Switch Theme:

[2000] - Imperial Guard - The Orkish Guard | Competitive Infantry Army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Warwick Kinrade




Mesa, Arizona

Well with my other two armies being all sewn up in terms of lists, for the time being, and my painting/modelling being in a good spot, I figured I'd move onto my last army. Originally when I purchased Orks I did so thinking I'd use them as IG someday to have a dual army, with how the competitive meta is going for Orks that time is now.

Edit: Made some changes based on my own reworks. The list is now a pretty standard Scions + Conscripts build, I think that's the way to go for Foot IG at the moment. Basically I dropped some chaff/niche units and a Company Commander to grab another unit of Scions with Plasma. I think that would be useful in most games compared to my other options.

Tempestor Prime w/ Rod of Command
Tempestor Prime w/ Rod of Command
Tempestor Prime w/ Rod of Command

Company Commander w/ Plasma Pistol
Company Commander w/ Plasma Pistol

Primaris Psyker
Primaris Psyker


Sergeant Harker
Nork Deddog
Commissar w/ Plasma Pistol
Commissar w/ Plasma Pistol
Tempestus Command Squad w/ 4 Meltaguns
Tempestus Command Squad w/ 4 Meltaguns
Tempestus Command Squad w/ 4 Meltaguns


10 Tempestus Scions w/ 4 Plasmaguns and Plasma Pistol
10 Tempestus Scions w/ 4 Meltaguns and Plasma Pistol
10 Tempestus Scions w/ 4 Meltaguns and Plasma Pistol
10 Tempestus Scions w/ 4 Meltaguns and Plasma Pistol
30 Conscripts
30 Conscripts
30 Conscripts
30 Conscripts
30 Conscripts
30 Conscripts


3 Heavy Weapon Teams w/ Mortars
3 Heavy Weapon Teams w/ Mortars
3 Heavy Weapon Teams w/ Mortars
3 Heavy Weapon Teams w/ Mortars
3 Heavy Weapon Teams w/ Mortars
3 Heavy Weapon Teams w/ Mortars



Detachments
Battalion
Battalion
Vanguard


1999 Points | 10 Command Points

==================================================================================

I will run the list down by type, starting from the top:

HQs
Both the Company Commanders and Primes exist just to buff the army, typically re-roll 1's to Hit/Wound for the Tempestus and a whole variety of orders for the Conscripts and everyone else. Usually not all the Conscripts are going to be in range to do much with FRFSRF so I thnk 2 Commanders is appropriate. Since these guys are all buff bots they're bare bones. I also have two Primaris Psykers for Deny the Witch since a lot of armies are relying on psychic powers right now, i.e. Chaos and Tyranids, and access to Smite is very helpful for whittling bigger Monsters/Vehicles down. The IG Powers are also pretty good with -2 Leadership and +1 Armor Saves. Plasma Pistols are on the Commanders just to help out when stuff starts landing in my face, they have good BS and benefit from Harker.

Elites
Commissars are a requirement with the Conscripts since I don't want them running off, I only took two because I can defend them and it's pretty easy to keep the Conscripts in range since they're a shooting unit and not a melee unit, thus I can take casualties from the front and daisy-chain. They also have Plasma Pistols because they're cheap and again have good BS. Harker is kind of an OP buffbot, he'll be giving a huge portion of my army re-roll 1's to Hit in Shooting since I'm all Catachans except the Tempestus. Speaking of which I am spamming out those Meltaguns to handle big things with my Command Squad, and the actual Troop squads. Lastly I have Nork Deddog who is fantastic at protecting all my extremely valuable Characters until I can clear out enemy Snipers. He's also a sweet fighter for IG so I can get help with finishing off stragglers even if my opponent has no Snipers/Psychic Powers which pick models out.

Troops
Conscripts are pretty much a known quantity at this point so their merits and synergy aren't worth discussing in-depth. I went with more units instead of bigger units simply because it's more lines to eat through for melee armies. As someone who plays Orks I know how easy it is to chop up Conscripts when they're in big units. This way I have to spend more on Orders but I can bubble-wrap more effectively and I think that's going to be more valuable as lists get refined. Conscripts are the primary anti-Infantry in this list, along with the Mortars, so I'm not asking them to do more than they're designed to. The Tempestus units are my anti-tank having Meltaguns for the most part, overall Plasma is better but I need extremely proficient anti-Vehicle and I don't think Damage 2 will get it done. On the other hand Plasma is better for chasing around Vehicles but I think overall Melta wins out for this list. I'd love thoughts on it though. One unit does have Plasma to be a bit more multi-purpose but still help against bigger targets.

Heavy Support
Mortars are the only thing I like on HWS since they're so vulnerable, however Mortars have great range and don't need LoS. Their primary role is to deal with screens and shooting units that hangout in the back such as Devastators. Mortars are super cheap and seldom don't have a target so I'm comfortable with the amount I'm taking. They also make a respectable target for Orders as the Conscripts start dying which is going to happen every single game.

This message was edited 2 times. Last update was at 2017/07/21 05:14:45


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Looks fine, I don't know about nork, he can only be in one place and only reaches 3". So his character protection is limited. I've always wanted to see straken and a priest together, I think you could ditch nork, upgrade a commander to straken and loose a couple plasma pistols to get a priest. With fix bayonets you could be getting 6 attacks out of those conscripts a turn unless I'm reading it wrong. I'd also be tempted to chuck power weapons on those characters rather than plasma pistols in that case.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in se
Road-Raging Blood Angel Biker




What do you think about the viability of psyker spam? You have a few but some lists at ETC are bringing up to 15 AM psykers.
   
 
Forum Index » 40K Army Lists
Go to: