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Made in us
The Last Chancer Who Survived





Norristown, PA

So, now that I'm back into the hobby and have time again, I wanna get my IG army finished. This is kinda what I'm shooting for.

I want a tank heavy army without having to be Mechanized, because I don't want all Chimeras. The other tanks are cooler. As I mostly play marines, I built the army based on taking down power armor, but I want it to be flexable enough to go up against everything. I know that's not always easy.

On top of that, for the fluff I'm going with, I want em to have an inquisitor and his assassin buddy. I'm thinking the Inquisitor's unit is a bit too much at 384 pts, but I wanted to give em some cool stuff. Fluff-wise, I want the army to be like an IG force that the Inquisitor is in charge of, so it's an IG list but he's more like the real leader

As far as wargear & vehicle upgrades, I chose them because it's on the model, that's really the only reason. I suppose I could leave some things out to make room. In fact, for 1850 pts I figure I'd just take out the remnants and some vechile goodies. But most of the folks I play with do 2000 pts... I still didn't get the demolisher yet, wondering if I should just do 2 russes? I was also thinking of dropping the 2 remnants and trim some other fat to try and get 2 chimeras...

Anyway here's the list...

Stormguard - 2000 Pts - IG: Doctrines Army

Doctrines: Drop Troops, Close Order Drill, Veterans, Iron Discipline

Command Platoon (HQ) @ 86 Pts
- Drop Troops; Iron Discipline
- Junior Officer w/ CCW & lasistol, Honorifica Imperialis, Carapace Armour,
- Vet Standard Bearer w/ Lasgun
- Guardsmen w/ Lasguns

Alpha Platoon (Infantry Platoon) @ 305 Pts
Command Squad
- Close Order Drill; Drop Trooper; Iron Discipline
- Junior Officer w/ CCW & lasistol
- 4 Guardsmen w/ Flamers

Remnants
- Close Order Drill; Drop Trooper
- Sergeant w/ CCW & lasistol
- 4 Guardsmen w/ Lasguns
- 1 Guardsman w/ Plasma Gun;

Squad Alpha One
- Close Order Drill; Drop Trooper
- Sergeant w/ CCW & lasistol
- 7 Guardsmen w/ Lasguns, 1 Plasma Gun, 1 Lascannon

Squad Alpha Two
- Close Order Drill; Drop Trooper
- Sergeant w/ CCW & lasistol
- 7 Guardsmen w/ Lasguns, 1 Plasma Gun, 1 Lascannon

Beta Platoon (Infantry Platoon) @ 305 Pts
Command Squad
- Close Order Drill; Drop Trooper; Iron Discipline
- Junior Officer w/ CCW & lasistol
- 4 Guardsmen w/ Flamers

Remnants
- Close Order Drill; Drop Trooper
- Sergeant w/ CCW & lasistol
- 4 Guardsmen w/ Lasguns
- 1 Guardsman w/ Plasma Gun;

Squad Beta One
- Close Order Drill; Drop Trooper
- Sergeant w/ CCW & lasistol
- 7 Guardsmen w/ Lasguns, 1 Plasma Gun, 1 Lascannon

Squad Beta Two
- Close Order Drill; Drop Trooper
- Sergeant w/ CCW & lasistol
- 7 Guardsmen w/ Lasguns, 1 Plasma Gun, 1 Lascannon

Hardened Veterans (Elites) @ 83 Pts
- Drop Trooper
- Vet Sergeant w/ CCW & lasistol
- 2 Guardsmen w/ Lasguns, 3 Guardsman w/ Melta Guns;

Hardened Veterans (Elites) @ 83 Pts
- Drop Trooper
- Vet Sergeant w/ CCW & lasistol
- 2 Guardsmen w/ Lasguns, 3 Guardsman w/ Plasma Guns;

Hellhound (Fast Attack) @ 123 Pts
Hull Heavy Bolter, Extra Armour, Smoke Launchers

Hellhound (Fast Attack) @ 123 Pts
Hull Heavy Bolter, Extra Armour, Smoke Launchers

Basilisk (Heavy Support) @ 105 Pts
Heavy Bolter, Extra Armour

Leman Russ Battle Tank (Heavy Support) @ 196 Pts
Battle Cannon; Hull Lascannon; Heavy Bolter Sponsons, Searchlight, Smoke Launchers, Extra Armour, Track Guards, Pintle Heavy Stubber

Leman Russ Demolisher (Heavy Support) @ 206 Pts
Demolisher Cannon; Hull Lascannon; Heavy Bolter Sponsons, Searchlight, Smoke Launchers, Extra Armour, Track Guards, Pintle Heavy Stubber

Total IG Army Cost: 1615

Daemonhunter Allies

Inquisitor Weyland & Retinue
- 1 Inquisitor Weyland (Ordo Malleus Inquisitor Lord) @ 274 Pts
- Force Weapon; Bolter, Icon of the Just, Word of the Emperor, Hammerhand
- 1 Hierophant
- 1 Sage
- 2 Warriors - 1 Meltagun, 1 Plasmagun; Frag Grenades; Krak Grenades
- 1 Familiar
- 1 Rhino - Storm Bolter, Extra Armour, Hunter-Killer Missile, Dozer Blade, Smoke Launchers, Searchlight

Vindicare Assassin (Elites) @ 110 Pts

Models in Army: 8

Total Army Cost: 384

So wadaya think?


 
   
Made in us
Unbalanced Fanatic





Minneapolis, MN

Overall it looks decent, but there is some real fat to be trimmed.

First of all, the inquisitor.

The psychic powers he has plus the force weapon really aren't cost effective.  He will most likely get squashed like a bug by someone who is better at hand to hand, and his squad doesn't have enough shooty power to do well on that front either.  Even if you are looking to have a fluffy inquisitor, figure out if he is going to be in a shooty squad or decked out for close combat.  Plus a Psychic Hood is extremely useful and costs less than a force weapon.

The Vindicare is a bit redundant in a guard army.  I'd take an Eversor.  He's better in close combat, an aspect that is lacking in this list.

The remnants aren't as useful or dangerous as a pair of deep striking special weapons teams with demo charges.  That choice may cost more, but you can wipe out whole squads of terminators that way.

Also the list could be problematic against stationary marines, or hard armies like Necrons.  Your vehicles will be targets for the first turn or two, and will likely take some horrific casualties before your drop troopers get there.  Once the troopers arrive there aren't enough of them to tip the scales in your favor.  Your army may get wiped out piece by piece.  Indirect fire could be your friend here.  Rather than the tricked out Russ and Demolisher, go with another basilisk or two and give them indirect fire.  This gives you a solid firebase that will prevent him from castling up and can't be targeted very easily.

This army needs coordination.  Figure out how the inquisitor, the drop troops, and the armour are going to work together.  If you can't figure out how to do that then re-arrange the choices until it works.

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

Just as an aside, have you given thought to running armored company? Chimeras need not apply.

Watch as the greatest worlds of the galaxy run from a common tank platoon?

 


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-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Thanks for all the info. As far as drop troops go, I just gave the skill to everyone just because they can have it, and it would give me more control over where they end up if I have to play them as reserves for a certain mission. I was going to set up the HQ and both platoons as normal, and have the drop troops be the vets and remnants. I'd like the army to be shooty, so if I picked 1 style for the inquisitor it would have to be shooty... but then, I look at the army and think to myself that there's no good close combat troops and I know I'm gonna get assaulted eventually.. But basically the plan for me is to set up the platoons and tanks and shoot the crap outta stuff, and have my drop trooper guys drop in behind the enemy and blow up their tanks or melt their power armor. Which means, those drop troopers are most likely gonna be sacrificed for the greater good but they've been great so far at drawing attention away from my lines so I can keep up the barrage of shooting until the other guy realizes he's not almost nothing left to shoot back with.

I also thought about adding more guns to the inquisitor's unit.. right now for his warrior henchmen I just have the 2 kaserkin special weapons, I could grab a blister or 2 of kaserkin guys with the regular hellguns or whatever.. but I'd rather have some better shooting than that.. but then, there's the points costs to worry about and I don't want the unit to be too overly expensive. The rhino I want to use because it's a tricked out FW rhino/razorback I was using for my marine HQ, and since I don't play em anymore really, i'd like to get to use at least 1 of the models I'm thinking it might be used less as a transport and more as a LOS blocker if I need it

I like the idea of 2 basilisks. I forgot to take the indirect fire for this one.. so there goes more points. But also, I think if I just have 1 russ tank on the board, it'll be like I painted a big bullseye on it.. but if I have 2, he'll have to divide his fire to get rid of them.. or at best concentrate on one at a time, leaving the other to wreak havok. Same idea with the Hellhounds. Not worried about the 1 basilisk because in most games I should be able to hide him somewhere

Didn't see anything about an armored company in the codex, or is that from one of the special codexes like eye of terror? I probably would have liked to go that route, but it's too late now, I have all the models already except for the demolisher and 1 more box of fellas. I started the army a year ago as a side project, now it's finally almost done and I've played a few lower point games already around 1000 pts.. which was all the IG stuff and just 1 hellhound and 1 basilisk. Seemed to work well.

And on a side note, what about carapace armor? I've heard some folks say it's not worth it... but when my guys start getting hit with bolters, they drop like flies.. I think if they could have an armor save they'd last a bit longer...

 
   
Made in ca
Infiltrating Broodlord





Canada

Re the carapace armour on your CHQ officer. This is a bad idea - it puts him into a different 'armour save category' than the rest of his unit. This means you could be forced to pull him as a casualty more often than if he kept his flak armour.

Re the inquisitor: no mystics? no psicannon? no hood? no plascannon?
Those are the things that make an inquisitor worthwhile. Also change the assassin to an eversor for counterassault, or a callidus so you can move a hidden enemy squad out in front of your gunline on turn 1.

I too like to keep drop troops on everything - in certain missions, it's worth deepstriking the line squads.

Re carapace on everyone - more bodies is usually considered a better bargain. I rarely deploy or drop outside of 5+ or 4+ cover anyways.


-S

2000 2000 1200
600 190 in progress

 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Ah.. didn't think about that armor save thing for the leader.. i'll get rid of it then.. was just trying to be wysiwyg, i use the kaserkin sgt for my army leader cuz he looks so cool I'll take that off and some other things and see if I can free up some points for other kinds of goodies

Still trying to decide what to get for russ #2, I still have plenty to paint so I won't need it just yet.. might just get the demolisher and maybe order a turret sprue so I can make it a regular russ too if I want. 2 Basilisks seems fun, but I think I'd get more out of the 2 russes

 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Also.. I do have an eversor mini so I can throw him in.. but I was hoping to use the vindicare just for fluffyness. Either way... I know the eversor is awesome for close combat, but is just 1 CC model gonna be enough? He can't be everywhere and an opponent with half a brain will try to position his attacks so that my eversor can't come and help out for a turn or 2, or lock him up with a throw-away unit so his good stuff can take out all my good stuff. So I figured why give em that option when I can just get more firepower to burn everything down

 
   
 
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