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Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

For some reason I just had to make this list. Normally I like to build a TAC, and I'm not sure if this would stand a decent chance against different army types at casual games. So, any advice would be welcomed!

Total Roster Cost: 1000

HQ: Company Command Squad (7#, 145 pts)
4 Company Command Squad, (Vox Caster + Grenade Launcher x1)
1 Company Commander,
1 Master of Ordnance,
1 Chimera, Multi-Laser + Heavy Flamer

Elite: Psyker Battle Squad (6#, 115 pts) *Divination*
4 Psyker Battle Squad,
1 Overseer,
1 Chimera, Multi-Laser + Heavy Flamer

Heavy Support: Leman Russ Squadron (1#, 150 pts)
1 Leman Russ Squadron,
1 Leman Russ Battle Tank,

Heavy Support: Leman Russ Squadron (1#, 150 pts)
1 Leman Russ Squadron,
1 Leman Russ Battle Tank,

Heavy Support: Leman Russ Squadron (1#, 150 pts)
1 Leman Russ Squadron,
1 Leman Russ Battle Tank,

Troops: Infantry Platoon (25#, 145 pts)
1 Infantry Platoon, *Combined*
4 Platoon Command Squad,
1 Platoon Commander,
9 Infantry Squad, (Grenade Launcher x1)
1 Sergeant,
9 Infantry Squad, (Vox Caster + Grenade Launcher x1)
1 Sergeant,

Troops: Infantry Platoon (25#, 145 pts)
1 Infantry Platoon, *Combined*
4 Platoon Command Squad,
1 Platoon Commander,
9 Infantry Squad, (Grenade Launcher x1)
1 Sergeant,
9 Infantry Squad, (Vox Caster + Grenade Launcher x1)
1 Sergeant,


Automatically Appended Next Post:
Any advice on how to improve this list? How to make it more well-rounded? I would really like some feed back. This isn't for tournaments. Anyone out there?

This message was edited 1 time. Last update was at 2013/02/27 01:07:12


After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in gb
Hardened Veteran Guardsman




England

As far i was aware the pbs cant swap out its powers, and can do the blast or weaken resolve only

far too many points and still painting...

74th @ Caledonian Uprising 2011
104th @ Caledonian Uprising 2014 (and STILL best General in Pure Codex:IG) 
   
Made in gb
Rogue Grot Kannon Gunna





Put something in which can deal with flyers. The best place for the LRBT is 1" away from a board edge to stop their rear armour being targetted - so a defense line wrapped around the front, with quad gun would help them and fulfill the anti-air role.
I don't really see what a few grenade launcher scatter through the force brings. In the guard squad the mass las fire is what is needed, possibly lose them from here or move them to the CCS.

 
   
Made in gb
Junior Officer with Laspistol






Ok I'm going to take an objective and frank look at this.


 Guardsmen Bob wrote:


HQ: Company Command Squad (Vox Caster + Grenade Launcher x1)
1 Master of Ordnance,
1 Chimera, Multi-Laser + Heavy Flamer
Firstly you have 4 BS4 models that you're required to take. Why are they holding lasguns, a grenade launcher and a Vox? Take advantage of their shooting prowess and give them weapons. Plasma is great in this edition, so is melta. I'll explain why grenade launchers and voxes are a no go in the summary

Elite: Psyker Battle Squad (6#, 115 pts) *Divination*
4 Psyker Battle Squad,
1 Overseer,
1 Chimera, Multi-Laser + Heavy Flamer
I don't know where you saw that you can take divination for anything in the guard codex, because you can't. PBSs can't even swap out their powers. You also have the problem of not being able to use any of hte PBS powers from a chimera. Ditch these guys and don't look back until the next guard codex, when they become a usable unit again.
Heavy Support: 1 Leman Russ Battle Tank,

Heavy Support: 1 Leman Russ Battle Tank,

Heavy Support: 1 Leman Russ Battle Tank,
You're serious lack of AP3/2 everywhere else makes these an OK choice. However LRBTs are pretty poor. 150pts for a 50% chance to hit. They are worse at killing everything than the Exterminator, except for MEQ standing in the open, or in 5+ cover. 3 of these mediocre tanks doesn't really cut it.

Troops: Infantry Platoon (25#, 145 pts)
1 Infantry Platoon, *Combined*
4 Platoon Command Squad,
1 Platoon Commander,
9 Infantry Squad, (Grenade Launcher x1)
1 Sergeant,
9 Infantry Squad, (Vox Caster + Grenade Launcher x1)
1 Sergeant,
What's the vox for? Why do you need to reroll orders on a squad with lasguns and a single GL
Troops: Infantry Platoon (25#, 145 pts)
1 Infantry Platoon, *Combined*
4 Platoon Command Squad,
1 Platoon Commander,
9 Infantry Squad, (Grenade Launcher x1)
1 Sergeant,
9 Infantry Squad, (Vox Caster + Grenade Launcher x1)
1 Sergeant,
As above



The serious issues I see are:
1) There's no threat here. I look at your list and I see lasguns. There's nothing here that will damage anything. Transports are safe, MEQ are safe, hell, even guard are safe, since the only thing you have >36" range is three, one shot blast markers which are horribly inefficient. Range and threat are important. If you face another gunline, you'll be out-gunned fast. Your opponent only needs to hug cover and let you fire the 3 >36" shots while they use their long range weapons to pick off anything you move forward to get in range.
Grenade Launchers are a trap weapon. Never, ever take them. Str:6 ap:4 doesn't make them the jack of all trades they seem to be, it makes them terrible at everything. A plasma gun will beat a GL at killing everything and anything. Yes it costs three times as much, and has a chance to kill the user, but it is more than 3 times as effective at literally everything, especially when you take into account rapid fire. Similarly, a GL firing the blast (considering you'll hit around 2 models) is as powerful as a lasgun at 12". With FRSRF the GL using frag rounds is weaker than a lasgun. Kinda crappy for a 5pt "upgrade".
A vox is only useful when you need an order to get through. The only thing that needs an order to get through is a HWT. Even then it's not worth it. For the cost of your Vox network, you could have more upgrades, to make your shooting fare more effective.
The lack of threat also means 2+ saves will walk all over you. If you do manage to pour enough fire into 2+ saves to kill them (which is possible with many lasgun shots) you will not have touched anything else bearing down on you.

2) No anti-tank. How do you intend to deal with tanks? The LRBT is terrible at destroying tanks. This is yet another trap the guard codex puts out. Str:8 is a mid range shot for AT, and with rerolling armor pen, it seems decent. However the ap3 means that even if you do manage to penetrate av:13 or 14 (which is rare) you still need to roll a 6 to make that shot count. It's very hard to kill vehicles with battle cannons.
Now consider that your opponent has both AV:13+ and foot soldiers. How can you handle both? Your lasguns and GLs are relying on luck to kill anything, and so your battle cannons will have to work on both tanks (which they're horribly inefficient at) and infantry (again, which they're horribly inefficient at).
Melta-guns and lascannons are the best way to deal with tanks.

3) Empty weapon slots. Guard are about special weapons. Lasguns are not important until your opponent is in your face. You have 7 heavy weapon slots empty. 7! That's 7 lascannons, or 4 lascannons and 3 autocannons. That's where the damage comes from. Not from lasguns.

You don't have to decide to blob your infantry in the list making process. Let that be optional. Generally multiple squads are better as you have more targets to shoot at, and more targets to be shot at. Also, on a rules note: The PCS can't be blobed in with the PISs. I'm not sure if you intended that but that's how it reads.

This message was edited 1 time. Last update was at 2013/02/27 19:19:16



Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Member of a Lodge? I Can't Say




WI

Just because the above post covered everything I was going to say, I will add in that when you combine the squads to make a blob, the Platoon Command Squad (PCS) is not combined. Read the wording very carefully, as the only thing that can be combined/blobbed are the Infantry squads (pg 37 IG Codex). But when you roll for reserves, the whole Platoon comes in together (you can't split it up in reguard to reserve rolls). The Platoon itself counts the PCS, ISs, HWSs, SWSs, and Conscripts (if you bought them).

I can understand why you have GLs, because GW screws you and only gives you GLs and Flamers in thier $30 box, and then charges you $15 for a single Melta and Plasma. If thier game wasn't sooo dang good, no one else could pull off BS like this. They do, and we hate them for it. If you want to save some cash and get some good special weapons, get 4x Command boxes for like $25 bucks each. The hot ones are Sniper Rifles, melta, and plasma guns. The banners are an ok option once in a while so having a guy with a banner sitting on the shelf might not be a bad plan. Same goes with the flamers. I like to use the kneeling guys to extend my options for Heavy weapon squads (that an a few cheap bases from a different company and 3 weapons expand to 6 ACs and LCs).

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in pl
Fresh-Faced New User




One use for PBS in 6 ed - add a primaris psyker (with psychic shriek). PBS weakens resolve, Primaris Psyker does the rest... just a thought...
   
 
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