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Made in us
Battleship Captain





NYC

pjcoffey55 wrote:
Here's what I run in my gunline list



this is my version of hybrid IG


Too much randomness.

Target priority would be cake for a player worth his salt.

Dakka member since 2012/01/09 16:44:06

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Made in us
Douglas Bader






 TheCaptain wrote:
Too much randomness.

Target priority would be cake for a player worth his salt.


This. I could point out everything wrong with the list, but I'd pretty much be quoting the entire list. There's no synergy or sense of purpose, it's just a random pile of units thrown together without any apparent thought given to how you're going to win the game.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Ambitious Space Wolves Initiate



Baltimore, MD

Both of you guys points are valid but the main reason I posted my list, which has worked well for me in both friendly and competitive games, is to give newer players insight as to what can work and is worth taking in a "take on anything" list. By no means was i suggesting someone copy my entire list, as how all those units work together for my play style probably won't work for many others.
   
Made in us
Douglas Bader






pjcoffey55 wrote:
Both of you guys points are valid but the main reason I posted my list, which has worked well for me in both friendly and competitive games, is to give newer players insight as to what can work and is worth taking in a "take on anything" list. By no means was i suggesting someone copy my entire list, as how all those units work together for my play style probably won't work for many others.


Except all of your advice is bad. It's bad for new players, bad for veteran players, bad for competitive players, bad for "casual" players. And where you aren't giving bad advice you're just listing a bunch of units without giving any insight into WHY they work.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Roarin' Runtherd





A Command Squad, armed with 4 Plasma Guns and mounted in a Chimera. For platoon command sqauds, give em flamers and wait for the enemy to get close (and they will get close).

Use 2 Chimeras to tank shock a unit into a narrow corridor, then torch em with 1 Hellhoud or 3.

A Griffon has the Accurate Bombardment special rule. Pair it with 2 Colossi to ensure those cover-ignoring, power armor cracking pie plates hit the target. Just make sure the Griffon is closet so it fires first, and the others key off of that shot, per Barrage.

Get used to Marine players hating you.

This message was edited 1 time. Last update was at 2013/01/07 06:12:58


Keep Calm and WAAAAGH!  
   
Made in us
Douglas Bader






 Tigrinus wrote:
A Griffon has the Accurate Bombardment special rule. Pair it with 2 Colossi to ensure those cover-ignoring, power armor cracking pie plates hit the target. Just make sure the Griffon is closet so it fires first, and the others key off of that shot, per Barrage.


Sigh. When will this myth finally die?

Using a Griffon to reduce scatter does not work. It gives you an automatic scatter distance of 5" which, if you have LOS like you usually will, is the equivalent of rolling an 8 on the scatter dice. This is worse than the average of 7 for a 2D6 roll, meaning on average you add 1" of scatter distance to every shot after the Griffon. And you pay 75 points for the privilege of doing it.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in eu
Road-Raging Blood Angel Biker





Welwyn Garden City, England

My guard guys tend to die a lot, I am not very good at using them as I tend to forget their armour isnt as good as my marines and then get them all killed.

Oh well, at least its very fluff like!

Wondering if I should have my melta vet squad run with Harker. After having gone up against one I have decided they can use a Vendetta though instead of a paper-armour Chimera.

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Made in us
Battleship Captain





NYC

Ross74H wrote:
My guard guys tend to die a lot, I am not very good at using them as I tend to forget their armour isnt as good as my marines and then get them all killed.

Oh well, at least its very fluff like!

Wondering if I should have my melta vet squad run with Harker. After having gone up against one I have decided they can use a Vendetta though instead of a paper-armour Chimera.


Why would you put melta with harker, and why would you put a harkerstar in a vendetta?

I mean, this is totally rhetorical; just my way of pointing out that both are bad ideas.


Automatically Appended Next Post:
pjcoffey55 wrote:
Both of you guys points are valid but the main reason I posted my list, which has worked well for me in both friendly and competitive games, is to give newer players insight as to what can work and is worth taking in a "take on anything" list. By no means was i suggesting someone copy my entire list, as how all those units work together for my play style probably won't work for many others.


Literally 0 offense intended, but that list would not stand against a competitive, cohesive list. Nor is it a good list to "advise" new players with, as it is an amateurish mishmash with no min-maxing or tactical foresight put into it.

Plus your list looks to be about a billion points, not to mention your 320pt Company Command Squad. Seven guardsmen. 320 points. Sorry, but that's unbelievably ridiculous. Two heavy flamers, and you'd be out a unit worth more than 2 landraiders.

Read some guard tactics, and look at some competitive guard lists. You have WAY too many upgrades, and way too much going on in your list.

-TheCaptain

(That's 5 edits, ladies and gentlemen. I'm not embarrassed.)

This message was edited 5 times. Last update was at 2013/01/07 12:18:51


Dakka member since 2012/01/09 16:44:06

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Made in us
Roarin' Runtherd





Sigh. When will this myth finally die?


When it doesn't work. The fact is it sometimes does. Not very often, mind you, but even if it doesn't you still have a freaky powerful artillery barrage that you're lobbing at the enemy. I have seen the destruction they can cause with my own eyes.

Keep Calm and WAAAAGH!  
   
Made in us
Battleship Captain





NYC

 Tigrinus wrote:
Sigh. When will this myth finally die?


When it doesn't work. The fact is it sometimes does. Not very often, mind you, but even if it doesn't you still have a freaky powerful artillery barrage that you're lobbing at the enemy. I have seen the destruction they can cause with my own eyes.


But you're literally lessening the accuracy of your colossi by shooting a griffon with them.

It makes zero sense. Anecdotal evidence of "I've seen it work" is worthless.

This message was edited 1 time. Last update was at 2013/01/07 20:28:15


Dakka member since 2012/01/09 16:44:06

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Rough Rider with Boomstick






pjcoffey55 wrote:
Here's what I run in my gunline list and I have found it to be VERY effective.
CCS
- Creed/Kell (really like having a 24"circle that I can spread all my infantry out in while being able to roll for a minimum of 4 orders per turn on Ld.10)
- Vox and two meltaguns
- Officer of the fleet and Astropath (I outflank a few units and coming in on a 2+ and rerolling what edge I deploy from can be very useful. The OotF has been crucial in screwing with demon players for me and imo a worthy upgrade)
- Camo Cloaks (they'll be up in a building or behind my ADL)

• Marbo (I find him to be very fun and 65 out of 2500pts really isnt much for the potential for hilarity he provides. Just my .02)

•Vets - love these guys, they're great to plop on an objective behind my aegis as they are a pain in the nuts to get off the objective with a 2+ cover save thanks to the +1 bonus of Camo Cloaks and Stealth from Harker. In addition they put out a fair amount of obnoxious, high BS (for IG) sniper, HB and Autocannon/quadgun shots which is very nice against footslogging and flying MC's when coupled with bring it down.
- Harker
- Three sniper rifles and autocannon
- camo cloaks
• Vets in chimera
- three meltas and demolitions
PCS w/vox two flamers and heavy flamer
• Platoon of 30, blobbed
- sgt's and one commissar with power weapons
- three plasmaguns/autocannons and vox
2x • HWS with lascannons
2x • HWS with autocannons

• Banewolf or hellhound(changes depending on whether I'm playing MEQ or IGEQ) outflanking via Creed

•basilisk battery of 2 with enclosed crew compartment
•Manticire with camo netting (really does work against necron warrior blob spam as my brother has found out)
LRBT Squad of 2 with Heavy bolter sponsors (very versatile tank when it comes to infantry/AV-12 and under vehicle killing. I'm also really starting to look at trading one of the BT's in the Squad out for an exterminator with pask, HB sponsons and a LC on the front.)

this is my version of hybrid IG which I knew I would be doing from the get-go as I find "leafblower mech vet" spam unoriginal and somewhat distasteful. Just wanted to post this in case anyone was looking for some ideas for "alternative" IG


More readable:

Spoiler:
CCS, Creed, Kell, Vox, OoF, Astro, Camo

Marbo

Vets, Harker, 3* Sniper, AC, Camo
Vets, 3* Melta, Demo, Chimera (ML/??)

PCS, Vox, 2* Flamer, HF
IS, PW, Commisar, PW, AC, PG, Vox
IS, PW, AC, PG, Vox
IS, PW, AC, PG, Vox
HWS, 3* LC
HWS, 3* AC

Banewolf or Hellhound,

2* Basilisk, Enclosed Crew
Manticore, Camo
2* LRBT, 2* HB Sponsons


I ain't going to do the points cost on that, I'll believe it's 2.5k.

I don't even..

EDIT: OOPS, forgot marbo, sneaky gakker

This message was edited 2 times. Last update was at 2013/01/07 20:56:07


 
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

 TheCaptain wrote:
 Tigrinus wrote:
Sigh. When will this myth finally die?


When it doesn't work. The fact is it sometimes does. Not very often, mind you, but even if it doesn't you still have a freaky powerful artillery barrage that you're lobbing at the enemy. I have seen the destruction they can cause with my own eyes.


But you're literally lessening the accuracy of your colossi by shooting a griffon with them.

It makes zero sense. Anecdotal evidence of "I've seen it work" is worthless.


So is it always bad to take batteries (multiple artillery pieces)? Does it waste the potential of whatever piece you fire second?

   
Made in us
Battleship Captain





NYC

 TheLionOfTheForest wrote:

So is it always bad to take batteries (multiple artillery pieces)? Does it waste the potential of whatever piece you fire second?


It's not "bad" and the second shot isn't a guaranteed waste; its just far more likely that the second shot hits nothing at all, because of the 'flip on a scatter' rule.

Dakka member since 2012/01/09 16:44:06

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Made in us
Decrepit Dakkanaut





Vallejo, CA

well... but it also allows you to hit stuff that you missed with the ranging shot as well. Plus, if there's anything near what you're shooting at as your primary, you can still certainly hit stuff from other nearby squads.

It's not a complete waste. Plus, you still do get a second hit a third of the time, and that's two pretty serious hits when they do.

Of course, I probably wouldn't bother unless I was doing something akin to a 6 basilisk list or something.




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 TheLionOfTheForest wrote:
So is it always bad to take batteries (multiple artillery pieces)? Does it waste the potential of whatever piece you fire second?


Taking squadrons can be ok, if you need more artillery and don't have enough FOC slots to take single models.

The bad idea in question is taking a Griffon in what would otherwise be a single-model unit on the assumption that it makes the "main" shot more accurate, when in fact it makes it LESS accurate.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Rampagin' Boarboy





United Kingdom

I know a lot of people like to run executioners with PC sponsons, however, im slightly strapped for points. On a pair of executioners, is it worth dropping the sponsons to make the points for a pair of chimeras?
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

The list I have in mind I have all the models for: 3 vendettas, 2 basilisk and 2 collosi (either the same together or paired), 2 vanquisher's (one with pask the other on point. Then fill the rest of the list in with an aegis with quad gun and 2 half sized platoons wih LC and PG.

I am thinking about entering the Colonial GT here in NJ and I have been absorbing all these IG threads trying to boil down the most competative list I can with the models I own, or scratchbuilt parts for.

The basilisks are solid all around and fairly cheap as artillery goes. The collusi will negate cover saves AND power armor. The vanquisher's will be targeting enemy armor starting with the highest av/greatest threat (land raiders are troubelsome, they always seem to have 1 hp left when they arrive in m face) The guardsmen babysit the artillery. Basically I want to alpha my opponent and take the teeth out of their bite.

My main issue is mobility, as I have none. I don't really want troops in the vendettas as I want them to be gunships and I only own 2 chimeras, probably not enough to be useful at 1999+1 points.

Suggestions? Mistakes I am making ? I know this isn't the list secon (I will post a more finished list there soon). There are a lot of good ideas floating around in this thread and I want to capitalize on everyone's input.

   
Made in us
Battleship Captain





NYC

 TheLionOfTheForest wrote:
The list I have in mind I have all the models for: 3 vendettas, 2 basilisk and 2 collosi (either the same together or paired), 2 vanquisher's (one with pask the other on point. Then fill the rest of the list in with an aegis with quad gun and 2 half sized platoons wih LC and PG.

I am thinking about entering the Colonial GT here in NJ and I have been absorbing all these IG threads trying to boil down the most competative list I can with the models I own, or scratchbuilt parts for.

The basilisks are solid all around and fairly cheap as artillery goes. The collusi will negate cover saves AND power armor. The vanquisher's will be targeting enemy armor starting with the highest av/greatest threat (land raiders are troubelsome, they always seem to have 1 hp left when they arrive in m face) The guardsmen babysit the artillery. Basically I want to alpha my opponent and take the teeth out of their bite.

My main issue is mobility, as I have none. I don't really want troops in the vendettas as I want them to be gunships and I only own 2 chimeras, probably not enough to be useful at 1999+1 points.

Suggestions? Mistakes I am making ? I know this isn't the list secon (I will post a more finished list there soon). There are a lot of good ideas floating around in this thread and I want to capitalize on everyone's input.


Post your full list?

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
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The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Heroic Senior Officer





Western Kentucky

 TheLionOfTheForest wrote:
The list I have in mind I have all the models for: 3 vendettas, 2 basilisk and 2 collosi (either the same together or paired), 2 vanquisher's (one with pask the other on point. Then fill the rest of the list in with an aegis with quad gun and 2 half sized platoons wih LC and PG.

I am thinking about entering the Colonial GT here in NJ and I have been absorbing all these IG threads trying to boil down the most competative list I can with the models I own, or scratchbuilt parts for.

The basilisks are solid all around and fairly cheap as artillery goes. The collusi will negate cover saves AND power armor. The vanquisher's will be targeting enemy armor starting with the highest av/greatest threat (land raiders are troubelsome, they always seem to have 1 hp left when they arrive in m face) The guardsmen babysit the artillery. Basically I want to alpha my opponent and take the teeth out of their bite.

My main issue is mobility, as I have none. I don't really want troops in the vendettas as I want them to be gunships and I only own 2 chimeras, probably not enough to be useful at 1999+1 points.

Suggestions? Mistakes I am making ? I know this isn't the list secon (I will post a more finished list there soon). There are a lot of good ideas floating around in this thread and I want to capitalize on everyone's input.

Don't worry about throwing guardsmen in your vendettas and them going to "waste". Take those two PCS's you'll have. Give them each x4 flamers. That's a mere 100pts for two nasty scoring units whose main job is to chill in the vendetta till the end of the game and take an objective. Trust me, they are absolutely worth it.

Everyone seems to fret about a squad riding in a vendetta means that squad is a "waste" or it "wastes" a turn of the vendetta firing to deploy them. Both are pretty weird worries. You can always fire the vendetta and disembark the squad inside by hovering (and no, hovering does not equal instant death, 5th ed vendettas were stupid hard to kill too remember?) If you keep the squad inside cheap, and make sure its a scoring unit, as long as it torches an objective holding unit, or takes an empty one for itself, it'll more than pay for itself. That's why the fireball PCS is amazing, for a mere 50pts it just murderizes cheap scoring units left to babysit an objective.

Other than that, I'm worried you'll have a hard time keeping the artillery alive unless you give it camo netting behind the Aegis. You usually only see artillery in Armored fist and leafblower style lists, because there's just so much AV12 it makes it hard for the enemy to justify focusing them down. With nothing but infantry, vendettas, and russes, those artillery pieces would get focused down quick. I would almost say just opt for 4 normal russes instead, because then everything on the table is either a guardsman, a vendetta, or a leman russ, and I've learned from experience that that drives my opponents nuts.

And most people have a spotty experience with vanquishers. Deepstriking melta stormies can do a similar job, with a higher kill rate, and cheaper, as long as you don't mind coming in turn 2. Plus they won't get shafted by cover saves on the enemy vehicle. Just a thought for you. That, and your vendettas will tear apart most enemy armor when they come in too. We have lots of ways to kill armor at range turn 1. Don't worry, you don't need Vanquishers (and 2 of them in a squadron no less) to kill armor turn 1.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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Made in us
Regular Dakkanaut





Hey all, I'm taking a crack at IG, and at first I was only going to use them as allies for my CSM or GK, but I wanted to try a full list for them after I had an idea to ally them with SM. Now, I'm terrible at making lists, and IG just straight up confused the hell out of me, but I'm trying here and, if it's bad, hopefully this list can be saved. My main idea for it was to ally SM with IG to get 2 Dreadnoughts (with MotF) dropped in via drop pod near the enemy, giving them something to go after while my LRBTs lobbed away. What got me was the troop choices. Anyway, here it is:

1750pts
HQ - CCS - 2x flamer, 2x plasma, MOO, Astropath, Chimera w/ heavy flamer & heavy bolter - 205

Troops - Vet Sq - 2x flamers, heavy flamer, forward sentries, Chimera w/ heavy flamer & heavy bolter - 185

Vet Sq - 3x melta, Chimera w/ heavy flamer & heavy bolter - 155

Heavy - 2x LRBT - 300
2x LRBT - 300 (this should be correct if I read the rules right, as each pair is in a squadron)

Allies - SM HQ - MotF w/ conversion beamer - 125

Heavy - Dreadnought w/ heavy flamer, dccw, drop pod - 150

Elite - Dreadnought w/2x TL AC (or 1 assault cannon, not sure) - 160

Troop - 5x Scouts w/sniper rifles - 75

This left me with 120 pts. To round it out, I added 3 Scout Sentinels with autocannons, although I'm pretty shaky about that with their armor and being open topped.

Any help with this is appreciated. I'd really like to stick with the heavy hitters in the back while the dreadnoughts keep the enemy busy, but if that's not viable, so be it.
   
Made in us
Heroic Senior Officer





Western Kentucky

Some quick tips. Never mix special weapons in squads, heavy flamers on infantry squads are a terrible buy, and usually you want multilaser turrets on chimeras.

You should also try to avoid squadrons whenever possible. They tend to lead to overkill and prevent you from splitting fire.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Douglas Bader






General impressions:

1) Too few troops at 1750. You have two squads of ten T3/no save guardsmen, and a five-man scout squad. A decent opponent is just going to wipe out your troops and deny you the ability to claim objectives for an easy win. A mech vet list needs at least 3-4 veteran squads at that point level.

2) You need Vendettas. Vendettas are one of the best units in the game, and fill a vital role in the IG army since they provide awesome AA and solid anti-tank as well as delivering a unit. At least one Vendetta is mandatory in every IG list.

3) The allies are doing almost nothing for you. All you get is the dreads and a bad scoring unit, which is worse than spending those points on more Vendettas and veteran squads. If you're going to take marine allies they should be either DA Deathwing (tough scoring unit, counter-assault threat, and still has the CML) or SW with 1-2 rune priest (best psychic defense and divination).

Cruz wrote:
HQ - CCS - 2x flamer, 2x plasma, MOO, Astropath, Chimera w/ heavy flamer & heavy bolter - 205


Never mix weapon types. Either 4x plasma or 4x melta for a special weapon carrier CCS (the flamers, if you really want them, should go on a BS 3 unit since you're just wasting BS 4 on a CCS).

The Chimera should be multilaser turret, hull heavy flamer or heavy bolter. The turret HB is a weak choice, AP 4 doesn't matter very much, while the multilaser's STR 6 wounds almost all infantry on a 2+ and is a legitimate anti-vehicle threat. This also applies to all of your other Chimeras.

Ditch the advisors. The MoO is worthless on a unit that needs to move all the time to get the special weapons in range, while the astropath adds nothing to a list that has no outflanking units or reserves.

Troops - Vet Sq - 2x flamers, heavy flamer, forward sentries, Chimera w/ heavy flamer & heavy bolter - 185


Never take heavy flamers on infantry, 20 points is way too much when you get them for free on every vehicle.

Don't take regular flamers either, it wastes BS 4. Veterans get 3x melta or 3x plasma.

Don't take forward sentries, the camo cloaks are almost worthless on a unit that has to move up to point blank range to use its flamers, since it's hard to stay in cover at that range.

Heavy - 2x LRBT - 300
2x LRBT - 300 (this should be correct if I read the rules right, as each pair is in a squadron)


You're correct about the rules, but there's no need to squadron two of them. You have three slots, so if you want four total you take two independent LRBTs and one squadron of two.

However, 4x LRBT is probably a bad idea. There's a limit to how many good LRBT targets you'll have, so you want to bring 1-2 LRBT and spend the rest of your slots on some of the other options. Or drop them entirely. For example, taking 3x Medusas (one per slot) gives you better shooting overall (at the cost of durability) and frees up enough points for a Vendetta.

Allies - SM HQ - MotF w/ conversion beamer - 125


Pointless. Your dreads are worse than IG units, so wasting an expensive HQ to take them is a bad idea.

Heavy - Dreadnought w/ heavy flamer, dccw, drop pod - 150

Elite - Dreadnought w/2x TL AC (or 1 assault cannon, not sure) - 160


Not worth it. HF/DCCW is a terrible setup, if you really want dreads at all they need to be 2x TL AC. Or Contemptor Mortis dreads with 2x Kheres assault cannons.

This left me with 120 pts. To round it out, I added 3 Scout Sentinels with autocannons, although I'm pretty shaky about that with their armor and being open topped.


Remove 10 points and bring a Vendetta. Scout Sentinels are garbage, they're worse than a Vendetta in every way.

This message was edited 2 times. Last update was at 2013/01/09 04:44:13


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Regular Dakkanaut





Thanks a ton, that really helps out. Looking back on it, I can see I was trying to shoehorn those dreads in. Oh well, time to try something new. With the info you guys gave me, I can better understand how to use some of the units.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

If you run SM as the main and put some Ironclad dreads with Melta gun and Heavy Flamers in Drop Pods and run a platoon with some extra toys as the Allies it could work well send in tge dreads as the first wave and reguardless of your against a foot horde or mech list they can pull off a good Alpha Strike and if someone wants to Assault them Krak Grenades can't hurt them that will tie up your oponent for a bit while everything in your corner shoots like mad. In your second wave you can drop in the scoring units and flyers to finish them off.
   
Made in us
Battleship Captain





NYC

Sinji wrote:
If you run SM as the main and put some Ironclad dreads with Melta gun and Heavy Flamers in Drop Pods and run a platoon with some extra toys as the Allies it could work well send in tge dreads as the first wave and reguardless of your against a foot horde or mech list they can pull off a good Alpha Strike and if someone wants to Assault them Krak Grenades can't hurt them that will tie up your oponent for a bit while everything in your corner shoots like mad. In your second wave you can drop in the scoring units and flyers to finish them off.


In a situation like this, there's literally no point to even bring guard.

You just basically gave him advice on running a SM list, and said "Oh yeah, and bring some guard too"

This message was edited 1 time. Last update was at 2013/01/09 06:07:27


Dakka member since 2012/01/09 16:44:06

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Heroic Senior Officer





Western Kentucky

Cruz wrote:
Thanks a ton, that really helps out. Looking back on it, I can see I was trying to shoehorn those dreads in. Oh well, time to try something new. With the info you guys gave me, I can better understand how to use some of the units.


Well, dreads are AV 12 right? Those might actually fit into a mech guard list if you can find a way to spam them. Since guard would provide your scoring units, if you've got a way to spam dreads in most other slots that might be a fun list.

Never used a space marine dex though, so bear with me there.

As for your other questions, many were covered earlier in the thread. Read back a few pages and you'll learn all kinds of helpful tips about how to play IG.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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 Peregrine wrote:

2) You need Vendettas. Vendettas are one of the best units in the game, and fill a vital role in the IG army since they provide awesome AA and solid anti-tank as well as delivering a unit. At least one Vendetta is mandatory in every IG list.


Quick question on that, seeing as I am trying to make my IG better, and found that I really enjoy mech.

Would a 1500-1850 list be okay with one vendetta? I am running a mostly mechanized list now and am trying to fix my guard army on a budget. I have one converted and was thinking of adding it to my list. Could I put melta vets with demolitions in it or should I leave it empty?

40k: IG "The Poli-Aima 1st" ~3500pts (and various allies)
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 Ouze wrote:
I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
 
   
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Decrepit Dakkanaut





Vallejo, CA

Yeah, a guard army needs vendettas like it needs medusas - they have their uses, but they're not required.

Also, you've got to put your whole platoon into reserves if you're going to put the PCS into a vendetta. If you want cheap, flamer-based scoring units, take vets instead.

And I wouldn't bother with one vendetta. In fact, at 1850 points having even as few as three of something starts feeling a little thin.


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 Happygrunt wrote:
Would a 1500-1850 list be okay with one vendetta? I am running a mostly mechanized list now and am trying to fix my guard army on a budget.


One is better than none, but you probably want 2-3 when you're playing at a point level where you can afford them. One will obviously be good against vehicles and provide decent AA against the people who bring a random flyer or two, but against lists that bring more flyers (or where you really need to kill the flyers asap) a single Vendetta is going to fall short.

Could I put melta vets with demolitions in it or should I leave it empty?


I wouldn't use melta vets since melta is an early-game weapon and Vendetta troops take a while to arrive. Instead I'd go with plasma vets since they're great mid/late-game when you've shot up the transports and need to finish off the disembarked squads. And I'd question demolitions, the demo charge is nice if you can get into range to use it, but you'll rarely, if ever, get to use the melta bombs with a Vendetta squad.

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Battleship Captain





NYC

 Ailaros wrote:
.

Also, you've got to put your whole platoon into reserves if you're going to put the PCS into a vendetta.


Not quite true. This is only the case "in missions that limit the number of units that can be deployed." None of the standard 6th ed. missions have this rule, so it is irrelevant.


And I wouldn't bother with one vendetta. In fact, at 1850 points having even as few as three of something starts feeling a little thin.



Two vendettas is plenty at 1850; any more is a bit much.

My foot list totes two Vendettas and a PunisherVulture. Lot to handle for the opponent.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
 
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