chaplain iktinos wrote:hi guys, i made this list with help from another thread, but just wanted to post the end list for any critiques before i buy the models
Imperial Guard Primary-1020
hq- 180
ccs with 3 plasma guns, chimera, astropath
Taking an Astropath to boost Vendettas alone is a bit iffy as half the time you don't even want them to come in early as that means your opponent can alpha strike your Vendettas with his own flyers, but I'd remove it last.
elites-65
marbo
Eh, alright I guess. Don't hesitate to remove it if you find a good way to spend the extra points.
troops- 370
vet squad with 3x melta guns (for riding in vendetta)
vet squad with 3x melta guns (for riding in vendetta)
vet squad with 3x plasma guns in a chimera (to roll with the
ccs)
I would easily do the opposite here and run meltas in the chimera, plasmas in the Vendetta. Plasmas mean that Grav Chute insertions are effective when they land more often as you have increased range and don't fail to accomplish their purpose if they don't land within 6'' for 2D6 melta pen. Also, it means your AT is more spread out and less easy to neutralize in a swoop.
fast attack- 260
vendetta
vendetta
heavy support-145
manticore (for blowing some stuff up
lol)
Its 165 if its the C:IG one with Storm Eagle rockets.
white scars space marines allies-728pts
chapter master- aa,bike,the shield eternal,
th-250
troops-300pts
2x bike squad, 5 men, power axe sarge, 2 grav guns in each
I'd remove the power axe and take combi-gravs instead for more firepower.
heavy support-178 pts
dev squad, 6 marines, 4 lascannons
total list is 1748pts,
plan is to have
ccs and 1 vet squad charge up middle,
devs sit in back with the wound allocators in front, vendettas come in 2nd turn cus of astropath, well hopefully, manticore sits at back, marbo comes on and massacres something, and white scars either charge up the middle behind the chimeras, or they flank, thanks guys