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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ I was posting in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> tactics about playing against my friend who has Tau, I think my continuous defeats against him are down to the way I have bulit my list.<br /> <br /> This is what I played against him with last game:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> -<span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span><br />   2 Bodyguards<br />   Vox<br />   Medi-pack<br /> <br /> -Lord Commissar<br />   Power Sword<br />   Carapace armour<br /> <br /> Troops:<br /> -Infantry Platoon:<br />   -<span class="glossaryitem" onmouseover='gp(331);'>PCS</span><br />    2 Snipers<br />    Vox<br />    Medi-Pack<br />   -Vet Squad<br />    Vox<br />    Melta<br />    Plasma<br />    Sniper<br />    Lascannon<br />   -Vet Squad<br />    Vox<br />    Melta<br />    Plasma<br />    Sniper<br />    Autocannon<br />   -Vet Squad<br />    Vox<br />    Melta<br />    Plasma<br />    Lascannon<br />    <br /> -Vet Squad<br />   Vox<br />   Shotguns<br />   Heavy flamer<br />   2 Flamers<br />   -Chimera<br />    Hunter Killer Missile<br />    Dozer Blade<br />    Extra Armour<br /> <br /> Elites:<br /> -Storm Trooper Squad (inside valkyrie)<br />   5 additional troopers<br />   Melta<br />   Plasma<br />   flamer<br /> <br /> Fast Attack:<br /> -Armoured Sentinel<br />   Lacannon<br /> <br /> -Valkyrie<br />   Lascannon<br />   Two multiple rocket pods<br /> <br /> Heavy Support:<br /> -<span class="glossaryitem" onmouseover='gp(89);'>LRBT</span><br />   Lascannon<br />   Bolter sponsons<br />   Heavy Stubber<br />   Dozer Blade<br /> <br /> -Vanquisher<br />   Lascannon<br />   Mulit-melta sponsons<br /> <br /> -Basilisk<br />   Dozer blade<br /> <br /> What can i change to improve my army?]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 10:00:27]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Firstly drop the snipers on everything there not an effective weapon and your not going to out shoot tau with them. <br /> <br /> Also drop the med kits being only toughness 3 there's not really any point. <br /> <br /> On the veteran squads don't mix weapons like it makes 2/3 of the special weapons ineffective due to improper use take all 3 of the same special weapon maybe plasma to take advantage of <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 4<br /> <br /> The veteran squad with shotguns- keep the lasguns and the flamers in the chimera I bet these do well vs fire warriors or kroot.<br /> Although keep them hiden as they will be a bullet magnet <br /> <br /> Storm troopers same again take 3 of the same special weapon<br /> Use these to kill crisis suits <br /> <br /> Ditch all the upgrades on the russ's when you fire the main gun sponsons snap fire making them an expensive waste <br /> <br /> <br /> <br /> Scrap the lone sentinel there rubbish <br /> <br /> The basilisk should do well against a static army like tau <br /> <br /> <br /> <br /> Now maybe try to squeeze in a vendetta <br /> <br /> Oh and you have a new codex so soon you can bask in the warm glow of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> new codex syndrome <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 10:23:52]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Drop ghe Vox's i never use them , <br /> <br /> Drop the Stormtroopers , they are expenisive amd i would rather have 2 squads of vets with plasma or melta in vendettas <br /> <br /> Put in an Aegis with a quad gun this can be fired by the lord commissar BS5 , thats 4 dead per turn and some anti Air amd put the Basalisk behind it with camo netting for a great cover save ;-)<br /> <br /> I like flamers on my inf squads and if you blob them together then if some one charges this groop of 3 flamers they will die ;-) <br /> <br /> Get rid of the <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> and use anothe basalisk , and use a leman russ executioner with plasma sponsons and a lascannon ;-) or the punisher with HVY bolters and a hvy stubber with pask , 32 ST5 shots hitting on a 3+<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 11:22:39]]> GMT</pubDate>
				<author><![CDATA[ Philhoggart]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ Thanks for the advice!<br /> I've been looking into getting pask for a while now, he seems really good.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> was doing really well until our most recent game where my friend with tau took first turn and took it out before it had a chance to do anything.<br /> <br /> I'll definitely start grouping special weapons together, I may keep the storm troopers so I can deepstrike them to distract some opposition units and maybe take out a few suits.<br /> <br /> I've been undecided about the snipers for a while now, I've had a few successes with them against stealth suits and an ethereal but I've had a few suggestions to scrap them, they're cheaper than some of the other special weapons and when in the right position can give a slight advantage.<br /> <br /> I was also looking at getting a hydra as my friend has recently put together a sunshark bomber, thoughts?<br /> <br /> I hope the 6th edition <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex brings a lot to the army, I'm really looking forward to it.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 11:43:44]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ I play both guard and tau so I aren't surprised he killed the russ's turn one <span class="glossaryitem" onmouseover='gp(325);'>tbh</span> maybe camo netting will help ?? <br /> <br /> And I like storm troopers <span class="glossaryitem" onmouseover='gp(325);'>tbh</span> they can put out quite a lot of damage but against tau there ap3 hotshot is probably wasted so you could think about replacing them with some more vets jumping out the Valkyrie <br /> <br /> And a hydra would be good but don't expect it to last very long if at all maybe consider what is said above about the aegis and commissar for anti flyer ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 12:11:52]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ Camo netting seems like a good idea actually, I hadn't even thought of using it before but the extra cover saves may give me a better chance against the novacharged weapon on the riptide.<br /> <br /> The other idea I had for taking on Tau was bringing along some space wolf allies but I wouldn't want to be dependent on them and wouldn't know which models to use.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 12:34:48]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ The trick with tau is to get in their face and don't let them take advantage of there assault moves <br /> <br /> Your orders should bring your shooting up to par especially with first rank rife and bring it down <br /> <br /> BUT most important is DESTROY the marker lights and any buffmanders as quickly as possible ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 12:40:27]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ I'm terrible when it comes to actually remembering to use orders we'll often get to the end of a turn and I'll go 'Oh no I haven't used any orders' and then get shot up by the long range Tau stuff. My friend with Tau usually sits all the markerlight units in good cover right at the back of the map where I struggle to hit them with artillery fire. <br /> When I do use orders though I usually use either bring it down with bastonne (forgot him in the list, apologies) or run, run, run to get my troops a little further forward.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 13:51:28]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Don't forget orders there ace !! I would do them first before you shoot anything <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> What does he use for marker lights ?? ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 14:16:07]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ I know the markerlights are in a pathfinder squad with some funny looking weapons, I'm not really up to scratch on all their kit but I think there's roughly 3 unique drones as well. The worst when it comes to drones are the missile shield drones on the riptide which we've been forgetting to do leadership tests on the riptide for every time one of them dies.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 15:15:24]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Okay well maybe put a veteran squad with 3 flamers in a Valkyrie and burn those pathfinders fast tau effectiveness drops when the marker lights drop <br /> <br /> Make sure you do the leaderships after killing shield drones it's halarious watching a riptide run off ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 15:31:06]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6405999.page"><b>Hallakhan wrote:</b></a><br/>I'm terrible when it comes to actually remembering to use orders we'll often get to the end of a turn and I'll go 'Oh no I haven't used any orders' and then get shot up by the long range Tau stuff. My friend with Tau usually sits all the markerlight units in good cover right at the back of the map where I struggle to hit them with artillery fire. <br /> When I do use orders though I usually use either bring it down with bastonne (forgot him in the list, apologies) or run, run, run to get my troops a little further forward.</div></blockquote><br /> You have Basilisks, you should never be struggling to hit anything with anything ;P<br /> Also, never take Bastonne, he's a waste of points, for his price you can get another <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, which grants 2 extra orders instead of just 1, so he's outclassed by a unit in his own codex. <br /> Take the snipers off everything, they're just.. Terrible.<br /> Swap your Valkyries out for Vendettas, they're better in literally every way.<br /> Take an Astropath to make sure your Stormtroopers (I assume you're using suicide Stormtroopers) and Vendettas/Valkyries come in on time.<br /> Take the sponsons off your <span class="glossaryitem" onmouseover='gp(89);'>LRBTs</span>. What I find works quite well against Tau are... I forget the name of the tanks, the ones with Nova Cannons. An AP5, cover-ignoring Large Blast template? Yes please. <br /> Take another Basilisk (squeeze it in somewhere), they're fab against static armies, and whack it behind cover so it can't be shot.<br /> For Riptides.. Tarpit it with a guard blob with power axes.<br /> And, you mustn't forget orders, they are literally the best thing about the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>/<span class="glossaryitem" onmouseover='gp(331);'>PCS</span>, if you forget to take orders don't bother with them, take a Lord Commissar instead, he'll do a lot better.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 15:33:37]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ Scaring the Riptide away will certainly be a much easier way to get rid of him. Am I correct in thinking that i can deepstrike the valkyrie on top of the pathinders and then send the vets with flamers down to get them?<br /> <br /> Edit: I wasn't aware vets could take power weapons? I thought it was just the sargeant that could do that, bastonne didn't do so well last game so I'll drop him next time and make sure I use the rest of the orders.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 15:35:21]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Riptide bothers you???? Take a psyker battle squad reduce his <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> to 2 and kill 1drone and watch him try to roll double 1s or flee <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> off the table!<br /> <br /> Also basilisks are awesome but can be killed because their min range of 24" so Medusas are also great because their strength 6 AP3 and ignore cover means goodbye battle suits!<br /> <br /> Sniper rifles are not the best choices for special weapons, if its down to 5pt upgrades always take flamers over snipers.<br /> <br /> For suicide storm troopers take 3 plasmas and deep strike next to them (don't forget you get to re roll scatter) and you can kill some battle suites/riptides OR take meltas and kill any tanks.<br /> <br /> For normal squads group them together in blobs of 30 with maxed flamers, or meltas if you want but always take power axes on Sargents and take a commissar with power axe and if they challenge you refuse it and swing back with 9 axe hits and 54 normal hits.<br /> <br /> For tanks basic <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> without sponsons are best, so you can move and shoot without wasted shots.<br /> <br /> Hydras are good but its worth taking a unit of 2 for a guaranteed flyer kill.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 16:13:31]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406250.page"><b>Hallakhan wrote:</b></a><br/>Scaring the Riptide away will certainly be a much easier way to get rid of him. Am I correct in thinking that i can deepstrike the valkyrie on top of the pathinders and then send the vets with flamers down to get them?<br /> <br /> Edit: I wasn't aware vets could take power weapons? I thought it was just the sargeant that could do that, bastonne didn't do so well last game so I'll drop him next time and make sure I use the rest of the orders.</div></blockquote><br /> Vets can't take power weapons, but Blobs can. Basically fill a Combined Squad with as many guardsmen as you can, give the sergeants power axes for 10pts each ;P Also, you want to tarpit the riptide. Charge your blob into him, it's impossible for him to get out on his own in even ten turns if you have a Commissar. And, no you can't deepstrike your Valkyrie, but it does come off the board edge and can go maximum 24" I believe, so you can drop the Vets with flamers using the Valkyrie but it puts it into hover mode and makes it susceptible to Railrifles and the like. If you want to get rid of them fast, take a squad of Stormtroopers with flamers and drop them right on the Pathfinders, but they'll probably die the turn after, so not really worth it.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 16:16:21]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ You can fire under the min range with a Basilisk but it has to be indirect fire, so not worth it within 12" of the basilisk itself incase you scatter on your own tank. <br /> <br /> The tarpitting sounds like the best way of dealing with the riptide but i do like the sound of psykers as well. I'll probably scrap the snipers for the mean time and get some more squads with vet sergants.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 16:52:20]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406539.page"><b>Hallakhan wrote:</b></a><br/>You can fire under the min range with a Basilisk but it has to be indirect fire, so not worth it within 12" of the basilisk itself incase you scatter on your own tank. <br /> <br /> The tarpitting sounds like the best way of dealing with the riptide but i do like the sound of psykers as well. I'll probably scrap the snipers for the mean time and get some more squads with vet sergants.</div></blockquote><br /> Guard Psykers suck, to be perfectly honest.. You're better off taking allied Space Wolves, take a squad of Grey Hunters and a couple of Rune Priests, if you really want Psykers that badly, plus Grey Hunters are really nice. Another nice combo for Guard blobs is to take.. Forgotten his name, Dark Angels Chapter Master, because he gives a 5+ invluln to any units within 12", so you have a massive Blob of 50 guys with 5+ invulns, flamers and power axes ;D]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 17:18:27]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Azreal I think was his name and don't be like that because its pure cheese :p ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 17:50:29]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ I'll get a big blob built up and add some space wolves, I already have the space wolf codex, just need to get some models, any recommendations on how to use cannis wolfborn?]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 18:40:37]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406933.page"><b>Hallakhan wrote:</b></a><br/>I'll get a big blob built up and add some space wolves, I already have the space wolf codex, just need to get some models, any recommendations on how to use cannis wolfborn?</div></blockquote><br /> Don't use him.. Take Rune Priests, you can get 3 per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot and they're one of the best psykers in the game because of this. Storm Bolters for 3pts, <span class="glossaryitem" onmouseover='gp(416);'>JOTWW</span>, ass kicking.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 22:09:01]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ff5df6d4558508f4c3fd29424c68fd4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406628.page"><b>BrotherOfBone wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406539.page"><b>Hallakhan wrote:</b></a><br/>You can fire under the min range with a Basilisk but it has to be indirect fire, so not worth it within 12" of the basilisk itself incase you scatter on your own tank. <br /> <br /> The tarpitting sounds like the best way of dealing with the riptide but i do like the sound of psykers as well. I'll probably scrap the snipers for the mean time and get some more squads with vet sergants.</div></blockquote><br /> Guard Psykers suck, to be perfectly honest.. You're better off taking allied Space Wolves, take a squad of Grey Hunters and a couple of Rune Priests, if you really want Psykers that badly, plus Grey Hunters are really nice. Another nice combo for Guard blobs is to take.. Forgotten his name, Dark Angels Chapter Master, because he gives a 5+ invluln to any units within 12", so you have a massive Blob of 50 guys with 5+ invulns, flamers and power axes ;D</div></blockquote><br /> <br /> Please promise me that you will stop talking like an idiot about battle psykers.<br /> <br /> Battle psyker squads are probably the most over powered unit in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex, for 110pts or 165pts if you take them in a chimera (always take them in a chimera) <br /> they will let you chase riptides, non-fearless deathstars off the board just by doing 25% damage to the unit, and they will help you in combat as well.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 23:35:54]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d81b47dfb9a4f54637b4fde9fe70169b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6408043.page"><b>Arbiter wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ff5df6d4558508f4c3fd29424c68fd4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406628.page"><b>BrotherOfBone wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406539.page"><b>Hallakhan wrote:</b></a><br/>You can fire under the min range with a Basilisk but it has to be indirect fire, so not worth it within 12" of the basilisk itself incase you scatter on your own tank. <br /> <br /> The tarpitting sounds like the best way of dealing with the riptide but i do like the sound of psykers as well. I'll probably scrap the snipers for the mean time and get some more squads with vet sergants.</div></blockquote><br /> Guard Psykers suck, to be perfectly honest.. You're better off taking allied Space Wolves, take a squad of Grey Hunters and a couple of Rune Priests, if you really want Psykers that badly, plus Grey Hunters are really nice. Another nice combo for Guard blobs is to take.. Forgotten his name, Dark Angels Chapter Master, because he gives a 5+ invluln to any units within 12", so you have a massive Blob of 50 guys with 5+ invulns, flamers and power axes ;D</div></blockquote><br /> <br /> Please promise me that you will stop talking like an idiot about battle psykers.<br /> <br /> Battle psyker squads are probably the most over <b>costed</b> unit in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex, for 110pts or 165pts if you take them in a chimera (always take them in a chimera) <br /> they will let you chase riptides, non-fearless deathstars off the board just by doing 25% damage to the unit, and they will help you in combat as well.</div></blockquote><br /> 'most over powered unit'<br /> Vendettas<br /> Hellhounds<br /> Blobs with Power Axes<br /> Exterminators with Heavy Bolters<br /> Vanquishers with Pask<br /> Yeah.. No<br /> And they only get 1 psychic power?]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 01:04:12]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ff5df6d4558508f4c3fd29424c68fd4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6408315.page"><b>BrotherOfBone wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d81b47dfb9a4f54637b4fde9fe70169b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6408043.page"><b>Arbiter wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ff5df6d4558508f4c3fd29424c68fd4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406628.page"><b>BrotherOfBone wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406539.page"><b>Hallakhan wrote:</b></a><br/>You can fire under the min range with a Basilisk but it has to be indirect fire, so not worth it within 12" of the basilisk itself incase you scatter on your own tank. <br /> <br /> The tarpitting sounds like the best way of dealing with the riptide but i do like the sound of psykers as well. I'll probably scrap the snipers for the mean time and get some more squads with vet sergants.</div></blockquote><br /> Guard Psykers suck, to be perfectly honest.. You're better off taking allied Space Wolves, take a squad of Grey Hunters and a couple of Rune Priests, if you really want Psykers that badly, plus Grey Hunters are really nice. Another nice combo for Guard blobs is to take.. Forgotten his name, Dark Angels Chapter Master, because he gives a 5+ invluln to any units within 12", so you have a massive Blob of 50 guys with 5+ invulns, flamers and power axes ;D</div></blockquote><br /> <br /> Please promise me that you will stop talking like an idiot about battle psykers.<br /> <br /> Battle psyker squads are probably the most over <b>costed</b> unit in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex, for 110pts or 165pts if you take them in a chimera (always take them in a chimera) <br /> they will let you chase riptides, non-fearless deathstars off the board just by doing 25% damage to the unit, and they will help you in combat as well.</div></blockquote><br /> 'most over powered unit'<br /> Vendettas<br /> Hellhounds<br /> Blobs with Power Axes<br /> Exterminators with Heavy Bolters<br /> Vanquishers with Pask<br /> Yeah.. No<br /> And they only get 1 psychic power?</div></blockquote><br /> <br /> I'm sorry but if you don't see the value of being able to reduce a unit to <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 2 from 36" away every turn for 100 points you literally the most laughably stupid person <span class="glossaryitem" onmouseover='gp(269);'>id</span> have met all day. Not to mention to describe a paskquisher as a good use of points <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> <br /> Psychic squad can also shoot a strength x <span class="glossaryitem" onmouseover='gp(6);'>ap</span> x pie plate a turn where x is the number in the squad for S and a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> for <span class="glossaryitem" onmouseover='gp(6);'>AP</span>. <br /> <br /> You can guarantee failure of leadership and pinning checks, but the fun only starts there. Throw in a primaris pskyer with your plasma vets and give him telepathy and laugh as you psychic scream (primaris power in the book) a swarm lord with 2 tyrant guard killing them all with no saves or drop a unit of terminators. Or cast another one which causes units to lose fearless and make a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test or run to turn away genestealers blobs or Grey knight terminators. <br /> <br /> Also you only get 1 warp charge, but you get as many powers as you had in your codex so bother the sanctioned and primaris pskyer a get 2 powers a piece. ]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 13:27:03]]> GMT</pubDate>
				<author><![CDATA[ Sajue]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ I've looked up a few psyker rules and read up on the primaris psyker, I like the look of the nightshroud ability but how often can i use it?<br /> <br /> The other question I had was about the shotguns, will they be upgraded to be the same as the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> scout shotguns in the 6th edition codex? I'm trying to decide whether they're worth keeping or not. I do like having 2 shots with them but at the same strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> as a standard lasgun they don't make a vast amount of difference.]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 14:23:26]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6409617.page"><b>Hallakhan wrote:</b></a><br/>I've looked up a few psyker rules and read up on the primaris psyker, I like the look of the nightshroud ability but how often can i use it?<br /> <br /> The other question I had was about the shotguns, will they be upgraded to be the same as the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> scout shotguns in the 6th edition codex? I'm trying to decide whether they're worth keeping or not. I do like having 2 shots with them but at the same strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> as a standard lasgun they don't make a vast amount of difference.</div></blockquote><br /> <br /> You can use it every turn. Shotguns only shoot 12 inches so unless you plan on charging your guard into combat a lasgun will always be better]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 15:42:59]]> GMT</pubDate>
				<author><![CDATA[ Sajue]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ff5df6d4558508f4c3fd29424c68fd4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6408315.page"><b>BrotherOfBone wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d81b47dfb9a4f54637b4fde9fe70169b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6408043.page"><b>Arbiter wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ff5df6d4558508f4c3fd29424c68fd4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406628.page"><b>BrotherOfBone wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406539.page"><b>Hallakhan wrote:</b></a><br/>You can fire under the min range with a Basilisk but it has to be indirect fire, so not worth it within 12" of the basilisk itself incase you scatter on your own tank. <br /> <br /> The tarpitting sounds like the best way of dealing with the riptide but i do like the sound of psykers as well. I'll probably scrap the snipers for the mean time and get some more squads with vet sergants.</div></blockquote><br /> Guard Psykers suck, to be perfectly honest.. You're better off taking allied Space Wolves, take a squad of Grey Hunters and a couple of Rune Priests, if you really want Psykers that badly, plus Grey Hunters are really nice. Another nice combo for Guard blobs is to take.. Forgotten his name, Dark Angels Chapter Master, because he gives a 5+ invluln to any units within 12", so you have a massive Blob of 50 guys with 5+ invulns, flamers and power axes ;D</div></blockquote><br /> <br /> Please promise me that you will stop talking like an idiot about battle psykers.<br /> <br /> Battle psyker squads are probably the most over <b>costed</b> unit in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex, for 110pts or 165pts if you take them in a chimera (always take them in a chimera) <br /> they will let you chase riptides, non-fearless deathstars off the board just by doing 25% damage to the unit, and they will help you in combat as well.</div></blockquote><br /> 'most over powered unit'<br /> Vendettas<br /> Hellhounds<br /> Blobs with Power Axes<br /> Exterminators with Heavy Bolters<br /> Vanquishers with Pask<br /> Yeah.. No<br /> And they only get 1 psychic power?</div></blockquote><br /> <br /> Do you enjoy looking like an idoit online???<br /> <br /> Vendettas are only over powered in squadrons of 3 for 390pts<br /> Hellhounds are useful if and only if<br /> Blobs with axes need to get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span><br /> exterminators with <span class="glossaryitem" onmouseover='gp(51);'>hb</span>??<br /> vanquishers with pask...<span class="glossaryitem" onmouseover='gp(84);'>LOL</span><br /> So yea that leaves <span class="glossaryitem" onmouseover='gp(69);'>IG</span> psykers!]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 15:53:52]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ Meltatroopers <span class="glossaryitem" onmouseover='gp(87);'>lr</span> melta xtormtroopers as you may know them. Airborne assault them or load them into a flyer.]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 16:01:47]]> GMT</pubDate>
				<author><![CDATA[ Chaos Rising]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/53aee522b4efe8da3fa8a5d6121cb5ef.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6409930.page"><b>Chaos Rising wrote:</b></a><br/>Meltatroopers <span class="glossaryitem" onmouseover='gp(87);'>lr</span> melta xtormtroopers as you may know them. Airborne assault them or load them into a flyer.</div></blockquote><br /> <br /> <br /> Never use storm troopers, horribly overpriced for any task. If you want suicide melta squads use vets and throw them out a plane as they're far cheaper and very similar in terms of survivability. ]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 17:16:18]]> GMT</pubDate>
				<author><![CDATA[ Sajue]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Vendettas are overpowered however you like to run them. They're fantastic tank killers and some of the best anti-air in the game. <br /> <br /> Pask is great for adding some reliability to the Leman Russ, and I think the Vanquisher is something that needs his skills. It's a 70" (<span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>) melta shot, stick a lascannon on it and it's a great little tank hunter.<br /> <br /> Bolter Boat Exterminators are probably the best all-round tank now that the <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> can only snap-shot sponsons. The Exterminator Autocannon is a good anti-air weapon, though the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> will always outclass it it's still good for the purpose. 3 Heavy Bolters a turn will rip through most light infantry, and the side/rear armour of light transports. The Autocannon can also take on the front armour of most transports and even light battle tanks, and if you add a lascannon onto the front of it it becomes a great jack of all trades tank.<br /> <br /> Blobs with Axes do get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, it's why they're actually a viable threat. There's simply too much saturation to deal with without spamming large blasts at them, and only one other army can do this well (<span class="glossaryitem" onmouseover='gp(69);'>IG</span>), and even then it will only be a few blasts a turn in a moderately sized game. If you take two or three blobs, they can rip through a hell of a lot of things in combat and tarpit huge, scary monsters, and actually take them down (thank you hidden sergeants), and if you give the sergeants meltabombs then they can also take on vehicles.<br /> <br /> Hellhounds are also good all-rounders and are amazing against the recent upsurge of Tau and Eldar armies, who usually have 5+ armour saves and rely heavily on cover to stay alive. Three Hellhounds (fast vehicles) charging up the board through cover will quickly eliminate most threats due to their torrent flame weapons.<br /> <br /> I agree with Sajue on the Suistormies, they are far too expensive for it, however the only problem with grav-chute inserting them out of a Vendetta or Valkyrie is that it's really dangerous, and you're likely to scatter way off or lose some of your unit (or all of it), so if you want reliability then it's best to take Stormies, otherwise do go for Veterans or even Special Weapons Squads if you don't have the points for a big squad of Veterans, or if you don't have enough troop choices. While Veterans will always be superior to Special Weapons Squads it is always nice to have a few more meltaguns in with your blob. <br /> <br /> Stormtroopers do fill a good role for force saturation, however. If you want to destroy an enemy flank then simply deep strike 3 squads of Stormtroopers onto it and watch it melt away. Keep them deep in cover as they are expensive, but they are still a very nice infantry unit to have in your army.<br /> <br /> The reason I dislike Battle Psykers is because they have relatively low leadership and are prone to failing their psychic tests. There is also the fact that they can only get one psychic power due to the Brotherhood of Psykers special rule, so in my opinion it's better to just take a Primaris Psyker or an allied Librarian, who is far better for the points and also cheaper than a squad of Battle Psykers.]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 17:52:20]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/33a2f1abe0093ffbb8516628cc5d9798.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/571816/6406539.page"><b>Hallakhan wrote:</b></a><br/>You can fire under the min range with a Basilisk but it has to be indirect fire, so not worth it within 12" of the basilisk itself incase you scatter on your own tank. </div></blockquote><br /> <br /> Where do you know this from ?? I have been searching for this everywhere but no luck <br /> <br /> Thanks Phil<br /> <br /> EDIT i found it , thanks]]></description>
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				<pubDate><![CDATA[Tue, 7 Jan 2014 19:43:45]]> GMT</pubDate>
				<author><![CDATA[ Philhoggart]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ I havent noticed the list get updated but for one your platoon is illegal.  If you have a <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> you have to have a minimum of 2 infantry squads, not vet squads, just basic infantry squads.<br /> <br /> Storm troopers can only take 2 special weapons and are usually best when they all have the same weapon like 2 meltas or 2 plasmas and the best roll is a 5 man squad with 2 meltas that act as a suicide anti tank unit.<br /> <br /> Also on ALL squads have them stick with the same weapons, just like the stormies, all plasma, all melta, or all flamers.  Mixing them up will only give you a little of everything and not excel in anything and everything should have a dedicated role.<br /> <br /> Voxs are more for a fun casual army but if you want to win then you will want to drop them.  <br /> <br /> Medics, heavy flamers, and snipers are useless so drop them all.<br /> <br /> I would prefer a vendetta over a valkyrie as it is much better.<br /> <br /> A single sentinel will get singled out and die easily so unless using more I would drop it.<br /> <br /> <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>'s are best used with no upgrades.  The have an ordnance main gun so if they fire that then everything else has to snap fire.  You have 45pts in upgraded weapons that have to snap fire if the main gun fires, its a huge waste of points.  The dozer blade is your call, I dont really see much a use for it but if theres generally a lot of terrain then sure go for it.<br /> <br /> The vanquisher is actually good so nothing to say there.<br /> <br /> The basilisk with a dozer now is a waste of points.  It should be sitting alone behind some terrain firing away and not moving.  If you are moving then you either didnt put it in good enough cover or some enemy unit is close to it and if an enemy is close to it then the rest of your army is probably dead and the basilisk will most likely die and it will be game over.<br /> <br /> Hope this helps! also update the existing list so we can help you further create a list and see your adjustments to continue to help.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jan 2014 03:48:54]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ All your examples there with stornies and hellhounds have been "if you sink 360+points into it then it'll work!" Which is a bit moot point. If I put down 8 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> in a 1500 point game it'd be hard to deal with but I wouldn't win any of the time. <br /> <br /> Exterminator is trash. 9 heavy bolter shots and twin linked double autocannon will kill on average 6 orks a turn. That's not very impressive for a 150+ point tank. <br /> <br /> Paskquisher  is similarly terrible. You end up paying  in excess of  200 points for it with a lascannon that's about the same as a vendetta with melta vets and guess which one can still do something useful once the tanks are all dead? It's not pask. <br /> <br /> And sure you can take another pskyer, although a librarian is in fact more points, is only 1 model so you can't abuse cover with him. but none of them have weaken resolve which is hands down the best psychic power in the game right now for guard especially if you play an artillery heavy list. And yes they do get both of their psychic powers.<br /> <br /> And you say they're low <span class="glossaryitem" onmouseover='gp(82);'>LD</span>, but they're leadership 9 which is about as good as you'll need it. ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jan 2014 04:45:03]]> GMT</pubDate>
				<author><![CDATA[ Sajue]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/571816/6412420.page"><b>Sajue wrote:</b></a><br/>All your examples there with stornies and hellhounds have been "if you sink 360+points into it then it'll work!" Which is a bit moot point. If I put down 8 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> in a 1500 point game it'd be hard to deal with but I wouldn't win any of the time. <br /> <br /> Exterminator is trash. 9 heavy bolter shots and twin linked double autocannon will kill on average 6 orks a turn. That's not very impressive for a 150+ point tank. <br /> <br /> Paskquisher  is similarly terrible. You end up paying  in excess of  200 points for it with a lascannon that's about the same as a vendetta with melta vets and guess which one can still do something useful once the tanks are all dead? It's not pask. <br /> <br /> And sure you can take another pskyer, although a librarian is in fact more points, is only 1 model so you can't abuse cover with him. but none of them have weaken resolve which is hands down the best psychic power in the game right now for guard especially if you play an artillery heavy list. And yes they do get both of their psychic powers.<br /> <br /> And you say they're low <span class="glossaryitem" onmouseover='gp(82);'>LD</span>, but they're leadership 9 which is about as good as you'll need it. </div></blockquote><br /> <br /> Vanquisher with lascannon 170 or with sponsons is either 200 or 210 points without pask. Is shooting turn 1 and has more durable armor when shot at from a distance.  Also is cheaper than a vendetta with a vet squad equipped with 3 meltas. Now assuming that vendetta comes on hopefully it's not shot out of the sky by interceptor. New stronghold book gives every army plenty of sky fire. Both units have strength and weaknesses but there's no solid answer as to which would be better. A vanquisher has a much better chance of penning av13 and 14 but it's lack in being 1 bs3 shot means half the time it's going to miss. If the vendetta grav chutes those troops out there's a chance they scatter away and won't get a melta bonus or most if not all may die to bad deepstrike. Or if the flyer is shot and killed by intercepted then you have 260pts that did nothing turns 1 and 2 and hopefully it wasn't delayed anymore turns. ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jan 2014 15:01:52]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:IG army list, what should I change?</title>
				<description><![CDATA[ I should have explained the list a little better. I know the vets aren't legal in a platoon but the friend I play against has a much larger force than I do (points wise) and wants to use all of it so he gets me to pile in as many points as possible by putting 70+ points vets where there would usually be a 50+ points infantry squad, this is also why the stormies have 3 special weapons and all the tanks have sponsons, dozer blades etc. he essentially wants me to use the odd thing here or there that isn't usually allowed so that he can use his entire force. I don't use the same force for every battle we have, this was simply the list I used in the last battle we had, I think it was supposed to be 2000 points but I was nowhere near that so we bundled in a load of extra points to get me closer.<br /> <br /> I've found the dozer blades quite useful in the past for chimeras and <span class="glossaryitem" onmouseover='gp(89);'>LRBTs</span> but i can see the impracticality of having one on a Basilisk. The armoured sentinel lasts surprisingly well against Tau I think my friend usually underestimates it a lot because it's by itself then gets a surprise when it shoots at his devilfish's rear armour.<br /> <br /> Here's an updated list of what I now plan to use based on some of the suggestions in this thread and some extensive codex studying:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> -<span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> <br /> Regimental Advisors<br /> Medi-Pack<br /> Carapace armour<br /> Master Vox<br /> <br /> -Lord Commissar (He did really well against Farsight in the last game we played)<br /> Power Sword <br /> Carapace armour <br /> <br /> Troops: <br /> -Infantry Platoon: <br /> -<span class="glossaryitem" onmouseover='gp(331);'>PCS</span> <br /> Lascannon<br /> Vox <br /> Medi-Pack <br /> Commissar<br /> -Vet Squad <br /> Vox <br /> Plasma x3<br /> Lascannon <br /> -Vet Squad <br /> Vox <br /> Melta x3<br /> Autocannon <br /> -Vet Squad <br /> <br /> -Blob Squad of some sort with power axes (maybe some meltas thrown in), (once I've bought and completed them)<br /> <br /> -Vet Squad <br /> Vox <br /> Shotguns <br /> Heavy flamer <br /> Flamers x2<br /> -Chimera <br /> Hunter Killer Missile <br /> Dozer Blade (will be removed if I struggle with points)<br /> Extra Armour <br /> <br /> Elites: <br /> -Storm Trooper Squad (deepstriking from reserves using the abilities of the advisors) <br /> 5 additional troopers <br /> Melta x3 OR Plasma x3<br /> <br /> Fast Attack: <br /> -Armoured Sentinel (x3 or not at all)<br /> Lacannon (Plasma Cannon and autocannon if i use 3)<br /> <br /> -Valkyrie (deepstriking from reserves using the abilities of the advisors)<br /> Lascannon <br /> Two multiple rocket pods <br /> <br /> -Vendetta (once I've bought and completed one)<br /> <br /> Heavy Support: <br /> -<span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> <br /> Lascannon <br /> Bolter sponsons (will be removed if I struggle with points)<br /> Heavy Stubber <br /> Dozer Blade (will be removed if I struggle with points)<br /> <br /> -Vanquisher (possibly add pask)<br /> Lascannon <br /> Mulit-melta sponsons <br /> <br /> -Basilisk (x2 once I've bought and completed another one)<br /> Dozer blade (will be removed if I struggle with points)<br /> <br /> And some sort of psyker from either <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or <span class="glossaryitem" onmouseover='gp(124);'>SW</span> somewhere in the force, most likely the blob squad. Also how good are the Devil Dog's? I really like the look of them and the idea of the melta cannon.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jan 2014 17:38:02]]> GMT</pubDate>
				<author><![CDATA[ Hallakhan]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ Devil Dogs are very situational. Just stick a multimelta on a Hellhound, it may only hit half the time but it's a lot better overall than the Devil Dog. Even the Banewolf is pretty nice.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jan 2014 17:47:21]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/571816/6412420.page"><b>Sajue wrote:</b></a><br/>All your examples there with stornies and hellhounds have been "if you sink 360+points into it then it'll work!" Which is a bit moot point. If I put down 8 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> in a 1500 point game it'd be hard to deal with but I wouldn't win any of the time. <br /> <br /> Exterminator is trash. 9 heavy bolter shots and twin linked double autocannon will kill on average 6 orks a turn. That's not very impressive for a 150+ point tank. <br /> <br /> Paskquisher  is similarly terrible. You end up paying  in excess of  200 points for it with a lascannon that's about the same as a vendetta with melta vets and guess which one can still do something useful once the tanks are all dead? It's not pask. <br /> <br /> And sure you can take another pskyer, although a librarian is in fact more points, is only 1 model so you can't abuse cover with him. but none of them have weaken resolve which is hands down the best psychic power in the game right now for guard especially if you play an artillery heavy list. And yes they do get both of their psychic powers.<br /> <br /> And you say they're low <span class="glossaryitem" onmouseover='gp(82);'>LD</span>, but they're leadership 9 which is about as good as you'll need it. </div></blockquote><br /> <br /> In this case my lists should never work , i usually take pask punisher and an executioner , ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jan 2014 19:07:58]]> GMT</pubDate>
				<author><![CDATA[ Philhoggart]]></author>
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				<title>IG army list, what should I change?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/571816/6414320.page"><b>Philhoggart wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/571816/6412420.page"><b>Sajue wrote:</b></a><br/>All your examples there with stornies and hellhounds have been "if you sink 360+points into it then it'll work!" Which is a bit moot point. If I put down 8 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> in a 1500 point game it'd be hard to deal with but I wouldn't win any of the time. <br /> <br /> Exterminator is trash. 9 heavy bolter shots and twin linked double autocannon will kill on average 6 orks a turn. That's not very impressive for a 150+ point tank. <br /> <br /> Paskquisher  is similarly terrible. You end up paying  in excess of  200 points for it with a lascannon that's about the same as a vendetta with melta vets and guess which one can still do something useful once the tanks are all dead? It's not pask. <br /> <br /> And sure you can take another pskyer, although a librarian is in fact more points, is only 1 model so you can't abuse cover with him. but none of them have weaken resolve which is hands down the best psychic power in the game right now for guard especially if you play an artillery heavy list. And yes they do get both of their psychic powers.<br /> <br /> And you say they're low <span class="glossaryitem" onmouseover='gp(82);'>LD</span>, but they're leadership 9 which is about as good as you'll need it. </div></blockquote><br /> <br /> In this case my lists should never work , i usually take pask punisher and an executioner , </div></blockquote><br /> Who doesn't like a 72", S9 AP1 shot fired at BS4 from an AV13 chassis?<br /> And, the Exterminator isn't made for killing Orks. That's like comparing how many Orks a Predator with Lascannons can kill a turn. It's intended for killing light transports, walkers, heavy infantry, aircraft and, on occasion, the odd <span class="glossaryitem" onmouseover='gp(93);'>MC</span>. A Librarian in the Dark Angels codex is 90pts, marginally more expensive for a much better unit. And, what do you mean abuse cover? It's easier to cover one model than a squad. Weaken Resolve is not, in fact, the best psychic power in the game right now. I would personally say Iron Arm or Warp Speed on a Hive Tyrant or the Swarmlord is the best psychic power, or Prescience for Eldar. <br /> Also, Paskuisher has 'squisher' in it. If that's not enough motivation to take it I don't know what is.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jan 2014 21:23:30]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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