that setup for the other platoon command squads.

This message was edited 1 time. Last update was at 2012/12/29 23:49:01


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Firstly is Thudd Gun FW? From DKOK rule set I think.

With no heavy weapons in your combined squads, I guess your looking to move them around a bit. I would recommend the flamer over the gl in virtually all cases as often the gl will do as much damage as a flamer out of range.Since you've got nearly all your heavy weapons in HWS, then a regimental standard on your CCS would be good. With the MOO they probably aren't moving much and the standard will help keep the HWS from fleeing.

Armoured sentinel squad, is that a multi laser? I'm not a fan of armoured sentinels as they nearly always get shot side on and with 2HP, die easy and expensive to boot. If you took all 3 sentinel squads as scout sentinels with autocannons you can hold them in reserve. Then outflank with a bigillion autocannons.

I am in agreement with simon, there is a lack of anti flier and anti tank in general. I would drop some of the HBs in your PCS and take meltas instead so you can hide them in the blobs and dish out the pain with meltas at any vehicles that come in range. Alternatively you could chuck lascannons on scout sentinels as when you outflank you normally are hitting side armour. Useless for a land raider but an option.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in nl
Fighter Pilot





also an option against flyers is ofcourse the flak tank worked for me countless times i also agree on the sentinel case if you play them play them as scout with outflank auto cannon or i personally dont play them at all (if i already thought about playing them). about the standard im not fan of them but for some people they work. and the PCS option is also an good thing (drop HBs get melta's). If i where you i would look over the list a couple more times. maybe test it 1 or 2 times.

Imperial Guard 4000 points
Space wolves 2500 points
grey knights 2000 points
 
   
Made in gb
Ambitious Space Wolves Initiate




seems like a fun idea but the whole point of imperial is big tanks and lots of them! especially at the 2000 point range

For Russ and the AllFather!
: 1500 points - aim = 2000 points.
Lets get choppy den!
: 1000 points.
Ready, aim, FIRE!!
1000 points - aim = 2000 points.

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

This list is desperately short on anti-tank. Really, you're a couple of dead HWSs and a single AV12 vehicle from being virtually useless against AV12+. I'd seriously consider reworking things to pack some higher strength punch in your list.


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Made in us
Martial Arts Dāturazi




So I added some things to the list and moved things around. I put 3 sentinels w/ missile launchers to provide a little more AT support and 1st rifle platoon was given 2 meltas. I added another manticore and dropped the multi-laser sentinels and bolt guns from all the pc squads. 1st platoon pcs dropped the hb and add 3 flamers and a melta. Here is the list:


CCS w/ MOO: 80

1st platoon: 330
pcs- 3 flamers, 1 melta
3 rifle squads w/ 2 meltas
hws-lascannon

3xarmoured sentinels:195
3 w/ missile launchers

2nd platoon:322
pcs- hb, 2 gl
3 rifle squads w/ gl each
hws-lascannons

3xarmoured sentinels:180
3 w/ autocannons

3rd platoon: 277
pcs- hb, 2 gl
3 rifle squads w/ grenade launchers each
hws-mortars



manticore: 160

manticore: 160

2 x Thudd Gun Battery: 300 points (6 guns)

total: 2,000

I figure the thudd gun batteries could provide long range support hitting infantry units. The manticores could engage either heavy infantry or vehicles (or a mix). The master of ordnance will also take on the same role as the manticores targeting either infantry or vehicles, depending on what is required. The infantry will move forward as quickly as possible as their HWS (lascannons) target vehicles and the HWS (mortars) lends supporting fire to the thudd guns. If vehicles have not been taken care of the ml sentinels can take them on, or if if necessary lend their fire to attack infantry units. The other sentinels will move forward engaging infantry or light vehicles when possible. 1st platoon will be used to engage the enemy in close combat (12in or less) and the others will be used to take objectives and fire on enemy units from cover. That is the basic battle plan.

Order of Fire:
1. Thudd Guns
2. HWS mortars
3. Autocannon Sentinels
4. HWS Lascannons
5. MOO
6. manticores
7. ML Sentinels

How is it looking now? Thanks for all your input.

This message was edited 2 times. Last update was at 2013/01/02 05:14:32


 
   
Made in us
Martial Arts Dāturazi




So any of you guys have any ideas on the amended list above?
   
Made in au
Fixture of Dakka





Melbourne

Ok i'm not great with army lists as i prefer the collecting and modelling side of the hobby as opposed to the playing side. But here goes...

Your first and foremost problem with that list is the Thudd guns. I'm not familer with Forge World units but i do know that a lot of people don't like playing aginst FW units because they are generally considered over powered and game breaking. So unless you have a group who is prepared to allow FW in battles then you are going to be seriously hampered by those Thudd guns. Your best bet is to drop them entirely. That frees up 300 points for a either an ADL or a Hydra or 2 for anti air.


Ok so heres my crack at a revised list.

CCS w/ Standard & MOO: 95

1st platoon: 330
pcs- x3 melta
3 rifle squads x3 Flamers
hws-lascannon

2nd platoon:320
pcs- x2 Meltas
3 rifle squads x3 Flamers
hws-lascannons

3rd platoon: 275
pcs- x2 Meltas
3 rifle squads x3 Flamers
hws-mortars

3x Scout Sentinels:120
3 w/ autocannons

3x Scout Sentinels:135
3 w/ missile launchers

manticore: 160

manticore: 160

x2 Hydras: 150

total: 1745 points.

That leaves you with 255 points to spend.
I'd imagine that most people would spend that 255 points on an ADL and a Valk or Vendetta and then with the remaining points buff out the PCSs with more melta guns. Its a sound option but you might like more a few more Guardsmen squads since you were going in a more footslogging direction.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Wait, you're playing 2000 points and not taking advantage of double force org? Why not? The first thing I'd do is load up on 6 HS or elite slots.

For smaller games, I think I'd thin the troops out just a bit so that they can have better guns. Another easy thing you could do is migrate those lascannons over into the PISs from out of the HWSs. That way the lascannons become more durable, and you save 60 points in carrier costs per HWS you drop, which can be used for more guns, or especially better guns. I'm seeing autocannons and missile launchers that could be lascannons and grenade launchers that could be... well... anything else.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
 
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