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Made in us
Fresh-Faced New User




HQ Total

CCS x 4 plasma guns + chim ( ML/ HF for all) 165

Elites

marbo 65

TROOPS

vets x 3 plasma + chim 170
vets x 3 plasma + chim 170
vets x 3 plasma + chim 170

Infantry platoon command {4 melta guns} in detta 70
infantry squad 1 + autocannon 60
infantry squad 2 + autocannon 60
Special weapon squad 1 { 3 melta guns } in detta 65
Special weapon squad 2 { 3 flamers} in detta 50
HWS 3 autocannons 75

Fast Attack

Vendetta 1 130
Vendetta 2 130
Vendetta 3 130

Heavy support

Russ 150
manticore 160
Russ demolisher 165

Total 1985

trying to finalize a list for a tournament coming up soon, looking for all the advice i can get, do you think this list can hold up? thanks guys
   
Made in nl
Fighter Pilot





Drop the special weapon squads is my suggestion, they not worth it espesially when you get flamers on them. And BS 3 I only use them when I have Al'Rahem with 3 democharges

Imperial Guard 4000 points
Space wolves 2500 points
grey knights 2000 points
 
   
Made in us
Rough Rider with Boomstick




Fond du Lac, Wi

Couple of things I notice off the top of my head that I would tweak in this list. The first thing I'd do is all 3 of the veterans I'd switch to Melta. While plasma has increased in effectiveness against vehicles, you're going to want your better shots on the melta, and I'll explain why in a bit. Infantry PCS, drop the meltas for plasma instead since we're taking it from the vets. Special weapon squads are nice, but there's a more effective tool to mount in the vendettas in the form of the Veterans. 35 points more, 4 more bodies, and the higher ballistic skill puts the vets in a higher spot than the SWS. I'd personally drop them altogether to give the Infantry and Command squad in the platoons chimeras. In other words the list would look a bit more like this.

CCS- 4 plasma, Chimera- 165

Marbo- 65

Vets 3x Melta, Chimera- 155
Vets 3x Melta, Chimera- 155
Vets 3x Melta, Chimera- 155

PCS- 3 plasma, Chimera- 130
PIS- Autocannon, Chimera- 115
PIS- Autocannon, Chimera- 115
HWS- 3 autocannon- 75

Vendetta- 130
Vendetta- 130
Vendetta- 130

Russ 150
Manticore 160
Demolisher 165

That brings us to 1995. You want to put the Vets in the Vendettas, use one of the free Chimeras to house the HWS, then you've got extra ranged firepower in the form of those 3 extra chimeras instead of the 2 SWS. That's what I suggest anyways, as always YMMV.

“Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
-Einstein 
   
Made in nl
Fighter Pilot





Lone Dragoon. I like that you want to put vet's in vendetta thats pretty need but why do you want more chimera's then. That is almost anather PIS. my suggestion to do:
Take the list from Lone but change up some things,

Drop the chimera's on the vets put them in vendettas this will give you 165 points.
Then drop the chimera's on the PIS and PCS the PIS is almost doubled by the chimera. this will give you an total of 330 extra points. Then get an eagis defence line. and change the Platoon to the following:

PCS- autocannon 2x grenade launcher - 50 points
5x PIS- autocannon grenade launcher- 65 points- total
HWS- 3x missle launcher- 90 points

aegis defence line quad gun

with this you can also put in a astropath so your detta's come in on a 2+

then you will get this list:

CCS- 4 plasma, Chimera, astropath- 195

Marbo- 65

Vets 3x Melta- 100 in vendetta
Vets 3x Melta- 100 in vendetta
Vets 3x Melta- 100 in vendetta

PCS- autocannon 2x grenade launcher - 50 points
PIS- autocannon grenade launcher- 65 points (blob)
PIS- autocannon grenade launcher- 65 points (blob)
PIS- autocannon grenade launcher- 65 points (blob)
PIS- autocannon grenade launcher- 65 points (blob)
PIS- autocannon grenade launcher- 65 points (blob
HWS- 3x missle launcher- 90 points

Vendetta- 130
Vendetta- 130
Vendetta- 130

LRBT- 150
Manticore- 160
Demolisher 165

ADL w/quadgun 100 points

total: 1990 points my suggestion is to get rid of marbo yes, hes awsome but you can change your missle launchers to lasscannons and get anther HWS with mortar!

Imperial Guard 4000 points
Space wolves 2500 points
grey knights 2000 points
 
   
Made in us
Rough Rider with Boomstick




Fond du Lac, Wi

The problem with the big blob you're suggesting is that as it is, it will run away from a stiff wind. To run a blob above 20 man you need a commissar and power weapons. Even 5 autocannons isn't going to scare a lot of stuff. The reason I suggested the other chimeras is that it's a tournament list. In a tournament there is one thing that's very important to remember, impeding your opponent is more important that setting up your own movement. If you move a chimera into the way and drop a flamer on a unit, they now have to deal with that chimera instead of the unit it dropped off before moving. Why? It's now the closest target and prevents getting around to the unit behind. By putting in the chimeras you're also forcing your opponent to dilute their firepower. Rather than having 3 targets the first turn (the 2 russes and the manticore) to shoot at that would almost cripple all ranged fire power, you have 9 targets, the 3 ranged firepower and the close in fire support and ranged capability that the chimeras offer with the ML/HF configuration. An opponent can kill the 3 heavies in your list and then you're left with little long range capabilities. Where as if they kill the 3 heavies I still have 6 multilasers able to fire on 6 units as compared to 9 autocannons that can only fire at 3 units. It's all a matter of personal preference though.

“Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
-Einstein 
   
Made in nl
Fighter Pilot





chimera easy fb for them, a blob of 50 man? gl getting that down in 2 turns really 5 autocannons are scarry. really the powerweapons don't get them in a blob commissar yeah if you have the points but I think what I said is more competetive. And if you only getting those two squads with PCS you can better get more vet's and make it mech.

The russes will be outa range first turn and I think they will be more scared of a 58 guardsmen with a 4 up cover safe than 3 tanks I think you can better go with the blob or just get 5 squads or 1 blob 20 1 blob 30 or something I really don't see why you would pay 55 points for a squad of 60 but thats my opinion

Imperial Guard 4000 points
Space wolves 2500 points
grey knights 2000 points
 
   
Made in us
Dakka Veteran




Never understood why people say 1999+1. DFOC is optional at 2K not mandatory so it really doesn't matter.
   
Made in us
Regular Dakkanaut





Boss GreenNutz wrote:
Never understood why people say 1999+1. DFOC is optional at 2K not mandatory so it really doesn't matter.


It absolutely DOES matter. The tournament organizers set it up this way intentionally to remove the DFOC option from people who would otherwise use it. I don't know about you, but I don't like the sound of playing against a 2000 pt guard list with 14 vendettas, or a SM list with six Land Raiders, or a Tau list with 18 Broadsides... you get the idea.
   
Made in us
Fresh-Faced New User




thanks for all the input guys... this is what i am currently set up to run, let me no what you think, main competition is DA and cron flyer and is single force btw

{ just beet a cron 7 flyer list, LRBT didnt do much tho, worried about DA tho }

CCS- 4 plasma, Chimera, astropath, OOF- 225

Marbo- 65

Vets 3x plasma, chim- 170
Vets 3x plasma, chim- 170
Vets 3xmelta, chim - 155
Vets 3x melta - 100 in detta
Vets 3x melta - 100 in detta
vets ( manning the quad gun ) 70

Vendetta- 130
Vendetta- 130
Vendetta- 130

LRBT- 150
LRBT- 150
2 hydra -150

ADL w/quadgun 100 points

This message was edited 2 times. Last update was at 2013/01/26 07:02:00


 
   
Made in us
Rough Rider with Boomstick




Fond du Lac, Wi

Just a couple ideas for tweaks. Marbo in the list is a one shot democharge then he's dead. You could drop him and make the following changes to make you stronger against not just DA, but most other armies as well.

With the free points upgrade the 2 LRBT to 2 Demolishers. This threatens toughness 5 models to prevent them from getting FNP on the shots, on top of being able to kill terminators that deep strike in and don't get a good run distance. Then I would add 3 plasmaguns to the squad of vets manning the quad gun. This makes them more of a threat if the quad gun gets shot (and most players worth their salt are going to down that quad gun first turn to prevent intercept from coming into play). That puts you at 5 points over, which can easily be remedied by changing a plasma in the CCS to a meltagun. It won't change their focus in the list, but it gives them an additional tool for when you need to open a tank.

Now you have an abundance of S10 to scare Bikers and Deathwing knights that have Fortress of Shields.

“Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
-Einstein 
   
Made in us
Fresh-Faced New User




hey thanks for the advice, ya i need those pie plates, if i do 2 demolishers i feel like i have no range firepower on turn 1... lol and i might need that vs you next weekend lol

CCS- 4 plasma, Chimera, astropath, 195

Marbo- 65

Vets 3 x plasma, chim- 170
Vets 3 x plasma, chim- 170
Vets 3 x melta, chim - 155
Vets 3 x melta - 100 in detta
Vets 3 x melta - 100 in detta
vets ( manning the quad gun ) 70

Vendetta- 130
Vendetta- 130
Vendetta- 130

LRDM- 165
LRDM- 165
2 hydra -150

ADL w/quadgun 100 points
   
Made in us
Rough Rider with Boomstick




Fond du Lac, Wi

It's all in how you deploy your forces. In most games the Demolisher is able to do damage on the first turn. Remember, it has a threat range of 30" which will cover no man's land in any of the game scenarios. Only in hammer and anvil will it seem lackluster as the deployment zone is deeper to hide in, but advancing it behind cover for the first turn or two should allow you the opportunity to unload at least one shot with it.

“Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
-Einstein 
   
 
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