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Made in us
Imperial Recruit in Training




Middle Tennessee

FIRST EDIT -
Made the mistake of throwing two vet squads under a platoon command. Fixed that, and broke apart the Ordnance Battery into three separate Basilisk units. Thanks Talore!

SECOND EDIT -
Spending my last 10 points in the pure blob list on an AC for my CCS. Thanks jitactical!

THIRD EDIT -

Revised the post a bit, putting up a detailed listing of both army list ideas.

FOURTH EDIT -

Dropped the Techpriest on Army 2, dropped closed compartments for the Bassies on both armies. Small revisions to Army 1, big revisions to Army Two's Veterans. Put Heavy Flamers on all of my Bassies in fear of scouts/drops.


------

Some notes -

Always been a 40k fanboy, but I'm still pretty new to the TT game. Got myself a Cadian battleforce and I've had bedroom eyes on building my little crew into an artillery based army ever since. I'm not looking to be super competitive but I want to hold my own against most armies.
-I'm pretty set on the Basilisks and MoO. Just the sort of lore/mood I'm going for.
-It being an Arty based gunline army, the ADL makes sense, especially with the Quadgun since I have no Vendettas (and really don't want any, it seems a typical practice and I'm a tactical hipster.)
-The basilisks + MoO will tear most horde armies apart, which is why I've got Lascannons on all my blobs.
-Marbo because Marbo.
-Regimental Standard + Commissars on all my blobs = FOLLOW MY EXAMPLE OR I WILL MAKE YOU ONE.
-Power weapons and flamers everywhere for when I'm forced to inevitably get in close with the toughguys. I'm planning to lose a ton of guys but win by attrition. From what I've gathered I'm not particularly fond of plasma weaponry but I can be convinced to see reason by an IG vet or two.

-ARMY LIST TWO SPECIFIC:
-Got Chimeras for my vets. Army one would pretty much involve hurling one or two blobs to fight and capture objectives while my Basilisks do work, while Army Two has the Vets-in-Chimeras doing the footwork while the blobs stick with the gunline and lay down all the fire, unless the vets get in deep trouble or simply die.
-Shotguns on my vets for when the badguys get close. I like the idea of trading a melee attack for a ranged attack in that situation, especially when they're on Overwatch and they get close. Blam-blam. And I just really like shotguns in general and it fits the lore I'm going for with this particular army. Tell me why this is a bad idea from a practical-tactical standpoint.
-I'm trading off one Lascannon on Platoon 3 for two missile launchers, and trading the Lascannon for a mortar on my CCS. That leaves Two Lascannons, two missile launchers, and a mortar. I've got one metla on each of my vet squads, but I still worry about Mech heavy lists.
-I've heard mixed things about spending too many points on your Guardsmen, but with there being only two vet squads in Chimeras I definitely like the idea of more survivability. I can drop the doctrines and get them more meltas each, or get another Vet squad, but I won't be able to afford another Chimera for them.

I'm inclined to like Army Two more, just because having a fair mass of infantry with some elite badasses carrying RPGs and Shotguns is more appealing than just a big horde of Guardsmen. But as much as I like fielding an army that I find as cool as possible, I also find winning now and then to be pretty cool.


---ARMY ONE 1498 pts---


HQ - 127
Company Command Squad - MoO, Regimental Standard, Lascannon, Power Weapon, Bolt Pistol


Troops - 831


PLATOON 1 - 277
Platoon Command Squad - Power Weapon - Bolt Pistol
Infantry Blob - Commissar with Power Weapon - Flamer X3 - Lascannon - Mortar

PLATOON 2 - 277
Platoon Command Squad - Power Weapon - Bolt Pistol
Infantry Blob - Commissar with Power Weapon - Flamer X3 - Lascannon - Mortar

PLATOON 3 - 277
Platoon Command Squad - Power Weapon - Bolt Pistol
Infantry Blob - Commissar with Power Weapon - Flamer X3 - Lascannon - Mortar

Elite - 65
Marbo - 65

Heavy Support - 375
Basilisk - Heavy Flamer
Basilisk - Heavy Flamer
Basilisk - Heavy Flamer

Other - 100
Aegis Defense - Quad Gun


---ARMY TWO flat 1500 pts---


HQ - 100
Company Command Squad - MoO, Regimental Standard, Mortar



Troops - 860


PLATOON 1 - 270
Platoon Command Squad - Power Weapon
Infantry Blob - Commissar with Power Weapon - Flamer X3 -
Lascannon


PLATOON 2 - 270
Platoon Command Squad - Power Weapon
Infantry Blob - Commissar with Power Weapon - Flamer X3 -
Lascannon

PLATOON 3 - 320
Veteran Squad - Chimera, Grenadier Doctrine, Melta X1, Missile Launcher, Shotgunn,
Veteran Squad - Chimera, Grenadier Doctrine, Melta X1, Missile Launcher, Shotguns

Elite - 65
Marbo - 65

Heavy Support - 375
Basilisk - Heavy Flamer
Basilisk - Heavy Flamer
Basilisk - Heavy Flamer

Other - 100
Aegis Defense - Quad Gun



Either way, the enemy choices are stay back and be torn apart by Basilisks or charge my line and be swarmed by blobs/power weapons/shotguns. Obviously it's a gunline army, so objective taking isn't my strongsuit, but I still have enough infantry that I'm relatively confident. Now, tell me why I shouldn't be and what I did wrong. Thanks for reading.

-CroW

This message was edited 9 times. Last update was at 2013/10/08 08:16:55


"Infantry wins firefights, tanks win battles, artillery wins wars." - Tactica Imperialis 
   
Made in us
Been Around the Block




This is the Guard list I have nightmares about. Basilisks scare me. So many bodies.

 
   
Made in us
Imperial Recruit in Training




Middle Tennessee

War Beast wrote:
This is the Guard list I have nightmares about. Basilisks scare me. So many bodies.


Well that certainly makes me feel comfortable with it so far, thank you!

"Infantry wins firefights, tanks win battles, artillery wins wars." - Tactica Imperialis 
   
Made in us
Beast of Nurgle




KY

Looks pretty cool, it'd be fun to play against a guard list like this. With the extra 10 points on the first list you could put a heavy bolter/autocannon team on your CCS, or a power sword on your commander.

Painting: Grey Hunters
Reading : Space Wolves Omnibus v1
Watching: Game of Thrones s2

CSM Undivided 4000+
Dark Eldar Sold... =(
Dark Angels 200
Space Wolves 3000+
Cadians 1000
Legion of Everblight 50 
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

You take veteran squads as their own choice, not as part of an infantry platoon. Thus you wouldn't have another platoon command squad.

Also it generally is better for you to keep the Basilisks separate if you have the heavy support slots for it, which you do. It allows them to operate independently and have less redundant fire.

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in us
Imperial Recruit in Training




Middle Tennessee

 Talore wrote:
You take veteran squads as their own choice, not as part of an infantry platoon. Thus you wouldn't have another platoon command squad.

Also it generally is better for you to keep the Basilisks separate if you have the heavy support slots for it, which you do. It allows them to operate independently and have less redundant fire.


And this is exactly why a noobie like me is here with you guys. Not sure how I made such a simple mistake, I've been going over my codex most every night. That's solid advice on the Basilisks, I'll revise with that in mind. What do you think I should spend the extra 40 points on in the list with the vets now that the PCS is gone? Thanks a bunch.




jitactical wrote:
Looks pretty cool, it'd be fun to play against a guard list like this. With the extra 10 points on the first list you could put a heavy bolter/autocannon team on your CCS, or a power sword on your commander.


Indeed, I've been unsure where to throw those 10 points, and it's looking like an Autocannon on the CCS now that you mention it. Thanks for the comment.

-CroW

"Infantry wins firefights, tanks win battles, artillery wins wars." - Tactica Imperialis 
   
Made in us
Imperial Recruit in Training




Middle Tennessee

Bump for some revision, CC from some IG players would be most helpful!

-CroW

"Infantry wins firefights, tanks win battles, artillery wins wars." - Tactica Imperialis 
   
Made in gb
Imperial Recruit in Training



Leicestershire, England

This list looks kick-ass to me. I'm building my own Artillery/ Infantry army the minute. The one thing you ought to consider is: How do you plan on capturing objectives? You have a gak-tonne of scoring units, but almost no mobility. Especially in the first list which purely revolves around sitting along your board edge. 5 out of 6 games you play will be objective based. This is the only area that I see you list to be lacking in. (First post- Woo!)

Look to the skies for your salvation. 
   
Made in gb
Nurgle Predator Driver with an Infestation





Plymouth

You're wasting points on the enclosed compartments for the Basilisks, it's not gonna be needed. Also maybe swap out one or two, maybe even all 3 basilisks for Griffons, although not as strong, more accurate as you can reroll the scatter dice and more reliable.

Unless you're gonna put your vets in a chimera drop the shotguns, actually just drop the shotguns altogether. No rapid fire, same strength as the lasgun and only half the range (12" versus 24") IG shotguns are piss poor compared to SM shotguns, also with the missile launcher you're gonna have to not move to be able to fire it so you unless you're sat on an objective, or sat in cover the whole game, you're gonna use it that much at all. If you want to take some heavy weapons, add a HWS in one of your platoons (changing basilisks to griffons will free up plenty of points).

This message was edited 1 time. Last update was at 2013/10/07 23:21:35


You're rich! You're flashy! You 'ave a proppa Orky stoutness about your belly! And you've got more big, shooty, and dead 'ard gear than any 2 other Orks put together. Da uvver clans orta make way for da Bad Moons!

7th Ed Orks 63-14-2 
   
Made in us
Preceptor




this list makes me pine for the days of 3rd ed, when a hundred Iguard, 3 basilisks, and a smattering of lascannons could all find their way into a 1250 list

2000 2000 1250

Malifaux: 75 ss neverborn, 50 ss Guild.

Warmachine: 75 pts Menoth
Hordes: 65 pts trollblood


 
   
Made in us
Fresh-Faced New User




Mobility for IG comes in the form of Vendetta and Chimeras. I'd say find a way to drop in 2 Vendettas for air support and transports for cheapo infantry squads or melta vets. Everything else looks pretty decent. I'm also not sure if so many commissars are worth it compared to just adding more infantry, more power axe sgts, and more heavy weps. Also consider Lord Commis.... Just food for thought.
   
Made in us
Stoic Grail Knight






Could take Mortars in Heavy weapon platoons to add to the shooting it dropping armored crew. Take vets to camp the aegis or guard the artie maybe try Medusa. Bask do have a long min range.

Hydra Dominatus

World Wide War Winner  
   
Made in us
Imperial Recruit in Training




Middle Tennessee

ColonelCommissarGaunt wrote:
This list looks kick-ass to me. I'm building my own Artillery/ Infantry army the minute. The one thing you ought to consider is: How do you plan on capturing objectives? You have a gak-tonne of scoring units, but almost no mobility. Especially in the first list which purely revolves around sitting along your board edge. 5 out of 6 games you play will be objective based. This is the only area that I see you list to be lacking in. (First post- Woo!)


Thanks! I've revised Army Two to now include Chimeras for my vets for Objectives.


 randomtoaster wrote:
You're wasting points on the enclosed compartments for the Basilisks, it's not gonna be needed. Also maybe swap out one or two, maybe even all 3 basilisks for Griffons, although not as strong, more accurate as you can reroll the scatter dice and more reliable.

Unless you're gonna put your vets in a chimera drop the shotguns, actually just drop the shotguns altogether. No rapid fire, same strength as the lasgun and only half the range (12" versus 24") IG shotguns are piss poor compared to SM shotguns, also with the missile launcher you're gonna have to not move to be able to fire it so you unless you're sat on an
objective, or sat in cover the whole game, you're gonna use it that much at all. If you want to take some heavy weapons, add a HWS in one of your platoons (changing basilisks to griffons will free up plenty of points).


I ditched the Compartments. I'm not losing the Basilisks, that's the one thing I'm pretty adamant about. I'm a huge Bassie fanboy when it comes to lore, the look of them, and how they operate. Not to mention, 3 of them makes "walking" the fire in easier. I ditched the Techpriest however, to free up points. Some further tweaking let me put each Vet squad in a Chimera and I gave each of them a single Melta. They've still got Grenadier Doctrine, which I can lose to arm them with more Meltas, but I do like having the only two strong+mobile objective taking units have thicker skin than normal guard. Thanks for the CC!

androcles138 wrote:
this list makes me pine for the days of 3rd ed, when a hundred Iguard, 3 basilisks, and a smattering of lascannons could all find their way into a 1250 list


That sounds glorious, I guess I came to the artillery game late eh?

Imperial Seal wrote:
Mobility for IG comes in the form of Vendetta and Chimeras. I'd say find a way to drop in 2 Vendettas for air support and transports for cheapo infantry squads or melta vets. Everything else looks pretty decent. I'm also not sure if so many commissars are worth it compared to just adding more infantry, more power axe sgts, and more heavy weps. Also consider Lord Commis.... Just food for thought.


Chimeras added! I really don't want to follow suit with the Vendetta meta happening right now, just not my style. Thanks.

 ghostmaker wrote:
Could take Mortars in Heavy weapon platoons to add to the shooting it dropping armored crew. Take vets to camp the aegis or guard the artie maybe try Medusa. Bask do have a long min range.


Vets are now in Chimeras, and I really prefer Basilisks as a jack-of-all-trades Arty unit (not to mention they have a special place in my heart) They can fire indirectly if need be, but there's a ton of units to deal with those that get close. The Bassies are there to rock the other end of the table and the objective. Thanks for commenting, I'm here to learn!

-CroW


"Infantry wins firefights, tanks win battles, artillery wins wars." - Tactica Imperialis 
   
Made in us
Guard Heavy Weapon Crewman






As an IG Vet and massive fan of artillery here are my two cents
1. Maximize special and heavy weapons. Vet squads aren't great simply because they are bs 4. It is the 3 special weapons per squad. Use all 3.
2. When choosing special/heavy for ig the unit should specialize in 1 and not diversify. If you want diversity then bring the same unit but change your weapon loadout (ie one platoon takes 3 mortars, another 3 lascannon, a 3rd 3 autocannon, etc)
3. Meltas/plasma guns for your bs 4 units (vets/ccs) an save flamers/grenade launchers/snipers for your bs 3 models.
4. Plasma is THE best special weapon we have. It's 24" rng perfect with lasguns. When in range of your commander he can make them twin link vs vehicles/mc or reroll cover saves on other units. these will handle the 2+ svs that your lasguns and bassy's cannot handle. It's also a perfect weapon to use to guard your artillery from heavy hitters or lead the counter attack.
5. Consider going 2x bassy and 1x manticore. The manticore can rain templates and also is better at cracking those heavy av vehicles. This is my preferred artillery set up when going 3 tank route.
   
 
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