Cothonian wrote:In regards to the Guard part of your list, I think you may be able to squeeze another ten infantrymen in there if you integrated your autocannons in with the infantry squads rather than go for a Heavy Weapons squad.
Also, with Guard infantry, it i often beneficial (unless you have something special in mind) to combine squads, in which case you would only need one vox caster per combined squad. For example:
Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Autocannon, Vox
- Infantry Squad - Autocannon
- INfantry Squad - Autocannon
Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Flamer, Vox
- Infantry Squad - Flamer
- Infantry Squad - Flamer
In the above case you could run with two 30 man groups, one to sit back and defend with the autocannons, the other to charge forward and clean house with the flamers (though personally I'm a fan of grenade launchers, at least one flamer is nice though for Wall of Death.)
The reduced number of Vox and Flamers also gives you points for a Priest or Commissar, making at least one of your blobs Zealot or Pseudo-Fearless.
The other option if you're just looking for fodder would be to change out one of those 30 man blobs with Conscripts, that would literally double your guard presence on the field giving you more foot soldiers than your opponent would be able to deal with (provided you buff them with a Commissar or Priest)
That hadn't actually occurred to me, after combining the squads I've got around 60-70 points spare.
alphalegend2 wrote:You're lacking anti-tank, your dev squad probably won't be enough to threaten your opponent's vehicles, especially if they die early.
I have a freakishly similar list posted earlier a few posts down, though at 1850.
I would give your CCS a lascannon instead of the flamers and turn one of your infantry squads into vets with a lascannon. Have them sit back with the CCS giving tank hunter/monster hunter to himself and the vet squad. This keeps him (your warlord) safe as well.
Knight Errant is a good choice - gives you something against elites with 2+/3+ armor
I'm rather constrained by the models I have available. I'm thinking though that a few Meltaguns and a Knight Errant will be able to take on a fair bit of heavy armour.
Adime wrote:@alphalegend2 Isn't Knight Errant anti-tank? I agree with Cothonian in terms of combining the squads. Issuing first rank fire, second rank fire order on your blob is going to be lethal against your opponent. You will be dishing out at least 48 lasgun shots with this order, 72 if you are in rapid fire range. Also, I'm not to sure about the heavy bolter devastator squad. Seems kind of irrelevant when you have a bunch of lasgun shots destroying your opponents infantry.
The Heavy Bolters are only due to the models I have, 4 of them should be enough to whittle down a unit enough before it's charged by 2 Assault Squads.
I've remade the list using
this pretty good site, so let's hear what you think.
Company Command Squad (5) - 150pts
1 Company Commander: Senior Officer,Voice of Command,Refractor field,Laspistol,Power weapon,The Tactical Auto-Reliquary of Tyberius
1 Veteran: Lasgun,Vox-caster
3 Veteran: Plasma gun
Platoon Command Squad (5) - 55pts
1 Platoon Commander: Voice of Command,Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Missile launcher
1 Guardsman: Lasgun,Vox-caster
2 Guardsman: Lasgun
Infantry Squad (10) - 75pts
1 Sergeant: Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Autocannon
1 Guardsman: Flamer
1 Guardsman: Lasgun,Vox-caster
6 Guardsman: Lasgun
Infantry Squad (10) - 70pts
1 Sergeant: Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Autocannon
1 Guardsman: Flamer
7 Guardsman: Lasgun
Infantry Squad (10) - 70pts
1 Sergeant: Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Autocannon
1 Guardsman: Flamer
7 Guardsman: Lasgun
Platoon Command Squad (5) - 60pts
1 Platoon Commander: Voice of Command,Laspistol,Power weapon
2 Guardsman: Flamer
1 Guardsman: Lasgun,Vox-caster
1 Guardsman: Lasgun
Infantry Squad (10) - 60pts
1 Sergeant: Laspistol,Close combat weapon
1 Guardsman: Flamer
1 Guardsman: Lasgun,Vox-caster
7 Guardsman: Lasgun
Infantry Squad (10) - 55pts
1 Sergeant: Laspistol,Close combat weapon
1 Guardsman: Flamer
8 Guardsman: Lasgun
Assault Squad (5) - 90pts
1 Sergeant: Bolt pistol,Power weapon
1 Assault Marine: Flamer and chainsword
3 Assault Marine: Bolt pistol and chainsword
Assault Squad (5) - 90pts
1 Sergeant: Bolt pistol,Power weapon
1 Assault Marine: Flamer and chainsword
3 Assault Marine: Bolt pistol and chainsword
Devastator Squad (5) - 110pts
1 Devastator Sergeant: Signum,Bolt pistol,Boltgun
4 Space Marine: Heavy bolter,Bolt pistol
Devastator Squad (5) - 110pts
1 Devastator Sergeant: Signum,Bolt pistol,Boltgun
4 Space Marine: Multi-melta,Bolt pistol
Drop pod (1) - 35pts
1 Drop pod: Stormbolter
Drop pod (1) - 35pts
1 Drop pod: Stormbolter
Knight Errant (1) - 375pts
1 Knight Errant: Reaper chainsword,Meltagun