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![[Post New]](/s/i/i.gif) 2006/08/22 04:44:09
Subject: 2000 pt IG army, critiques welcome
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Awesome Autarch
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I have finally finished painting my entire space marine army with all of its variations, and am now looking to finish the IG army i have been wanting to get done for ages. Initially I had wanted to have a tank heavy army (I love IG tanks, despite their relative inefficiancy) with all dropping infantry using catachan models (I love the little rambos) However, despite the fluffy nature of an all dropping paratrooper army, I also play to win and I know i would regret putting in all the time and effort into an army I would not be likely to win with as any time i rolled an alpha mission, the army would fairly well auto lose. So, I decided to get a mix of shooty and dropping infantry. That way I can stick with the orginal theme to a degree and have a more effective army. My main delima at this point, however, is which part of the army should drop troop, which should shoot? In its currant version i have the vets shooting and the rank and file dropping in. Main questions: 1.) Should I lose the rough terrain mods? its 25 points for something i may never use. 2.) Should I have the vets drop and the Infantry shoot? The Vets are expensive but i need the alblative wounds to keep their weapons firing and their increased BS increases the efficancy of their weapons. Plus, they can infiltrate. 3.) Do i need the demolisher or should i take another Russ? Any comments would be greatly appreciated as i have not played with Gaurd in ages. Thanks in advance. Doctrines: 1.) Close Order Drill 2.) Jungle Fighters 3.) Veterans 4.) Special Weapons Squads 5.) Drop Troops Everything has drop troops and close order drill HQ Junior Officer 80 Honorifica Imperialis, Standard, Mortar Special Weapons Squad 54 x 2 Flamer, Demo Charge Troops Junior Officer 80 x 2 P.Gun x 4 Squad 91 x 4 FLamer, H. Flamer, Jungle Fighters Elites Vets (10 man) 135 x 3 L.Cannon, P.Gun x 3 Fast Attack Hellhound 128 x 3 Smoke, Rough terrain, extra armor Heavy Leman Russ 168 H.Bolter x 3, Smoke, Rough terrain, extra armor Demolisher 178 Heavy Bolter x 3, Smoke, Rough terrain, extra armor Basilisk 145 indirect fire, improved comms Points: 1992 Models: 103
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![[Post New]](/s/i/i.gif) 2006/08/22 04:56:58
Subject: RE: 2000 pt IG army, critiques welcome
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Rough Rider with Boomstick
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1.) Should I lose the rough terrain mods? its 25 points for something i may never use. Drop the rough terrain mods, they cost too much for only saving you on a 4+. Also, like you said, you may never use them.
2.) Should I have the vets drop and the Infantry shoot? The Vets are expensive but i need the alblative wounds to keep their weapons firing and their increased BS increases the efficancy of their weapons. Plus, they can infiltrate. Welcome to the guard where everythings a target, just somethings have bigger bullseyes painted on them than others, as this squad has the only lascannon in your army well..... huge bullseye. The only good way to do vets is min size squads with max special weapons. They drop, or infiltrate and have one turn to shoot. Pick a juicy target.
3.) Do i need the demolisher or should i take another Russ? You need a demolisher. S10 ap2 is just too useful. I would recommend dropping the bassie and taking another russ. After dropping all of the extras on the other tanks you should have just about enough for it.
If you really want to get nasy, drop the bassie, and the vet squad and instead take three hellhounds and two demolishers. Your army will be short ranged as heck, but as it is now you will get crushed unless you are playing on a very terrain heavy board.
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![[Post New]](/s/i/i.gif) 2006/08/22 05:44:46
Subject: RE: 2000 pt IG army, critiques welcome
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Awesome Autarch
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I apologize, the way i formated the list makes it a hard to read,
there are
3 hellhounds
3 vetran squads
2 full platoons of infantry
2 special weapon squads
all are identicle in composition.
But i agree, if i drop the rough terrain mods i can get some more weapons and or more guardsmen.
And yeah, the vets will draw all the anti infantry fire since they will be the only soft targets starting on the board. but, with three 10 man squads in hard cover with the HQ to give them leadership bonuses, i was thinking they had a decent chance of surviving untill the paratroppers dropped in (7 different squads) which will be much more of a threat then the vets.
Also, 5 tanks rolling forward will be able to limit LOS and darw a ton of fire themselves. Well, that is the plan anyway.
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![[Post New]](/s/i/i.gif) 2006/08/22 11:49:05
Subject: RE: 2000 pt IG army, critiques welcome
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Infiltrating Broodlord
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This looks pretty good actually. Normal drop tactics are to drop BS4 vets with 3xPG or 3xMG to pop hard targets/tanks, and keep the line squads back with LC/PG. Only problem is, that enemy armour/hard targets will be around until turn 3 or 4, and they're the units with long range weapons to pound your line squads.
But with the HF + F option from jungle fighters, you can drop the line squads instead - great! Now you can concentrate BS4 LCs on the vehicles/terminators early on, taking out the long range threats. And the vets can be infiltrated to get at least one turn with a good target. Then you clean up the squishier stuff on the drop with flamer love that doesn't care about BS3, and hordes of rapid-fire Lasguns. I like it.
Only problem is, you've only got 3 LCs (and PGs, if they're in range). Might not be enough. You'll have to go double demolisher for sure, and use those LCs on the move until the cannon is in range. And not block your vets' firelanes with your 5 tanks (!). I don't know where you'll find the points, but you should be getting improved comms if you're dropping multiple FOCs. The idea is to get everything dropping on a single turn. Since you've only got 3 dropping FOCs, one improved comm on a Demolisher should do it. If you get two in on turn 2, reroll the failed on. If you get one in on turn 2, reroll the successful one, then bring everything in on turn 3 with your reroll.
Also, I'm confused as to what you're going to do with your HQ command. I assume you want to hide and give LD to your Vets, since you've got a standard and a heavy weapon? This means you'll have to deploy your HQ as your 3rd unit (after the two Demolishers), which will either forcast where your Vets are going to be deployed, or be a waste. Could be useful as a feint I suppose. Or are you going to paratroop the HQ and try to give LD to your platoons? Risky.
Since you've got COD, and the theme of the army seems to be a veteran commando force of sorts, why not go with vet sgts in your platoon squads? That'll give you LD9 in every dropped squad without needing to worry about leadership radius. The HQ can then ditch the standard and mortar, and become another dropping plasma squad. If you scrounge up a few points you can buy bolters for the vet sgts too.
You might need to sacrifice one of the three Hellhounds for all these upgrades, it's true. Three HHs are sweet, but two hellhounds are still pretty good, and if it means you get an extra turn out of each of your squads, it might be worth it. With extra points, you can upgrade your demo charge squads to double melta if you like.
With this army, you should keep an eye on the thread in YMTC about tank-shocking units in CC - might be a good way to scrape one more turn of flamer shooting out of a line squad...
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-S
2000 2000 1200
600 190 in progress
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![[Post New]](/s/i/i.gif) 2006/08/22 12:07:10
Subject: RE: 2000 pt IG army, critiques welcome
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Awesome Autarch
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That is a really good point, i was thinking that too, if the vets are infiltrating then the command squad would be out of range and i hadnt even considered that a good player will use the location of the command squad to predict where the vets will go.
I will drop the kit and change him to a plasma death squad.
i thought about the low amount of las cannons too, only three on board, with 9 plasma guns on board (3 in each vet squad). if i can infiltrate them, they may get good side armor shots making the plasma viable, if not (alpha mission) the P.Guns may not fire for a turn or two, and an average of 2 lascannon hits a turn may not be enough to take down armor 14 (need 3 consistant hits)
i figured with 4 flamer, h.flamer dropping infantry squads, plus the basilisk and hellhounds, enemy infantry are toast, but i think you are right, i may need some more las cannons on the board to handle armor untill the calvary arrives.
I actually have imporved coms on the bassy.
and, what do you think about putting 2 meltas and 2 plasma in each command squad? that way they can relaibly punch armor as well and not all of the eggs will be in one basket. each squad will be able to handle any target, losing only one wound on average against MEQ's by picking up the meltas.
I will follow that thread as well, thanks for the tip.
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