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Good, old-fashioned foot-slogging (Astra Militarum - 2000 points)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Forewarning: While I've read about 40k gaming daily for the past year, I have only played two games due to logistical reasons. I'm now in a position to where I should be able to start playing relatively soon. If there are some things in this list that do not make sense, please remember that I don't have much experience actually playing the game.

The theme for my army is some good, old-fashioned foot-slogging. We're coming at you full-force with over one-hundred fifty bodies. Some wounds ought to make it through.

HQ

Company Command Squad (285)
- Creed
- Tactical Auto-Reliquary
- Kell
- MoO
- OotF
- Heavy Flamer

Lord Commissar (135)
- Carapace Armor
- Melta Bombs
- The Emperor's Benediction
- The Blade of Conquest
- The Deathmask of Ollanius

Ministorum Priest (25)

Troops

Platoon I:

PCS (46)
- Power sword
- Bolt Pistol

Infantry Squad x5 (250)

Conscripts (150)
- Full complement

Platoon II:

PCS (39)
- Bolt Pistol
- Sniper Rifle x4

Infantry Squad x5 (250)

Heavy Support

Leman Russ Squadron (480)
- LRBT x3
- Lascannon x3

Manticore (170)
- Heavy Flamer

Manticore (170)
- Heavy Flamer

Grand total: 2000 points

Now, my thought is to have enough bodies to tarpit anything nasty that comes my way with the conscripts. The rest of Platoon I can assist with that objective as needed, whether that's piling in or what else have you. The entire platoon is there to take wounds, distract, and maybe even skim a bit off the enemy. The LC and Priest will be attached to the conscripts to make them a worthwhile force.

Whatever major armor the first platoon can't handle, the LRBTs following behind will take care of. All the while, the manticores will assist in buttering up the enemy infantry.

Platoon II serves a dual-purpose as clean-up crew and glory winners. They will capture, hold, and deny objectives while shooting whatever will survive the previous two waves. The PCS will also take aim to eliminate any high-value targets as soon as possible.

Now, I'm not sure how I want to combine squads for each platoon, or if I should even combine at all. I like having options with multiple squads, but, I'm concerned with providing the enemy with too many VPs.

Anyway, I'd love to hear some feedback for my first army list. Is this list even viable? What's good about it? What needs overhauling? Whatever you can think of, I'd appreciate it. Thank you for your time!

This message was edited 1 time. Last update was at 2014/04/14 10:12:05


 
   
Made in us
Dakka Veteran





Alexandria, VA

What is your plan for Lord Commissar?

Where is your anti air?

Where is your anti TEQ? (2+ saves)

Right now your 1st Platoon can't handle any armor.

If you want to blob, maybe drop a squad from each platoon to add 2 more priests and either meltabombs on 3 sgts in each platoon or krak grenades for squad 1 in each platoon and a melta bomb on a sgt in squad 2 in each platoon. This way you can aim the conscripts at softer targets and the two 40 man blobs w/ grenade/meltabombs at vehicles or MC.

Also, consider dropping the power weapon on PCS for 3 flamers.
   
Made in us
Hardened Veteran Guardsman




Virginia USA

Most TEQ you run into are probably going to come with some form of 3++ invuln so massed lasguns are more effective in the long run.

manticores can deal with armor.

I think you can only have one relic for your army.

you dont need carapace if you have the death mask of olanius

you need stubborn or fearless buffs across the board, serious LD issues are possible. Having a whole 30-50 man combined platoon call it quits after losing 25% is depressing and a large part of your army gone.

Suggest more priests or commissars across the board.

50 man blobs are a hinderance to movement. maybe drop both down to 30 men, maybe add another 30 conscripts, or maybe some stormtroopers.

Special weapons would also be suggestable in your platoon infantry squads, whether its melta/plasma/GL/Flamer it gives them more bite, otherwise you may as well have another group of conscripts.

I Personally field my combined PIS w/ lascannons and have a commie in there they stay back putting heavy firepower down range, then they advance to mop up turns 3+, 30 man conscript units advance w/ priest and an LRMBT



Armies:  
   
Made in us
Fresh-Faced New User




Rryann: The plan for the LC is to keep my conscripts together, slay anything in his path with his war gear, and force the enemy to fear check.

And I suppose you're right. I have no real anti-air. Counting on delaying their reserves with one OotF isn't that reliable. I'll need to read the rules again about flyers and see if my las cannons on my tanks can do much.

Comrade: I am of the same mindset concerning TEQs. Wounds should get through.

If that's the case, manticores will be even more diverse in their use.

I don't recall a rule saying only one Heirloom of Conquest can be used, but if I'm wrong, that'll free up some points.

Fair point. I'll remove the carapace. I almost feel bad about giving him the 4+ invuln with the mask when he has refractor, but the mask will ensure survival and make fear check.

It would be nice to throw in some commissars or more priests, but I'm not sure where to get the points from.

As I said before, they are not necessarily 50-man blobs. I don't know how I want to combine them, if at all. And I want to avoid using storm troopers. My goal is to make a simple, yet effective fighting force. Throw bodies at them, you know. And when that doesn't work, throw more bodies.

So, does this list stand any chance, or are its weaknesses too severe? What armies, if any, would this excel at? What armies do I need to adapt my plan for?



Automatically Appended Next Post:
Comrade: The limit to the Heirlooms is that there can only be one of each item, so my list is still legal.

This message was edited 1 time. Last update was at 2014/04/14 18:03:32


 
   
Made in us
Hurr! Ogryn Bone 'Ead!






If you dropped an infantry squad from each of the platoons and the death mask, you could probably load one platoon up with autocannons and the other with lascannons. As it is right now, you aren't benefitting from the nifty split fire and ignores cover orders, that Creed should pass every time.

 
   
Made in us
Fresh-Faced New User




Ghastli: That is a very fair point. I loved reading about the new split fire order and I can't believe I overlooked that. I will have to make that change. Thank you.

And I failed to mention my CCS. I was hoping to give Creed as much survivability as I could so he can rock out orders and hopefully pick me up seven auto-pass orders a turn with inspired tactics. I wasn't really sure what to equip the one vet I could afford to upgrade,so I went with heavy Flamer. I figure that can take out any would-be assassins that manage to close in.


Automatically Appended Next Post:
By neutering my CCS (taking out both advisors, the reliquary, and the heavy Flamer) and removing the LC's carapace armor and Deathmask, I can keep all of my squads and upgrade six of them with two lascannons, two missile launchers with flakk missiles, and two auto cannons.

With that, the auto cannons go to two 10-man squads in Platoon I. The other three squads blob with the LC (priest stays with conscripts). Platoon two gets five 10-man squads (two with lascannons, two with flakk missile launchers).

I lose out on near guaranteed inspired tactics, but I gain a lot more flexibility. Does this fix the majority of this list's weaknesses?


Automatically Appended Next Post:
So, the updated list is as follows:

HQ

Company Command Squad (210)
- Creed
- Kell

Lord Commissar (100)
- Melta Bombs
- The Emperor's Benediction
- The Blade of Conquest

Ministorum Priest (25)

Troops

Platoon I:

PCS (46)
- Power sword
- Bolt pistol

Infantry Squad (60)
- Autocannon

Infantry Squad (60)
- Autocannon

Infantry Squad (150)
- 30-man combined squad
- Lord Commissar attached

Conscripts (150)
- Full complement
- Priest attached

Platoon II:

PCS (39)
- Bolt pistol
- Sniper rifle x4

Infantry Squad (75)
- Missile launcher (with flakk)

Infantry Squad (75)
- Missile launcher (with flakk)

Infantry Squad (70)
- Lascannon

Infantry Squad (70)
- Lascannon

Infantry Squad (50)

Heavy Support

Leman Russ Squadron (480)
- LRBT x3
- Lascannon x3

Manticore (170)
- Heavy Flamer

Manticore (170)
- Heavy Flamer

Grand total: 2000 points

Platoon I leads with conscripts/priest tarpitting. Combined squad/LC assist against higher value targets. Autocannon squads provide covering fire.

Platoon II still captures objectives and dakkas all over the place. Split fire orders allow for anti-armor (lascannons) and anti-air (flakk missiles).

Heavy support does the same job as posted above.

Anything I'm missing? As I asked before, what armies should I worry about and what armies should. I be able to steamroll (if any). Any other ideas, oversights, questions, or anything else is greatly appreciated!

This message was edited 4 times. Last update was at 2014/04/14 22:36:23


 
   
 
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