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				<title>1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ With 2 weeks until a 1500 point Tourny, making up an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> drop troop list. Bringing it to the Dakka world for critque, flame, and improvements. So here goes:<br /> <br /> <br /> <font color='red'><span style="font-size: 18px; line-height: normal;">Doctines:</font></span><br /> Drop Troops<br /> Special Weapons Squads<br /> Close Order Drill<br /> Veterans<br /> Priests<br /> <br /> <font color='darkred'><span style="font-size: 18px; line-height: normal;">HeadQuarters</span></font><br /> <font color='green'>Command Platton</font> =154<br /> 1x Heroic Senior Officer w/PowerFist<br /> 4x Veterans w/Plasma Pistols, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span><br /> <br /> <font color='green'>Advisors</font> =315<br /> 1x Priest w/Honorifica Imperialis, Eviscerator<br /> 3x Commissars w/Mastercrafted Powerfists<br /> <br /> <font color='green'>Special Weapons Support Squad</font> =110<br /> 3x Guardsmen w/Meltaguns, Meltabombs<br /> 3x Guardsmen w/Lasguns, Meltabombs<br /> <br /> <font color='green'>Special Weapons Support Squad</font> =110<br /> 3x Guardsmen w/Meltaguns, Meltabombs<br /> 3x Guardsmen w/Lasguns, Meltabombs<br /> <br /> <font color='darkred'><span style="font-size: 18px; line-height: normal;">Elites</span></font><br /> <font color='green'>Hardened Veterans</font> =95<br /> 1x Veteran Sergeant w/Power weapon, Plasma Pistol, Frag<br /> 3x Veterans w/Plasmaguns, Frag<br /> 1x Veteran w/Lasgun, Frag<br /> <br /> <font color='green'>Hardened Veterans</font> =95<br /> 1x Veteran Sergeant w/Power weapon, Plasma Pistol, Frag<br /> 3x Veterans w/Plasmaguns, Frag<br /> 1x Veteran w/Lasgun, Frag<br /> <br /> <font color='green'>Hardened Veterans</font> =95<br /> 1x Veteran Sergeant w/Power weapon, Plasma Pistol, Frag<br /> 3x Veterans w/Plasmaguns, Frag<br /> 1x Veteran w/Lasgun, Frag<br /> <br /> <font color='darkred'><span style="font-size: 18px; line-height: normal;">Troops</span></font><br /> <font color='green'>Infantry Platoon</font> =260<br /> 1x Junior Officer w/Plasma Pistol<br /> 4x Guardsmen w/Plasmaguns<br /> <br /> 1x Sergeant w/Lasgun<br /> 2x Guardsmen w/Lascannon<br /> 7x Guardsmen w/Lasguns<br /> <br /> 1x Sergeant w/Lasgun<br /> 2x Guardsmen w/Lascannon<br /> 7x Guardsmen w/Lasguns<br /> <br /> <font color='green'>Infantry Platoon</font> =260<br /> 1x Junior Officer w/Plasma Pistol<br /> 4x Guardsmen w/Plasmaguns<br /> <br /> 1x Sergeant w/Lasgun<br /> 2x Guardsmen w/Lascannon<br /> 7x Guardsmen w/Lasguns<br /> <br /> 1x Sergeant w/Lasgun<br /> 2x Guardsmen w/Lascannon<br /> 7x Guardsmen w/Lasguns<br /> <br /> And that totals up to: 1496 points<br /> <br /> <font color='brown'>QuickFacts:</font><br /> 86 Men<br /> 41 Lasguns<br /> 17 Plasmaguns<br /> 15 Frag Grenades<br /> 12 Meltabombs<br /> 8 Plasma Pistols<br /> 6 Meltaguns<br /> 4 Lascannons<br /> 4 Powerfists<br /> 3 Powerweapons<br /> 1 Eviscerator<br /> <br /> The basic battle plan in my head is thus: Dropping the Infantry Squads on the important "Take and hold" points. Be they objectives, quarters, sides... etc etc. Thier job is to take and hold real estate. The Plasma death squads (Vets and Junior Command) are to drop, double tap, and either A: Blow incredable holes in squads, transports, walkers, anything really. (Not much out there likes plasma goodness) or B: Die horribly from plasma burns, get assulted, but make the attackers buy a piece of it and wipe out in 1 turn of <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. The melta squads go after the big'uns. Be that Heavy Tanks, or Single High Toughness Beasties. The Senior Command squad is just a nasty piece of Assult goodness. My thought is to drop them behind cover, and use them as a counter to anything I need dead NOW.<br /> Not foolproof, but no Battle Plan survives first contact with the enemy. I feel against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>'s I shouldnt have a problem. Against tank heavy I feel confident. The only bit I worry about is Hordy. It packs ALOT of ap2 double tapping but not alot of mass casualty createing templates. <br /> <br /> Thoughts? <img src="/s/i/a/98211dee9c461fcb24c29d4004f43f7f.gif" border="0"> Flame?  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> Changes?  <img src="/s/i/a/934fe4f0c85983a716e6680a72065e99.gif" border="0"><br /> <br /> -Deewalla<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2008 02:23:21]]> GMT</pubDate>
				<author><![CDATA[ Deewalla]]></author>
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				<title>1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ I would personally suggest adding a few flamers into the mix. then you'd have a chance against hordes. perhaps drop half a dozen plasma guns in favour of them? if you have enough points through revisions, consider a hellhound.]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2008 03:34:56]]> GMT</pubDate>
				<author><![CDATA[ CaptainCommunsism]]></author>
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				<title>Re:1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[  <img src="/s/i/a/a634d4056bc15b21ef25d1960801aa76.gif" border="0">I personally LOVE hellhounds!<img src="/s/i/a/a634d4056bc15b21ef25d1960801aa76.gif" border="0"> I own 2 <span class="glossaryitem" onmouseover='gp(50);'>GW</span> versions, and 1 <span class="glossaryitem" onmouseover='gp(39);'>FW</span> version. Unfortunatly, I really want everything dropping. (Or as I envision it fluffwise, hidden in ambush, drawing the enemy closer until the time is perfect to break their concealed positions and strike) Nothing on the board for the first turn, and then pop! Massed double tapping plasma death. Taking the mastercrafted off the powerfist on the Senior Command Commissar would give me 15 points, for a total of 19 points to play with. Then I'm just unsure where to put it... being rather hesitant to remove any plasma death squads.<br /> <br /> -Deewalla]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2008 12:06:24]]> GMT</pubDate>
				<author><![CDATA[ Deewalla]]></author>
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				<title>1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ With the abundance of cover saves in 5th ed, I'm of the opinion that autocannons are quite handy things to have.  Granted, you can't do armor 14 with them, but two shots up your chances of putting a wound on something.  <br /> <br /> Next, while plasma guns do armor decent and kill infantry in ones and twos, a helping of flame weapons could help you handle the horde of orks and nids.<br /> <br /> Lastly, with the spare points you could possibly swing a remnant squad or two - it's the absolute cheapest way to hold an objective.  ]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2008 17:25:35]]> GMT</pubDate>
				<author><![CDATA[ bryantsbears]]></author>
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				<title>1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ (edit: double post)]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2008 17:25:38]]> GMT</pubDate>
				<author><![CDATA[ bryantsbears]]></author>
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				<title>Re:1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ Hummm, maybe switch out the Lascannons for Autocannons. That would be 40 points there. Not enought for two remnant squads, but perhaps taking away the mastercrafted. That would be 89 points...  Two Remnants squads would leave 29 points to blow. 17 left after flamers.... Hum.  Total switch.<br /> <br /> 4 Lascannons into 4 Autocannons<br /> 3 Mastercrafted Powerfists into 3 Powerfists<br /> 2 Five man Remnant squads with 1 flamer each.<br /> <br /> 10 Extra men into the drop, a lil more security with the two shot Autocannons vs one hit/miss Lascannons, and two flamers... Hum<br /> <br /> Two flamers doth not make it Horde proof... but it helps right?<br /> <br /> -Deewalla]]></description>
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				<pubDate><![CDATA[Tue, 28 Oct 2008 13:52:21]]> GMT</pubDate>
				<author><![CDATA[ Deewalla]]></author>
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				<title>1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ Drop Preist Take Rement Squads there the best thing ever there so cheap for a 5 man squad with a flamer 36pts of flamer good ness<br /> <br /> Dont take Lascannon's if your going to Drop waste of points they wont get to shoot<br /> <br /> Power fist are a waste of points so are preist in <span class="glossaryitem" onmouseover='gp(69);'>IG</span> <br /> And Frags as well.  just <span class="glossaryitem" onmouseover='gp(72);'>IMO</span><br /> <br /> looks ok just do that. <br /> <br /> Should just take Plasma in the Line Squads then give vets Meltas, and the special weapons should take 3 flamers <br /> <br /> All in all if you do drop a rule of thumb dont take heavy weapons if you want to take Sent's. With Improved comms and autocannons/lascannons]]></description>
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				<pubDate><![CDATA[Tue, 28 Oct 2008 15:31:51]]> GMT</pubDate>
				<author><![CDATA[ ghostmaker]]></author>
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				<title>1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ Drop the remnant squads onto an object for holding's sake.  I'd almost recommend another wound on the remnant squad, though the flamer can make it helpful.<br /> <br /> Don't have the rules in front of me, but I don't think you can make sentinels drop - though they can infiltrate. (I know you want everything to drop, but if you put a heavy flamer on three Sentinels it goes a decent way in horde control). ]]></description>
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				<pubDate><![CDATA[Tue, 28 Oct 2008 19:10:01]]> GMT</pubDate>
				<author><![CDATA[ bryantsbears]]></author>
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				<title>Re:1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ The Priest and Powerfists I want for scary <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 <span class="glossaryitem" onmouseover='gp(19);'>cc</span> damage. With them hidden in squads gives them just a lil bit longer to live. The frags on the Vet squads, well. It was kinda an afterthought. I wanted to give the Inf squads heavy weapons and my first thought was to use them to hold ground. And having a heavy weapon would be a bit of a proof vs anything that wanted to sit 25 inches out and shoot them to death. I dont have flamer sentinels (own 5 Lascannon sents) so.. maybe drop 2 of the Commissars and drop in two squads of single Las Sents? Hum... might be able to find my old sprews and clip off the flamer bits...<br /> I really love the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 behind the plasmaguns with the vets. Now that they only burn on rolls of 1. Regardless of shots, it makes it all the more potent. 9 shots with only a 1/3 miss probablity.<br /> Never thought of the imp comm... Rerolls on reserves... It doesnt specify that the reroll has to be taken on a miss or a hit... So if I dont want those guys coming in JUST yet... could reroll a successful roll to try to fail?  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <br /> Now to do the math and see if it all adds up...<br /> <br /> -2 Commissars w/Powerfists = 120<br /> -15 Frag Grenades = 15<br /> 120+15+17= 152<br /> Flame Sent w/Imp Com = 60<br /> Flame Sent<br /> Flame Sent<br /> 60+40+40=140<br /> <br /> Still leaves 12 points floating around. 1 man to each Remnant squad?<br /> <br /> Takes out two Commissars and their weapons, but adds 3 Flame Walkers.  (And it only takes 1 to halt a whole squad of guants...) If I could squeeze 18 points somewhere... could smack on 3 hunter-killers.... Hum.<br /> <br /> Any Further Thoughts?<br /> <br /> -Deewalla<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 28 Oct 2008 20:29:47]]> GMT</pubDate>
				<author><![CDATA[ Deewalla]]></author>
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				<title>1500 IG Tourny List. Beardy enough?</title>
				<description><![CDATA[ The hunter killers tend to be duds at their price - they only really become useful if you outflank on the entirely wrong side of the board and you're never going to get to where the action is.  If you're not going to outflank and would prefer to use the infiltrators rule normally, it may be better - esp. if you're putting a Improved Comm on one of them, for consistent re-rolling.<br /> <br /> With the spare 12 points, put an extra man in each remnant squad, put some smoke launchers on your sentinels (for achievable cover saves while you attempt to get into template range) or... well, that's about it.]]></description>
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				<pubDate><![CDATA[Wed, 29 Oct 2008 04:47:11]]> GMT</pubDate>
				<author><![CDATA[ bryantsbears]]></author>
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