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Made in us
Nasty Nob






Gardner, MA

1850 Pts - Imperial Guard Roster - 49 Heavy Weapons

HQ:   1 Junior Officer
            Drop Troops; Honorifica Imperialis; Close Combat Weapon; Laspistol
            1 Honorifica Imperialis
      3 Guardsmen; Drop Troops; Lasgun (x3)
      1 Standard Bearer
              
      6 Anti-Tank Squad; Lascannon (x3)
      6 Anti-Tank Squad; Lascannon (x3)
      6 Fire Support Squad; Heavy Bolter (x3)
      6 Fire Support Squad; Heavy Bolter (x3)
      6 Mortar Squad; Mortar (x3)

1 Heavy Weapons Platoon
      Command Squad; Drop Troops
      6 Mortar Squad; Mortar (x3)
      6 Mortar Squad; Mortar (x3)
      6 Mortar Squad; Mortar (x3)

2 Heavy Weapons Platoon
      Command Squad; Drop Troops
      6 Mortar Squad; Mortar (x3)
      6 Mortar Squad; Mortar (x3)
      6 Mortar Squad; Mortar (x3)

3 Heavy Support: Heavy Weapons Platoon (20#, 280 Pts)
   1 Heavy Weapons Platoon @ 280 Pts
      Command Squad; Drop Troops
      6 Fire Support Squad; Heavy Bolter (x3)
      6 Fire Support Squad; Heavy Bolter (x3)
      6 Fire Support Squad; Heavy Bolter (x3)

1 Infantry Platoon
      Command Squad; Drop Troops
      Infantry Squad; Close Order Drill; Drop Troops; Lasgun (x9); Lascannon
      Infantry Squad; Close Order Drill; Drop Troops; Lasgun (x9); Lascannon

Armoured Fist
   9 Armoured Fist Squad; Close Order Drill; Drop Troops; Lasgun (x9); Lascannon
      1 Chimera; Multilaser; Hull Heavy Bolter

1 Sentinel; Drop Troops; Multilaser (x1)

1 Sentinel; Drop Troops; Multilaser (x1)

Total Roster Cost: 1846

Is this just plain rediculous - too fragile.  I know the individual squads are fragile and mortars suck.  With that said - I think the sheer volume of fire will compensate for this.  This combined with 25 unit targets - 24 of which are scoring units - I think should be resilient.  21 of the 49 heavy weapons are mortars - basically long range bolters that dont need LOS.  That leaves 28 legitimate heavy weapons.  So even if I completely dismiss the mortars effectiveness - I still have 28 working weapon systems.  I could drop the sentinels for a griffon mortar or another chimera without losing too much.

145 models by the way.


A man's character is his fate.
 
   
Made in us
Cultist of Nurgle with Open Sores




Chicago, IL

What sort of a list are you looking for? Gladiator where there is no composition, or a regular RTT like environment where you're expected to be at least sorta friendly (give a reach around etc...)?

At first glance, I dismissed it because of the mortars. Then I started thinking (oh dear). With that many mortars, that's going to be a significant number of pin checks. Even at LD 9, people will fail 1/6 pin checks... so you may be on to something if you can pin enough stuff.

Other random thoughts: I don't see disciplines listed. If you're taking drop troops, then special weapons squads may be worth it to drop 1-2 demo charges onto someone.

No counter-assault. That's bad juju for IG. You MUST have something to deal with the one squad that gets into your battle line. If not, you're dead.

Drop Troops: Why would you choose to drop the Infantry Platoon?

Drop Pods. You have to think about pods, and how to deal with pods. If you spread out linearly, you expose yourself to the wall of death that allows him to isolate a portion of your army. If you bunch up, you become vulnerable to Fear of Darkness. Senior officer would help mitigate, as would some vehicles to form a wagon wheel.

Heavy Weapons: I don't like the mix, but that's your call. I prefer going with lascannons in the Anti-vehicle squads, and missile launchers or heavy bolters in the troop squads for the points discount. My list at 1850 has 12 lascannons, 15 heavy bolters, and 6 missile launchers. That saves me 60 points by taking MLs over LCs. Just a thought, but you might want to play with the points and see what else you can squeeze in.

145 models is a good number, but they're almost all in small squads. It doesn't take much killing to remove a squad. 4 pods on the drop can eliminate 4 six man squads. That is easily the two lascannon squads, and two of the HB squads. I would prefer to have more troops over more heavy weapons at that point. Quantity has its own quality, as has been mentioned on the boards many times, and at 145 models, you're lacking in quantity. If you were to sub HBs for all the Mortars, put missile launchers in your platoons, drop the sentinals, and sub in 9 lascannons, you could have 15+ lascannons and 24+ HBs. Now that's some firepower. Still, you need counterassault units to break up the one or two units that WILL make your lines.

Just my .02. I think your list is interesting in concept, but with the glaring weakness that always comes with going to one extreme or the other.

Everytime you use the word fluff, a kitten dies
-Gav Thorpe

The only cheesy army is one that beats me because I am the greatest 40k player - ever. 
   
Made in us
Navigator





Lost in Space

PapaNurgle's right about the need for at least one counter assault unit though two is a safer bet. Go with rough riders or conscripts (stop'em or bog'em down).

That many mortars is kinda nice... but mortars are more like heavy stubbers for all the good they do. A unit of ratlings would perform virtually the same role by pinning enemy units and would free up a heavy support slot. Ratlings are a better choice against high toughness models and they are more survivable (when in cover). Not that I really like either choice all that much. If I want to pin a unit I drop pie plates on it.What survives is more likely to be pinned.

I'm guessing the real reason you took drop troops was so that you could land troops on objectives given the severe lack of mobility in this force. Minus the sentinels and the Command HQ that gives you six drop squads (40 lasguns) and one armored fist to make a mission happen.

The chimera will go down early as it will be the only piece of armor on the board. The inf platoon's lascannons become a waste of points if you drop them (average of three turns without shooting and they only hit half the time). The sentinels are bolter fodder.

Begin with 4 free points. Start by dropping the sentinels (that gives you 90 points to play with). Continue by dropping a mortar platoon (freeing 280 points), the HQ mortar squad (freeing 80 points), and upgrading the other mortar platoon to a lascannon  platoon (costing 90 points). You are now up by 364 points

Make the armored fist a standard platoon and give the both the new and old infantry platoon squads heavy bolters.  That will only cost you 75 more points (289 left). This change provides increased survivablity (adds one drop squad and one line squad) and makes good use of the points discount.

Add in two 8 man rough rider squads w/ lances for 176 points (113 left). They will secure the lines against breakthroughs.

Buy a heroic senior officer for the command hq (w/ iron dicipline) and then give a platoon commander the honorific and iron discipline. This costs 40 points (73 left) and forces one drop squad to remain behind but it provides a redundant HQ.  More importantly will keep more of your fragile weapons teams from running on their first leadership check or when they are reduced below 50%.

With the remaining 73 points I would buy 12 flamers for the three dedicated drop squads. Now they can either drop to take and hold objectives or they can fight off infantry that get too close. Flamers are definitely a personal choice here.

New Version
Heavy Weapons 34 (15 lascannons, 19 heavy bolters)
Special Weapons 12 flamers and 16 hunting lances
141 models

Doctrines :
Drop Troops; Iron Discipline

HQ:   1 Heroic Senior Officer w/ ID,CCW, LP
      3 Guardsmen; Lasgun (x3)
      1 Standard Bearer             
      6 Anti-Tank Squad; Lascannon (x3)
      6 Anti-Tank Squad; Lascannon (x3)
      6 Fire Support Squad; Heavy Bolter (x3)
      6 Fire Support Squad; Heavy Bolter (x3)

1 Heavy Weapons Platoon
      Command Squad; JSO w/ Honorific, ID, CCW, LP
        4 Guardsmen; Drop Troops; Lasguns (x4)
      6 Anti-Tank Squad; Lascannon (x3)
      6 Anti-Tank Squad; Lascannon (x3)
      6 Anti-Tank Squad; Lascannon (x3)

3 Heavy Support: Heavy Weapons Platoon (20#, 280 Pts)
   1 Heavy Weapons Platoon @ 280 Pts
      Command Squad; Drop Troops; Flamers (x4)
      6 Fire Support Squad; Heavy Bolter (x3)
      6 Fire Support Squad; Heavy Bolter (x3)
      6 Fire Support Squad; Heavy Bolter (x3)

1 Infantry Platoon
      Command Squad; Drop Troops; Flamers (x4)
      Infantry Squad; Close Order Drill; Lasgun (x9); Heavy Bolter
      Infantry Squad; Close Order Drill; Lasgun (x9); Heavy Bolter

2 Infantry Platoon
      Command Squad; Drop Troops; Flamers (x4)
      Infantry Squad; Close Order Drill; Lasgun (x9); Heavy Bolter
      Infantry Squad; Close Order Drill; Lasgun (x9); Heavy Bolter

1 Rough Riders
     Hunting Lances (x8)

2 Rough Riders
     Hunting Lances (x8)

Total cost 1849 points.

This list should be more flexible and respond better to close-in fighting. It will force your opponent to waste his anti-armor weapons on infantry as there are no vehicles or heavy infantry.
   
Made in us
Nasty Nob






Gardner, MA

Very good feedback here thanks! I wanted to start from the extreme left and dial it back a little - this feebback does just that. couple things - I want to maintain 40 heavy weapons and I need to convert the rough riders - I use the old school cadian models - Im not going to use the horse models and will not do the motor cycle conversion. If i can find an acceptable modeling idea for rough riders I will start to use them. I think for now though I limit myself to using conscripts. There may be a way to use the new plastic models and carve them up to fit on horses....Im sure I can do that. Question - can I attach an independent commissar to the concripts to help them stick better - if this isnt the best option what is?

I also will shuffle the anti tank and fire support squads so i have some in each platoon - this way Im not committing all of my anti tank in one deployment


A man's character is his fate.
 
   
Made in us
Dakka Veteran





Alexandria, VA

AS far as rough riders go, check these guys out...

http://www.dakkadakka.com/Default.aspx?tabid=93&forumid=8&postid=79960&view=topic

IC Commisar would be great in a large conscript squad. If you fail leadership, you kill a conscript, and stay in the fight.
   
Made in us
Nasty Nob






Gardner, MA

Thanks for that link to those rough riders - those are acceptable conversions - pretty much what I had in mind.  I may try to use cadian legs as well or catachan ones.

Heres a revised list:

Doctrines: Iron Discipline, Close Order Drill, Conscripts, Independant Commissar, Heavy Weapons Platoon

HQ: 1 Heroic Senior Officer w/ ID
3 Guardsmen; Lasgun (x3)
1 Standard Bearer
6 Anti-Tank Squad; Lascannon (x3)
6 Anti-Tank Squad; Lascannon (x3)
6 Fire Support Squad; Heavy Bolter (x3)
6 Fire Support Squad; Heavy Bolter (x3)

Commissar - stripped. Attached to conscripts

Infantry Platoon
Command Squad; JSO w/ Honorific, ID
Infantry Squad; Close Order Drill; Lasgun (x9); Lacannon, Plasmagun
Infantry Squad; Close Order Drill; Lasgun (x9); Lacannon, Plasmagun

Conscript Platoon
4x Conscript squads - 2 have flamer thowers. I will move this unit every turn.

1 Heavy Weapons Platoon - deployed third
Command Squad; JSO w/ Honorific Imerialis, ID
6 Anti-Tank Squad; Lascannon (x3)
6 Anti-Tank Squad; Lascannon (x3)
6 Fire Support Squad; Heavy Bolter (x3)

2 Heavy Weapons Platoon - deployed second
Command Squad; ID; Autocannon
6 Anti-Tank Squad; Lascannon (x3)
6 Fire Support Squad; Heavy Bolter (x3)
6 Fire Support Squad; Heavy Bolter (x3)

3 Heavy Weapons Platoon - deployed first
Command Squad; ID; Autocannon
6 Fire Support Squad; Heavy Bolter (x3)
6 Fire Support Squad; Heavy Bolter (x3)

40 heavy weapons
17 lascannons
2 autocannon
21 Heavy bolters
2 plasmaguns
2 flamers

3 LD9 Command bubbles

161 models


A man's character is his fate.
 
   
 
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