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		<title><![CDATA[Latest posts for the thread "1500 point pure I.G. list"]]></title>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ Greetings everyone.  List concept for a pure I.G. army, would love some feedback.<br /> <br /> -----------------------------------------------------------------------------<br /> <br /> Company command squad = 135<br /> -Commander, no upgrades<br /> -Company banner<br /> -Veteran w/ voxcaster<br /> -Veteran Guardsman w/ Lasgun<br /> -Veteran Guardsman w/ Sniper Rifle (Gotta keep with the enemy at the gates feel somehow)<br /> -astropath<br /> -master of the fleet<br /> <br /> Vet squad = 125 <br /> 3x plasma, veteran w/ plasma pistol<br /> -Chimera Transport  - 55 <br /> Hull Heavy flamer.<br /> <br /> Infantry Platoon = 345<br /> -platoon command squad - Jr. Officer, voxcaster, 3x meltaguns <br /> -Infantry squad - voxcaster, Lascannon<br /> -infantry squad - voxcaster, Lascannon<br /> -special weapons squad - demo charge, 2x flamer (Rides in Vendetta)<br /> -special weapons squad - demo charge, 2x flamer (Rides in Vendetta)<br />      -Chimera Transport (attached to Platoon Command Squad) - 55 Points<br />      Hull Heavy Flamer<br /> <br /> Psyker Battle squad = 110<br /> - Chimera Transport - 55<br /> Hull Heavy Flamer<br /> <br /> Vendetta Gunship = 130 <br /> <br /> Vendetta Gunship = 130<br /> <br /> Griffon mortar squadron = 150<br /> 2x Griffon Mortars w/ Hull Heavy Flamer<br /> <br /> Leman Russ Battletank = 150<br /> Hull Heavy Flamer<br /> <br /> Aegis Defense Line = 50 <br /> <br /> 1500<br /> <br /> -----------------------------------------------------<br /> <br /> Any thoughts?  I'm going for a take all comers list, but obviously if someone gets in my grill I'm going to have a hard time.  Hoping the heavy dose of Heavy Flamers on the tanks can help thin the herd of onrushing charging units coupled with massed fire and the Psyker Battle Squad dropping leadership to break them (Provided they're not fearless).<br /> <br /> Thanks for any thoughts in advance.<br /> <br /> -Red__Thirst-<br /> <br /> <br /> -Edit: Updated list: Removed sniper rifle from <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Dropped quadgun from <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>, and added Chimera transport to <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>. ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 04:25:37]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ Is there a delivery system for the command squad with meltas?]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 18:38:25]]> GMT</pubDate>
				<author><![CDATA[ AdeptusAwesome]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ Howdy Adeptus,<br /> <br /> There would be, in a larger list.  Unfortunately in 1500 points I had to make some concessions and one of those was a Chimera.<br /> <br /> That said, I could opt to drop the Quadgun from the Aegis Defense Line and remove one of the sniper rifles from the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> to allow for one more Chimera to be added for the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> to ride in, however I don't know if I should give up that firepower and anti-flyer defense.  <br /> <br /> Would two vendettas be enough anti-flyer at this points value?  That's the crux of the matter I think.  I like the option of having a third transport tank in the list, to be sure, but I kinda like having the extra four twin-linked autocannon shots that can intercept and give me some sky fire as well.  <br /> <br /> What are your thoughts, fellow I.G. players?  Extra Chimera, or Quad Gun? <br /> <br /> Thanks in advance for any thoughts.<br /> <br /> -<span class="glossaryitem" onmouseover='gp(115);'>RT</span>-]]></description>
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				<pubDate><![CDATA[Tue, 8 Oct 2013 04:18:14]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Re:1500 point pure I.G. list</title>
				<description><![CDATA[ I would reccomend trying to use the platoon command squad as a stand in for the special weapons squad. You can take 4 special weapons in that squad! Have your company command squad to dish out orders.<br /> Also, the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> is so much more than simply accessing a turret, it's a deployable 4+ cover save for your infantry platoon.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> In response to your above question, lose the turret, pick up the chimera. Your vendettas will be capable of air defense enough.]]></description>
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				<pubDate><![CDATA[Tue, 8 Oct 2013 08:16:14]]> GMT</pubDate>
				<author><![CDATA[ gealgain]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ I can see where you're coming from, Gealgain. <br /> <br /> Firstly, I totally agree, I NEVER build an I.G. list without, at bare minimum, an Aegis Defense Line in it.  Period.  I just know that things like the Chaos Hell Drake, as well as Necron flyers, just to name a couple of nasties I can look forwards to dealing with,  will make life very very bad for a guard army.  I don't *Have* to have the quad gun, but I felt like it would be the better option over another Chimera for the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> to ride in.  <br /> <br /> My reasoning for not dropping the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> out of a Vendetta in lieu of the Special Weapon Squad I currently have are two-fold. <br /> First: The <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> cannot carry a Demolition Charge (  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  ) which is the point of those units.  They drop, hopefully hit, use their flamers to roast some soft targets (or add wounds to hard targets) and then drop the demo charge and clear out a nice big hole in whatever they're shooting at.<br /> Second, I want the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> close to the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> if possible so they can benefit from the "Bring it Down!" or "Fire on my Target!" orders if I have to bring the melta guns to bear on a drop pod or deep striking armored unit/hard target.  I also like that it gives me an extra six man squad of scoring units I can play around with and consider dropping on an objective off away from the main line of combat that doesn't have such a concentration of anti-armor off squatting on an objective far away where they won't be as effective as being behind my <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> keeping armor/hard targets at bay from the bulk of my infantry..<br /> <br /> Lastly, I like keeping my orders centralized, with the Veteran Squad and the two grav chute special weapon fire-teams acting outside of that orders area if need-be.  I can drop a "Bring it Down!" order on one of the Infantry Squads, drop a "Bring it Down!" on the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>, and finally fire off a "First Rank Fire!  Second Rank Fire!" on the remaining Infantry Squad, and not have any orders left un-used or wasted. (just an example, providing I've got a target for the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>'s melta guns)<br /> <br /> In a lower point value game, I would likely do as you suggest, subbing out a special weapon squad for the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> and tossing the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> into a Vendetta. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Thanks for the thoughts, much obliged.  The big thing I'm wondering is is the Quad Gun worth it, or would another Chimera better serve the force as a whole?  Also, what other points need to be addressed?  This is a take-all-comers generalist list, so I understand it won't be great at any one thing, but still, I hope it is able to do enough things well enough to hold it's own vs. the majority of opponents.  <br /> <br /> Please keep the critiques coming!  I appreciate all the input thus far and hope to hear more. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Take care for now,<br /> <br /> -<span class="glossaryitem" onmouseover='gp(115);'>RT</span>-<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Oct 2013 09:03:01]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ As a side note, the other option I can consider is not putting the Psyker Battle Squad in a Chimera and, instead, putting that Chimera with the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>.<br /> <br /> That exposes my Psyker Battle Squad, and removes the hard-candy-shell from them though.  They're certainly going to be a primo target.  I suppose I could just deploy both near the chimera (outside of it) especially if I'm going first, and depending on my opponent load one or the other up into it and go from there.  <br /> <br /> Conundrums abound.  Still that lets me have the option for keeping the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> mobile while retaining the quad gun for anti-flyer and general added shootyness. <br /> <br /> Any thoughts on that, fellow guard players?<br /> <br /> Appreciate it <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> -<span class="glossaryitem" onmouseover='gp(115);'>RT</span>-]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 04:09:39]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0fcb5159c8e75cbf376cc138284ff42a.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554963/6127339.page"><b>Red__Thirst wrote:</b></a><br/>Howdy Adeptus,<br /> <br /> There would be, in a larger list.  Unfortunately in 1500 points I had to make some concessions and one of those was a Chimera.<br /> <br /> That said, I could opt to drop the Quadgun from the Aegis Defense Line and remove one of the sniper rifles from the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> to allow for one more Chimera to be added for the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> to ride in, however I don't know if I should give up that firepower and anti-flyer defense.  <br /> <br /> Would two vendettas be enough anti-flyer at this points value?  That's the crux of the matter I think.  I like the option of having a third transport tank in the list, to be sure, but I kinda like having the extra four twin-linked autocannon shots that can intercept and give me some sky fire as well.  <br /> <br /> What are your thoughts, fellow I.G. players?  Extra Chimera, or Quad Gun? <br /> <br /> Thanks in advance for any thoughts.<br /> <br /> -<span class="glossaryitem" onmouseover='gp(115);'>RT</span>-</div></blockquote><br /> <br /> I'd say that two vendettas are plenty anti-flier at 1500. You could always use your vendetta to drop those meltas by some tanks though. But you've already got your <span class="glossaryitem" onmouseover='gp(695);'>SWS</span> in there. The chimera isn't necessary, but i do love chimeras. Whack that bad boy into your list and get rid of the quadgun.  ]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 19:55:53]]> GMT</pubDate>
				<author><![CDATA[ ColonelCommissarGaunt]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ Thanks Gaunt,<br /> <br /> I just updated the original post to reflect the changes I mentioned, removing one sniper rifle from the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, removing the quad-gun, and adding one Chimera for the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> to ride in if need-be.  <br /> <br /> Let me know how it looks by comparison.  <br /> <br /> Thanks guys <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> -<span class="glossaryitem" onmouseover='gp(115);'>RT</span>-]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 21:31:37]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Re:1500 point pure I.G. list</title>
				<description><![CDATA[ Drop the psyker squad and something else for 5 points, maybe the sniper as it wont really ever do anything and add another plasma vet in a chimera so you have a better mobile scoring unit that can really benefit your army.]]></description>
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				<pubDate><![CDATA[Fri, 11 Oct 2013 03:02:59]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:1500 point pure I.G. list</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9a5145a9dff4c1ac741028d7d6a53555.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554963/6137229.page"><b>tankboy145 wrote:</b></a><br/>Drop the psyker squad and something else for 5 points, maybe the sniper as it wont really ever do anything and add another plasma vet in a chimera so you have a better mobile scoring unit that can really benefit your army.</div></blockquote><br /> <br /> Really?  Odd, the Psyker battle squad consistently earns it's points back every single game I play them.  They either drop the leadership on a squad of models and I put two Griffon rounds on that same squad (Typically removing at least one) and pinning it for the remainder of the round.  I can't tell you how many times I've run a unit off the board with them on turn one.  They're one of the MVP's of my army truth be told.  I'm shocked to hear you find them less than appealing to be honest.  Have you ever run them? <br /> <br /> Yea, they're squishy, but it's guard.. EVERYTHING is squishy.  They're cheap to boot compared to other elites, and crazy effective. <br /> <br /> They're one thing I won't budge on in my list.  The only time they're not *as* effective is if I'm up against an all fearless or all stubborn army, but even then they drop a <span class="glossaryitem" onmouseover='gp(171);'>ST</span>:9 large blast template with <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: <span class="glossaryitem" onmouseover='gp(24);'>D6</span> out to 36" a turn, which does *NOT* suck in any world I've ever heard of. <br /> <br /> Thank you for the input, and I for one would love to have a second plasma team running around in a Chimera (and would in a higher point game, to be sure) but as I said in my opening post I have to make concessions somewhere at 1500 points. <br /> <br /> Take it easy.<br /> <br /> -<span class="glossaryitem" onmouseover='gp(115);'>RT</span>-<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Oct 2013 04:05:08]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ When i am playing i use this roughly<br /> <br /> Company comand <br /> Plasmas 2x<br /> Lascannon<br /> <br /> 1 x vets with plasmas and chimera<br /> 1x vets with meltas in valkarie<br /> <br /> Platoon  command flamers<br /> 2 inf squads 2 flamers commissar ( charge this blob of men if you dare)<br /> 2 hvy weapon teams 1x lascannons , 1x autocannons<br /> Aegis <br /> <br /> Leman russ punisher 3x hvy bolters and pinitle mount stubber (32 shots)<br /> Leman russ vanquisher lascannon on the front <br /> <br /> Hide the hvy weapons behind the Aegis<br /> <br /> Vets for capturing / killing dreadnaughts or something<br /> <br /> Blob the inf squad and march forward with the platoon command ( first rank fire 2nd rank every turn ) <br /> <br /> Lema russes for cover in front of the inf<br /> <br /> The command squad is there for orders for the hvy weapons <br /> <br /> I try to kill one unit  before moving on to the next but this doesnt always work , ]]></description>
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				<pubDate><![CDATA[Fri, 11 Oct 2013 19:16:37]]> GMT</pubDate>
				<author><![CDATA[ Philhoggart]]></author>
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				<title>Re:1500 point pure I.G. list</title>
				<description><![CDATA[ quote me if Im wrong but I dont believe you can fire their psychic blasts from inside the chimera <span class="glossaryitem" onmouseover='gp(70);'>iirc</span>.  I dont have the rule book or codex to check that.]]></description>
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				<pubDate><![CDATA[Sat, 12 Oct 2013 15:44:52]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>1500 point pure I.G. list</title>
				<description><![CDATA[ Hey Tankboy, <br /> <br /> You're not wrong on their leadership lowering power, they must first exit the transport to use Weaken Resolve, and cannot cast that power from inside the transport, as it isn't a normal shooting attack (previous edition codex issue) and CAN target units locked in close combat unlike most other psychic shooting attacks per the I.G. <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>.  I don't mind having them in their hard candy shell until they need to get out & use this power.<br /> <br /> That said their more traditional blast power can be fired from inside the chimera (opening the back hatches so it's open-topped is how I traditionally do this, even if there are fire points).  At least that's how I interpret it.  If that's not correct, please point me to a source that says otherwise.<br /> <br /> Thanks Tankboy,<br /> <br /> -<span class="glossaryitem" onmouseover='gp(115);'>RT</span>-]]></description>
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				<pubDate><![CDATA[Sat, 12 Oct 2013 22:05:01]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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