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Made in us
Societal Outcast




Rhode Island

I've been switching back and forth between Necrons and Grey Knights for a few years, and haven't played with Guard seriously since they were with the GK in Daemonhunters. Recently I played a few games - to catastrophic failure - as GK with IG allies, so I decided to try out IG alone until I felt I understood them better. That being said, here is my 1500 IG list. I've only run it once against Khorne Bikers, and I tabled them in three turns.

HQ

CCS with carapace armor, lascannon, vox
Commander with ccw and laspistol

Elites

10 Ratlings

Troops

Infantry platoon
Infantry squad w flamer and vox
Infantry squad w grenade launcher and vox
Heavy weapon team with 3 lascannons
Platoon command with 3 flamers and vox

Infantry platoon
Infantry squad w flamer and vox
Infantry squad w grenade launcher and vox
Heavy weapon team with 3 lascannons
Platoon command with 3 grenade launchers and vox

Heavy Support

Leman Russ Squadron
2X LRBT

Ordinance Battery
2X Basilisk

Odinance Battery
Basilisk

Comes to 1500 points exactly. I sat two basilisks on the right flank with the lascannons all in front of them in cover with the ratlings. One platoon bubbled up in front of them - the flamer in the front, grenade launcher in the back, platoon command behind that with grenades. The company command sat in the center back, using the lascannon when it could and relaying orders to both flanks when necessary. On the left flank Was the other basilisk in the far back and the two leman russes further up. The other platoon sat a bit in front of them and to their side, with the platoon command behind the russes to catch any potential assaulters with the flame throwers. I gave the russes ample room the backpedal as well.

The game went well. He played two or three squads of bikers with khorne banners, two squads of berzerkers in rhinoes and a khorne chaos lord on a bike. About a third of it and both rhinoes went down in turn one. Only about 5 bikes made it to my line, immobilizing one russ and killing a squad of infantry before I managed to wipe the rest of them out around turn three.

So what do you think about this? I don't imagine I will always have the level of luck with the ordinance. What things could I drop or add to make this stronger? I am considering dropping the ratlings because despite what people tell me they never manage to kill anything.

Furthermore, at 2000 points, I'd like to add the final 500 points as Grey Knights. I was thinking of just adding two basic strike squads in rhinoes and a librarian, maybe terminators and a psyfledread. What do you think about this? Any advice on how to effectively run Grey Knights next to IG? Specifically using strike squads. Thank you in advance!

This message was edited 1 time. Last update was at 2014/01/08 14:18:04


Hic Iacet Arthurus, Rex Quondam et Rexque Futurus 
   
Made in us
Fresh-Faced New User




 herzeleid1995 wrote:
I've been switching back and forth between Necrons and Grey Knights for a few years, and haven't played with Guard seriously since they were with the GK in Daemonhunters. Recently I played a few games - to catastrophic failure - as GK with IG allies, so I decided to try out IG alone until I felt I understood them better. That being said, here is my 1500 IG list. I've only run it once against Khorne Bikers, and I tabled them in three turns.

HQ

CCS with carapace armor, lascannon, vox
Commander with ccw and laspistol

Elites

10 Ratlings

Troops

Infantry platoon
Infantry squad w flamer and vox
Infantry squad w grenade launcher and vox
Heavy weapon team with 3 lascannons
Platoon command with 3 flamers and vox

Infantry platoon
Infantry squad w flamer and vox
Infantry squad w grenade launcher and vox
Heavy weapon team with 3 lascannons
Platoon command with 3 grenade launchers and vox

Heavy Support

Leman Russ Squadron
2X LRBT

Ordinance Battery
2X Basilisk

Odinance Battery
Basilisk

Comes to 2000 points exactly. I sat two basilisks on the right flank with the lascannons all in front of them in cover with the ratlings. One platoon bubbled up in front of them - the flamer in the front, grenade launcher in the back, platoon command behind that with grenades. The company command sat in the center back, using the lascannon when it could and relaying orders to both flanks when necessary. On the left flank Was the other basilisk in the far back and the two leman russes further up. The other platoon sat a bit in front of them and to their side, with the platoon command behind the russes to catch any potential assaulters with the flame throwers. I gave the russes ample room the backpedal as well.

The game went well. He played two or three squads of bikers with khorne banners, two squads of berzerkers in rhinoes and a khorne chaos lord on a bike. About a third of it and both rhinoes went down in turn one. Only about 5 bikes made it to my line, immobilizing one russ and killing a squad of infantry before I managed to wipe the rest of them out around turn three.

So what do you think about this? I don't imagine I will always have the level of luck with the ordinance. What things could I drop or add to make this stronger? I am considering dropping the ratlings because despite what people tell me they never manage to kill anything.

Furthermore, at 2000 points, I'd like to add the final 500 points as Grey Knights. I was thinking of just adding two basic strike squads in rhinoes and a librarian, maybe terminators and a psyfledread. What do you think about this? Any advice on how to effectively run Grey Knights next to IG? Specifically using strike squads. Thank you in advance!


Drop the Ratlings they're terrible. Drop the las cannons. Drop the basilisks.

Instead put in vendettas, pskyer battle squad and as many Griffons as you can. Or if you prefer AP over volume then go with Medusas with bastion shells. It's also worth considering veteran squads. A triple plasma vet squad in a Chimera will put out a huge amount of hurt.

This message was edited 1 time. Last update was at 2014/01/08 11:02:02


 
   
Made in us
Societal Outcast




Rhode Island

I agree with your assessment that Ratlings are terrible. People keep telling me that the numbers work out but they never seem to, so I'll gladly drop those. They're more there for lack of knowing what else to put in.

As for the lascannons, I keep getting told numerically they shouldn't work out, and to take things like autocannons instead. For me though, it is all about the high strength low ap, as my friends run Farsight Enclave - all crisis suits, some broadsides, and a riptide - a mc heavy Tyranid list, and very mobile Eldar and Dark Eldar armies - granted the DE isn't high armor so it's kind of a non-issue. This is similarly why I bring Basilisks. I prefer the strength and ap of their blasts as a fairly assured way of taking out squads of Crisis suits.

However for the points that allure of taking 5 griffons in this list is fairly large. Also, the griffons fix the minimum range issue.

Hic Iacet Arthurus, Rex Quondam et Rexque Futurus 
   
Made in tr
Death-Dealing Dark Angels Devastator






I always mix 2 AC's 1 LC in heavy weapons squads or 3 ML's. Even with orders, you need as many shots as you can get with BS3. 5 shots at S 7 and above makes it a more versatile unit that can more easily take down MC's, light vehicles and doesn't seem as much of a waste if there are no more armored targets on the board or in LOS. 3 ML's is more expensive but also can be used in a pinch against both infantry or vehicles, whichever is the bigger (or more available) threat that turn.

Also, I assume you're keeping that flamer in there for overwatch? Not a bad idea, but you'll probably never get close enough to use it for anything else and in either your PCS or you infantry squads its a good idea to max out GL's. They're cheap as hell, and, like ML's are versatile. S6 doesn't sound like much, but when you're shooting 6 or 7 of them from your infantry and command combined they can glance a vehicle to death or leave a lot of pie plates on a horde. Even for overwatch, I've also found that my infantry blobs rarely actually get charged, provided they have an inquisitor or commissar to keep them good and stubborn. A magic banner in either a nearby CCS or PCS will also give them the important re-roll. With that setup, few people are foolish enough to willingly tarpit their good CC units in with my relatively worthless blob of human flesh for several turns, and most standard troops units in this game also aren't going threaten a big platoon either. The time you really need flamers in there is against 'Nids, and then, you'll want to max them out.

2,500 points

2,500 points

1,500 points

41-31 since returning to the game.

 
   
Made in us
Longtime Dakkanaut




United States of America

Agreed with above, autocannons are better vs lascannon except vs LR or monolith spam.

Nade launcher would be better then flamers for the CCs and PCs and if you want a heavy weapon again autocannons.

I disagree about the basilisks though, because at under 24" you fire indirectly which means you always scatter which isnt a big problem when your taking aliies of GKS just throw in an inquisitor with x3 servo skulls and you only scatter 1 D6 which makes it still likely to kill stuff.

Colossus are great also Vs battle suites and SMs because of the Ap3 and ignore cover.

though at 2k points you want a squadron of x3 vendettas for max AA.

11k+
4k
7k
3k 
   
 
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