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Made in us
Unshakeable Grey Knight Land Raider Pilot





Kansas, USA

LIST

HQ:

Command Squad - 115
(Medi-pack, Regimental Standard, Vox Caster, Flamer – Commander w/ PW)

Troop 1: Infantry Platoon - 395

Platoon Command Squad
(Vox Caster, Flamer x 2)
Infantry Squad
(Vox Caster, Meltagun – Sergeant w/ PW – Chimera)
Infantry Squad
(Vox Caster, Plasmagun – Sergeant w/ PW – Chimera)
Heavy Weapons Squad:
(2 x Autocannons, 1 x Lascannon)

Troop 2: Infantry Platoon - 480

Platoon Command Squad
(Vox Caster, Flamer x 2)
Infantry Squad
(Vox Caster, Meltagun – Sergeant w/ PW – Chimera)
Infantry Squad
(Vox Caster, Plasmagun – Sergeant w/ PW – Chimera)
Heavy Weapons Squad:
(2 x Autocannons, 1 x Lascannon)
Heavy Weapons Squad:
(2 x Autocannons, 1 x Lascannon)

Fast Attack: Hellhound Squadron – 280
(2 x Banewolf – Dozerblade, Chem Cannon, Heavy Bolter)

Fast Attack: Hellhound Squadron – 280
(2 x Banewolf – Dozerblade, Chem Cannon, Heavy Bolter)

Heavy Support: Leman Russ Squadron – 450
(3 x Leman Russ Battle Tank – Battle Cannon, Heavy Bolter)

Total = 2000 pts


CONCEPT OF FORCE:

The idea is to make a force that fits a 'chemical warfare' theme. The aesthetic of the list will involve gasmasks and the like, also ties in with my love of the banewolf.

Idea is to have the banewolfs haul @$$ at the opponent targeting key threats (dozer blades help to get there faster). Forces opponent to focus on them as they close the gap while allowing the rest of my force to get into position. At FA:12, SA: 12, and RA: 10 they are fairly durable and should survive long enough to diminish infantry threats with the chem cannons. Also as fast, they can move 12 and still fire their Heavy Bolters if I am not mistaken. Also the Dozer Blade allows the unit to get into cover and potentially sit if need be as the template from the Chem Cannon ignores cover saves. But 99% of the time they will be going straight for the jugular so as to force the opponent to focus on them since they are a threat that you can't afford to ignore long term.

Leman Russ's do what they do best - blow crap up. sit back, castling around infantry as need be, serving to pump lots of hurt into the opponent. Also help to provide CS if need to move up command squads.

Company Command squad is not designed for primary combat, serves officer role doing what they do best - giving orders. Gave a flamer in case of emergency, as well as power weapon as the officer is more important that other officers. Medipack to help keep commander alive. Regimental Standard to help with saves as need be.

Platoon Command squads - Similar to company command squads, but no PW on the officers. Gave each dual flamers because if they get into melee, basically toast (true of just about ANY foot squad in my list.

Infantry squads: Sergeants w/ power weapons to give some extra power in melee if it happens. Combo of Melta and Plasma guns so that they have a little extra power.

Heavy Weapons Squads - Autocannons cause they rock, one lascannon in each squad to help with armor. Diversifying them across the three squads should help mitigate excessive focus fire.

Chimera's on the infantry squads over the command squads because commanders will follow up rear, get cover save from the transports as need arises.

Vox casters across force over commisars as I do not want to risk losing my commanders. No orders = severe handicap.


Force is not designed to be game breaking tank spam, but should still be somewhat competitive based on the armies that my friends typically run. Let me know what you think! Open to suggestions, though try to bear in mind that most everything I do will be oriented towards that chemical warfare theme.

The House Mandalore - an Imperial Knight Titan Blog


"You cannot dream yourself into a character; you must hammer and forge yourself one"
Henry David Thoreau

Current Armies -

Grey Knights - 8,000
Imperial Guard - 2,000
Plague Marines - 2,000 +
Minotaurs - 2,000 
   
Made in gb
Tunneling Trygon






I prefer hell hound variants in a full mech list as they can intermingle with the chimeras and get cover saves.

CCS loadout is a bit of a mess. No real point in infantry squads in chimeras if the CCS and PCS are on foot. Also, voxes don't work for units in chimeras.


"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Guard Heavy Weapon Crewman




Hey,

I like the concept of the list, but I think you can make it better...

First off, I would drop all the Vox's from all the squads - They are all in transports first off, so can't receive unless they get out, which you don't really want to do and even then you're only ordering on LD8 for a single special weapon - save the 35pts for something else.

Second, the CCS needs focus - I would mech them up to go with your armoured fist squads. 2x melta and 2x flamer keeps them cheap and versatile.

Third, I would not mix heavy weapons in the squads, go all the same or go home - why put a Lascannon in with Autocannons? If you run up against AV13, the Lascannon will be good but the Autocannons not so good, so you're essentially wasting the 4 shots from the ACs.

The Banewolf squads are nice, but I would probably try to stretch for hull Multimelta's for all of them - that will give you a nice, fast option for popping tanks. The Chem Cannon is nice, but utterly useless unless you can get infantry out of their transports.

I wouldn't take three Leman Russ in a squad until very high points values - squadrons lose out getting cover moving from two vehicles to three. You need 50% of them covered to get the save - with a two vehicle squad that means you only need one in cover (or smoke), but with a squad of three, you need two tanks in cover to get the benefit. It is also likely to be massive overkill against whatever you fire at.

I would also recommend maybe swapping the standard tanks out for Demolishers, the Bane Wolf tanks have the AP3 covered, but you are lacking in S10 - handy for lots of things, and AP2, also handy. As it stands you have what, two BS3 Plasma guns? Not going to be pretty if you face a full 2+ save army, let alone a half decent Terminator squad.

   
Made in us
Hardened Veteran Guardsman




You have kind of a mixed list.

Most people make their CCS's like yours simply because they come out of the box like that but you probably want to load them up with plasma or meltas.

You have a ton of infantry, I would definitely put power weapons on your seargents and in your PCS, and CCS because your infantry will honestly be your buffer. Many people add commisars to them and then blob them, you then essientially gain 4-6 PW attacks and have a ton of wounds to wrap all over.

You bring guardsmen to sacrifice them, not try and keep them alive so I wouldnt put them in Chimeras unless they were vets. Additionally embarked troops cant recieve orders but embarked CCS and PCs can still give orders from them. Then you have a mobile command pillbox with 4 plasmas or meltas shooting from it.

I prefer the hellhound to the banewolf because it usually dies before I get close enough to use it or it gets assaulted before I can use it. But if thats your preference then go ahead.

I agee with the statements above. Don't mix HWS, bring 3x Lascannons, 3x AC and 3x Lascannons but dont mix them.


Squadrons are generally bad for vehicles. Bring 3 seperate Leman Russ Squadrons. The points are the same IIRC but they can act independant and you dont have a vehicle wrecked on an immobilized roll.

This message was edited 2 times. Last update was at 2012/05/18 14:34:06


3000 pnts
1500 pnts 
   
Made in gb
Tower of Power






Cannock

There's quite a few wargear mix ups in this list, though they are easy to fix.

The CCS do not need most of the upgrades they have, in fact they have no Chimera so they won't get in range with that flamer. Also 5 T3 5+ armour save guys do not win combat even with a power weapon.

The same applies to your Platoons in Chimeras; they have power weapons and 10 T3 5+ guys still get bum raped in combat.

The HWS teams should have all the same weapons, really. Best have a few squads with whole lascannons and autocannons.

Add hull heavy flamers to your vehicles btw, auto hit is awesome for Guard and gets would be assualting units.

I would also ditch the Leman Russ squadron and instead break them up into single units. You've got the heavy support slots free and don't need to drop three S8 blasts onto someone. As Evilbishop mentioned, Demolishers will be better as they can advance with your Chimeras and Hellhound tanks .

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Kansas, USA

Thanks for all the feedback. Here's an updated list.

LIST

HQ:

Command Squad - 115
(Medi-pack, Regimental Standard, Vox Caster, Plasma Gun)

Troop 1: Infantry Platoon - 310
Platoon Command Squad
(Vox Caster, Flamer x 1, Plasmagun x 1)
Infantry Squad
(Vox Caster, Meltagunl)
Infantry Squad
(Vox Caster, Plasmagun)
Heavy Weapons Squad:
(3 x Lascannons)

Troop 2: Infantry Platoon - 310

Platoon Command Squad
(Vox Caster, Flamer, Plasmagun)
Infantry Squad
(Vox Caster, Meltagun)
Infantry Squad
(Vox Caster, Plasmagun)
Heavy Weapons Squad:
(3 x Lascannon)

Fast Attack: Hellhound Squadron – 280
(2 x Banewolf – Dozerblade, Chem Cannon, Multimelta)

Fast Attack: Hellhound Squadron – 280
(2 x Banewolf – Dozerblade, Chem Cannon, Multimelta)

Heavy Support: Leman Russ Squadron – 230
(Leman Russ Demolisher x 2- Heavy Flamer)

Heavy Support: Leman Russ Squadron – 165
(Leman Russ Demolisher - Heavy Flamer)

Heavy Support: Hydra Flak Tank Battery - 150
(Hydra Flak Tank x 2 - Heavy Flamers)

Total = 2000 pts



Dropped Transports as it was pointed out to me that the vox caster's become useless inside them. Changed the Leman Russ's to demolishers, squaded up two in order to fit a squadron of Flak Tanks. Dropped the HWS with Autocannons as the Flak Cannons are TL, and have bigger range. Admittedly they can fire on only one target (i believe) since they're a squadron, but more likely to beat down their target.

Added in some Plasma to the PCS, left a flamer in each because I had extra points. No power weapons because you guys are right. If i'm in combat, I'm doing something wrong/ its over. Multimelta's on the Banewolfs because they benefit more from popping armor and melting their passengers should they choose to bail out.

Thinking at this point the army will pretty much play how I wanted it to but in a bit more efficient manner. Let me know what you think, please keep those opinions coming!

This message was edited 2 times. Last update was at 2012/05/18 15:59:33


The House Mandalore - an Imperial Knight Titan Blog


"You cannot dream yourself into a character; you must hammer and forge yourself one"
Henry David Thoreau

Current Armies -

Grey Knights - 8,000
Imperial Guard - 2,000
Plague Marines - 2,000 +
Minotaurs - 2,000 
   
 
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