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Made in us
Boom! Leman Russ Commander





Ohio

Exactly as the title says. Heres the list:

CCS 130 (On top of bunker)
Standard
vox
x2 plasma
MoO

Marbo

Vets
lascannon
x3 melta
vox

Vets
lascannon
x3 melta
vox

Vets
autocannon
x3 plasma
vox

Vets
x3 plasma
vox

PCS
Al'rahem
x4 melta
chimera

x5 Infantry squads
x5 melta guns
x5 chimeras

LRBT

LRBT

Fortification network
Martyrs defense line
martyrs emplacement
martyrs bunker-quad gun

Little anti air, wanted to try alrahem out, and I usually have russes in all lists. I also picked up a wall of martyrs box so I wanted to give it a try.

Tactics are to have vets and CCS with russes behind the line holding the enemy off and then hopefully alrahems platoon will come on my opponents table edge closest to him. Hopefully allowing me to get line breaker and possibly take some of his objectives.

Also Im not sure on the CCS basically its going to sit back and issue orders, provide moral rerolls and fire the MoO, I question adding plasma guns as I believe my opponents will throw shots at the CCS and I feel like these guys will end up dead before they shoot. I thought about adding a lascannon but thats still going to take shots and high strength will really hurt them. Would it be best to have 2 naked guardsmen?

This message was edited 3 times. Last update was at 2014/01/09 00:00:02


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





hrmm thought the emplacement could take a Quad Gun or Icarus?
Why all the Chimeras on Al'Rahem? I would think Youd want the Vets a bit more mobile With Alrahim outflanking the need for his crew to be in vehicles is less (Just Curious on that)

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Boom! Leman Russ Commander





Ohio

Yes the bunker can take an emplaced weapon which I thought about doing but figgured a vendetta might be better.

Also I figured 6 chimeras coming on my opponent side of the table will allow me to split his force and will allow me to get line breaker or any of his objectives more easily.

If I ran mech vets then I would have to try and drive across the table, which I want to avoid a llittle as Ive played a solid mech force for some time now.

 
   
Made in nz
Heroic Senior Officer




New Zealand

because of intercept i suggest using the quad gun, also means that its not a race to come second with fliers.

I like your list and feel sorry for the guy who has to face it
   
Made in us
Boom! Leman Russ Commander





Ohio

Well with 115pts left I could get a quad which the CCS would man and then the remaining points would obviously go where its best spent...MARBO!

 
   
Made in nz
Heroic Senior Officer




New Zealand

 tankboy145 wrote:
Well with 115pts left I could get a quad which the CCS would man and then the remaining points would obviously go where its best spent...MARBO!


100% percent agree. No IG army is complete without a converted marbo sitting around
   
Made in us
Boom! Leman Russ Commander





Ohio

The list has been updated. I think next Tuesday I will take this up against my friend who will be using the new nids!

 
   
Made in nz
Heroic Senior Officer




New Zealand

Awesome let us know how it goes. Ill be facing them no doubt in a few weeks. Good luck and remember, humans are superior to bugs...
   
Made in us
Boom! Leman Russ Commander





Ohio

The only good bug is a dead bug!

I feel like between the hull heavy flamers, the LRBT's and the MoO I will be able to knock swarms out easily.

With all the melta on the platoon and the vets having a bunch of ap1-2 I m confident monstrous creatures will fall fast when they start to close the distance.

Only thing Im slightly worried about is if he brings a lot of their flyers. One quad wont be able to do it but hopefully I can get some orders for Bring it down and I should be able to drop them.

 
   
Made in nz
Heroic Senior Officer




New Zealand

hydras are really cheap. perhaps taking one with a heavy flamer. once the air threats are down speed it towards the enemy flaming.

Krak grenades can be used against MC's so make sure you remember that when your vets are getting chewed on
   
Made in us
Boom! Leman Russ Commander





Ohio

I probably wont bother with a hydra, I dont have anymore chimera chasis and I dont got anything to convert one over.

I always tend to forget that vets have krak grenades. usually I just try to go for more attacks with the sarge but always forget about those grenades.

 
   
Made in nz
Heroic Senior Officer




New Zealand

 tankboy145 wrote:
I probably wont bother with a hydra, I dont have anymore chimera chasis and I dont got anything to convert one over.

I always tend to forget that vets have krak grenades. usually I just try to go for more attacks with the sarge but always forget about those grenades.


each man with 1 S6 AP4 attack is very cool. Better than 2 S3 attacks anyways.
   
Made in us
Boom! Leman Russ Commander





Ohio

One thing that does worry me is that he possibly will use biovores. I love my russes over artillery so I suppose I will have to rely on Al'rahem's platoon to come in as soon as possible to hopefully take them out if they are used.

 
   
Made in us
Boom! Leman Russ Commander





Ohio

So I played my nids buddy using the 5th nids for a last time.

This list really messed him up and this list really surprised me.

HIs list was:

swarmie with a tyrant guard

x2 tervigons
x2 20man devil gant pods
x2 pods full of horms

2-3 squads of genestealers

2 squads of bats

And I think that was it.

We played emperors will with hammer and anvil- so with my lline I was already at an advantage by having distance on his foot slodgers and giving my reserves time to come in. I seized the initiative!

Well turn 1 he started his advance up but with MoO, 2 battle tank shots and some lasgun/autocannon and lascannon fire I kept his guys at bay.

Turn 2 Al'Rahem came on and he greatly changed the game to the point where my opponent realized there was no winning. 6 chimeras came on a flank where there was the remainder of a genstealer squad, some spawned gants, a full squad of bats and a tervigon. Needless to say Once Al'rahem's forces finished firing all those units were wiped out. My opponents reserves came in but only one pod of horms and another pod of devilgants.Both went behind my line. Horms ran to space out and devilgants had enough space to light up the rear of a russ which glanced it to death.

Turn 3 Al'Rahem mech force moved up killing all the small targets they could putting a wound on swarmie with 1 melta gun shot and also 2 other shots killed the tyrant guard.

I had my line and remaining russ fire at the 2 pod squads that were behind me and i did enough wounds to make both take LD which they both failed and ran. I fired some shots and also killed my opponents last genestealer squad. Marbo was killed in the backfield by some bats after he demo charged some gants on an objective. Swarmie multi assaulted 2 chimers, 1 being Al's and he immobilized one and popped al's.

My opponents reserves came on 1 pod miss happed so I placed it in backfield where chimeras would flame the guys. The gants that got out glanced a chimera to death. Swarmie took another wound from melta fire.

My opponent conceded at this point as he couldnt really do anything to harm my line and I had a whole Mech platoon rolling on the side board.

I was stunned the list did so well. I feel if he had Biovores it would have been a bad day as they would have cleared my lines out better but I got lucky and Al's Platoon really cleared a whole side of the board which was stunning but Heavy flamers do great against infantry lol.

 
   
Made in nz
Heroic Senior Officer




New Zealand

Yea flamers are an awesome weapon, especially when the enemy are running towards you haha. Good to see your list did well though. wait and see what his new toys bring in the next codex i guess
   
Made in us
Boom! Leman Russ Commander





Ohio

Yea I will possibly be playing against the new nids Tuesday so I will have to see how this list performs then. I was a little worried about the new nids as so far the last couple codexs have some scary combos but according to rumors nids don't seem to scary. Their tyrant and Swarmlord lost biomancy so my standard guardsmen can hit em. They don't have pods to really get in my face fast. Only issue is they can field more bodies. But unfortunately those flamers will still cut down his little bugs easily and since his big bugs still have to cross the board my special, heavy and big guns will just cut them down.

 
   
Made in nz
Heroic Senior Officer




New Zealand

Im sure not much has changed. Nothing seems too dramatic judging by peoples comments. Just burn them as usual i guess haha
   
Made in us
Boom! Leman Russ Commander





Ohio

That is the plan lol! I may play the new nids tonight so I will update how the list goes!

 
   
Made in nz
Heroic Senior Officer




New Zealand

Awesome, my unfortunate guard may have to fight some nids in a few weeks. Your men will die so mine have an idea of what to come
   
Made in us
Boom! Leman Russ Commander





Ohio

No worries my guys will wipe them no problem.

 
   
Made in us
Boom! Leman Russ Commander





Ohio

I played against the new nids, using the same concept with the wall of mertyers, 4 vet squads and a CCS. I then used 5 russes and a vendetta at 1850. I only lost one whole vet squad before the game ended and I pretty much annihilated the nids synapse and they fell apart.

The new nids will have to take time to find some good combos but at the moment they arent to great.

 
   
Made in nz
Heroic Senior Officer




New Zealand

I always felt the old nids where an easy fight, so its a bit unfair i guess haha. Oh well ill try make a subpar list for my fight in the coming weeks.
   
Made in us
Boom! Leman Russ Commander





Ohio

Yea the key focus is killing their synapse. My opponents hormagaunts failed their instinctive behavior 2 turns and attacked themselves both times resulting in half the squad killing themselves over 2 turns.

You really can ignore everything else and just focus on the synapse and once you do they will most likely just fall apart, some will run, some will go to ground and others will just eat themselves.

 
   
Made in nz
Heroic Senior Officer




New Zealand

 tankboy145 wrote:
Yea the key focus is killing their synapse. My opponents hormagaunts failed their instinctive behavior 2 turns and attacked themselves both times resulting in half the squad killing themselves over 2 turns.

You really can ignore everything else and just focus on the synapse and once you do they will most likely just fall apart, some will run, some will go to ground and others will just eat themselves.


I found their large creatures to be so easy to kill last time, is it still the case?
   
Made in us
Boom! Leman Russ Commander





Ohio

yea they kinda still are, the best their psychic powers can really do for them now is catalyst which will give the monster and another units in 12" FnP. so most of the time they get an extra 5+ save. My opponent didnt use regen but their regen is now a 4+.

 
   
 
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