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1500p IG, full infantry, posted new list (and still newbie)

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1500p IG, full infantry, posted new list (and still newbie)

Postby Shorack » Fri Nov 24, 2006 9:08 pm

Well, it is my first list i planned, i'd like to have a 1500 points list to build up to, modifying it as i go and discover other personal preferences.

So, this can be a decent list, or it can be horribly stupid, all advice is welcome. (even on how i should have started on working out this list on paper.

Many thanks in advance to anyone who gives it some of his time.

i'll try to motivate as much as i can in italics, so that it is possible to give comments on my reasoning too.
i also gave between the () brackets the point costs of most things, the total cost of the squad/vehicle is mentionned between [] brackets


--------------------------------------------------------
Doctrines
1) Restricted troops: Storm trooper squads
2) Alternate regimental organisations: drop troops
(when deep strike is allowed, i'd like to use it to drop at least 1 sentinel behind the enemy to shoot on the rear armour of his vehicles)
3) Alternate regimental organisations: grenadiers
(warhammer fantasy tournaments sometimes gave points based on the army list, having much core (the troops of fantasy ;)) was a good thing)
4) Skills and drills: independent commissars
(i don't want my commissar in the command squad, so i needed this)
5) Skills and drills: close order drill
(when i'm lucky, this might prevent a flee ;))


List
HQ
Command Platoon
Command Squad [90]:
1 Senior Officer (55): laspistol + cc weapon, refractor field (15)
4 Guardsmen: 1 mortar (10), medic (5), standard bearer (5)
(i chose for the senior, mainly because he has 2 wounds, no other particular reason, but if there is no other use for the general then his ld, then i suppose the junior officer without refractor field is sufficiënt)
(i think mortars can be very useful for taking out units who are hiding somewhere, the medic is also a precaution to keep the officer alive, i'm so used to keeping those alive from warhammer fantasy, the standard bearer is to increase the chances that my fire line, once in cc, keeps the enemy tied up a little longer)

Elites
Independent (10) Commissar (40) [110]: master-crafted (15) power fist (20), laspistol, refractor field (15) (will be placed in the armoured fist squad)
(i just like the commissars, i wanted him to get at least a little cc punch in my armoured fist squad, since they'll come up to close with enemy infantry to flamer them, the commissar can help finish them off when they decide to charge, even if the enemy proves a little to strong, the commissar can help in keeping the enemy there for a few turns)

Troops
Storm Troopers [218]:
1 Sergeant: hellpistol + cc weapon, meltabombs (5)
9 Storm Troopers: 2 meltaguns (2x10)
1 Chimera (70): multi-laser turret (10), extra armour (5), rough terrain modification (5), smoke launchers (3)
(i also like those stormtrooper models :D and i figured that with a chimera, i could use them to reach quickly the weak spots or to go tankhunting with the meltaguns)
(i gave the chimera the multi-laser since the squad moving in it is going in against armour in most cases)

Armoured Fist Squad [180]:
1 Veteran Sargeant: laspistol + cc weapon, frag grenades (1)
9 Guardsmen: 2 flamers (2x6), frag grenades (9)
1 Chimera (70): heavy flamer turret (10), heavy flamer hull (5), extra armour (5), rough terrain modification (5), smoke launchers (3)
(i'd like to use these to take the initiative myself and speed to his line, to flamer his, preferably low armoured, units. this increases the the chances that they'll get charged (or charge themselves to finish the job), so the commissar wil be in this unit to give a bit more cc punch.)

Infantry Platoon:
Command Squad [60]:
1 Junior Officer (40): laspistol + cc weapon
4 Guardsmen: 2 mortars (2x10)
Infantry Squad [83]:
1 Sergeant: lasgun
9 Guardsmen: 1 missile launcher (15), 1 grenade launcher (8)
Infantry Squad [83]:
1 Sergeant: lasgun
9 Guardsmen: 1 missile launcher (15), 1 grenade launcher (8)
Infantry Squad [85]:
1 Sergeant: lasgun
9 Guardsmen: 1 missile launcher (15), 1 plasmagun (10)
Infantry Squad [85]:
1 Sergeant: lasgun
9 Guardsmen: 1 autocannon (15), 1 plasmagun (10)
(the command squad is so small, so i'd like to have it far away from the enemy, the mortar is then the best choice in my opinion, the first 2 infantry squads are quite flexible and can still be focussed: with frag, the weapons can be used against mobs, with krak, they can take on the armoured units with krak, the last two squads (especially the last) are more focussed on the anti-armour role. The infantry platoon is my base line of fire.)

Fast Attack
Sentinel Squadron [55]:
1 Sentinel (35): lascannon (20)

Sentinel Squadron [55]:
1 Sentinel (35): lascannon (20)

Sentinel Squadron [55]:
1 Sentinel (35): Autocannon (15)
(The first 2 sentinels are mainly to threaten the armour or the high toughness units of the enemy from the flank, or maybe even the rear (using deep strike, when allowed), otherwise they can be used to shoot at space marines and the like, or to lock S3 units in combat for the reminder of the battle, i gave the third an autocannon, to have a bit different use for it, but to be honnest, i chose it because i had spare points)

Heavy Support
Leman Russ Battle Tank [163]: heavy bolter hull (5), heavy bolter sponsons (10), extra armour (5), smoke launchers (3)
(This one is supposed to stand somewhere and shoot ;) 9 heavy bolter shots + an ordnance shot every turn, always sounds nice)

Leman Russ Demolisher [183]: heavy bolter hull (5), heavy flamer sponsons (10), extra armour (5), smoke launchers (3), track guards (10)
(Since the range of the demolisher cannon isn't that huge, it is more likely that it wil get close to the enemy, so i opted for the flamers in order to make him fit a bit more for that role, the great armour values should keep it safe anyway from most enemies, with an exception for specialized tank hunters)

Total point cost: 1500
--------------------------------------------------------

So to quickly recap the idea i had for using this list:
The infantry platoon and the command platoon form the main line of fire that stand and shoots. In case they see cc, there is an increased chance that they manage not to flee thanks to close order drill and the company standard.

The stormtroopers can be used as back-up where neccesary, but are mainly aimed at the function of tankhunters (using the meltaguns, the meltabomb and the kraks)

The armoured fist squad is also in the list for taking initiative by charging towards the enemy and burn as much as possible. When they get in cc, the commissar is there to give them at least a chance to win against weakened units or to keep the enemy locked as long as possible in combat.

The sentinels are the flankers, to flank armour or to even backstab it by using deep strike (with 1 of them, deep striking them all sounds risky). Secondary function can be shooting at the heavy armoured infantry or engage in cc with weak cc enemies, to keep them locked up to prevent them from doing other, nastier stuff.

Finally the tanks, the normal one is there to support the base line of fire with extra bolter shots and the battle cannon. The Demolisher is there to deliver an even harder ordnance weapon on the battlefield and is also more aimed to get up close to flamer units, with a side armour of 13, that remains quite safe.


Ok, that's it.
I hope this makes at least a bit of sense.
And thanks to everyone who read up to this point. ;)

greetings,
Shorack

PS: sorry for not using the code tags, but bold tags etc don't work between the code tags. :(
Last edited by Shorack on Fri Feb 09, 2007 10:56 am, edited 1 time in total.
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Re: 1500p IG, needs advice on even the basic things. (me=new

Postby LordMalekTheRedKnight » Sat Nov 25, 2006 2:10 pm

Shorack wrote:Many thanks in advance to anyone who gives it some of his time.

+ hope i can help :)
you can assume that anything i dont mention is either perfectly good IMO, or that i have no experience using it.

Shorack wrote:Doctrines
4) Skills and drills: independent commissars
(i don't want my commissar in the command squad, so i needed this)

+ the problem with Independant Commissars is that it takes away their biggest advantage: their ability to hide in squads during CC. as ICs they are targetable as separate units, so much easier to pick out and kill or prevent from attacking.

Shorack wrote:HQ
Command Platoon
Command Squad [90]:
1 Senior Officer (55): laspistol + cc weapon, refractor field (15)
4 Guardsmen: 1 mortar (10), medic (5), standard bearer (5)

i would drop the Medic and the Refractor Field, and take a Junior Officer w/the Honorifica Imperialis instead (he becomes a HSO thats 5pts cheaper than normal).
keep the squad out of LOS and use the Mortar to score kills while boosting Ld.

its not worth putting these guys into harms way just to fire a few lasguns more than if they were safely hidden away, and as they are hidden, they wont need the Medic/Field.

as an IC w/T3 and 5+Sv he wont last more than one round of CC anyway, so he's best kept out of the way.

Shorack wrote:Elites
Independent (10) Commissar (40) [110]: master-crafted (15) power fist (20), laspistol, refractor field (15) (will be placed in the armoured fist squad)

+ the problem here is the Power Fist. you have spent a lot of points (and a Doctrine) on this guy, and he will probably never get to attack: your opponent will be going first, and he can pick him out for special treatment. even if they dont kill him, if the Armoured Fist squad causes any casualties, your opponent will remove them from within B2B contact of the Commissar, stopping him from attacking anyway when its time for him to strike.

even with the Fist he's only S6, so he wont be able to tackle big tanks etc, and will even have problems against AV12 (like a Dreadnought).

the Inv Save will help , but only so much. he only has to suffer 1 S6+ wound and he's a gonner. and even if he does survive, he will give away 50+ VPs just for being wounded.

if you really want to use this guy you can, of course, im just pointing out the drawbacks so you can take them into consideration. :)

Shorack wrote:Troops
Storm Troopers [218]:
...
1 Chimera (70): multi-laser turret (10), extra armour (5), rough terrain modification (5), smoke launchers (3)

+ all good - just remember the Rough Terrain Mod only works if you go slowly, where as the Stormies will probably want to get within Melta half range as soon as possible.

Shorack wrote:Armoured Fist Squad [180]:
1 Veteran Sargeant: laspistol + cc weapon, frag grenades (1)
9 Guardsmen: 2 flamers (2x6), frag grenades (9)
1 Chimera (70): heavy flamer turret (10), heavy flamer hull (5), extra armour (5), rough terrain modification (5), smoke launchers (3)

+ if you can afford it, give the Sergeant a Plasma Pistol for the good AP and S. also give him Melta Bombs, if you have points left over.
i would drop the Frag Grenades, as these guys wont get to charge that often (they cant charge on the turn they disembark, they cant charge if they kill everything in charge range with their Flamers, they cant charge if they are charged first, etc).

you could switch the Hull H.Flamer for a H.Bolter, for 2 reasons:
- this will give you something to shoot with as you advance, in the early stages of the game
- when the squad disembarks, the Chimera will often need to face away from the enemy (to get the Flamers in range), so the Heavy Flamer wont have LOS to the enemy, so will rarely get used.

that said, a hull mounted Heavy Flamer (with its restricted front arc) can be great for sniping enemy models from within their squads (you hit the whole squad with the flamer, causing lots of wounds, but only models in the front arc can be removed as casualties, so they take all the damage).

Shorack wrote:Infantry Platoon:
Command Squad [60]:
1 Junior Officer (40): laspistol + cc weapon
4 Guardsmen: 2 mortars (2x10)

+ you only get a single Heavy Weapon Team, so you cant take 2 Mortars.
you may want to keep the Honourifica (that i mentioned earlier) and use it here instead (that gives you 2 x Ld9 "bubbles" from the officers).


Shorack wrote:Infantry Squad [83]:...

+ all good - but upgrade the Sergeants to Vet Sgts (to give the squads Ld9 even when outside the Officers' Ld range, thanks to Close Order Drill).

Shorack wrote:Heavy Support
Leman Russ Battle Tank [163]: heavy bolter hull (5), heavy bolter sponsons (10), extra armour (5), smoke launchers (3)
(This one is supposed to stand somewhere and shoot ;) 9 heavy bolter shots + an ordnance shot every turn, always sounds nice)

+ dont forget you either shoot the normal weapons OR the Ordnance each turn, not noth.
i dropped the Heavy Bolter sponsons on mine, and i use a hull Lascannon instead, but your combo does come highly recommended by other IG players (it just comes down to personal preference and what you want the tank to do). i would say to keep it as it is (maybe drop the Smokes to save points: you can keep it in cover instead and there wont be many times when you wont want to shoot with it).

Shorack wrote:Leman Russ Demolisher [183]: heavy bolter hull (5), heavy flamer sponsons (10), extra armour (5), smoke launchers (3), track guards (10)

+ the range of the Demo is short, but think of it this way: when you are in range to use the Heavy Flamers, you will also be in range to use the Demolisher (they are either/or) - and which would you rather? ;)
i use a Hull Lascannon and Sponson Plasma Cannons to GREAT effect on my Demo - most opponents just arent expecting it to have such a big range, but they still dont want to get within 24" either. again you could drop the Smokes (same reason as the Russ), and i would drop the Track Guards too to save points (its better kept static to reduce scatter). if youve got the points spare you could keep them, just to keep it Scoring when otherwise Immobilised, i suppose. :)

Shorack wrote:I hope this makes at least a bit of sense.
And thanks to everyone who read up to this point. ;)

greetings,
Shorack

hope that helps, mate. :)

dont take any of it as criticism - its just me weighing up the pro's and con's of things etc. and making suggestions. even as it is, its not a "bad list" by any stretch of the imagination - there are just a few points that can be tweaked. :)

hope that helps

~ Tim
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Postby Shorack » Thu Feb 08, 2007 9:21 pm

After a long long time (i had exams and stuff), i've come with a new list and i must say it is quite different from what i originally had in mind. I do have several reasons for that.

This list is 100% infantry, i didn't see the point of taking only 1 or 2 vehicles, since that is just giving them away to anti-armour. Taking a lot of vehicles resulted in a small force, not really what i wanted since IG isn't what i call tough so compensation with big numbers was necessary imo.

I also had those Ratlings laying around and i like the models, so i incluided those for sure. (besides, sniper rifles look like a nice tool to hassle down the high toughness thingies - especially having my cousin's tyranid army in mind)

Playing around in the pieces i had, made me feeling compelled to making hardened veterans and using them too.

Backgroundwise, i wanted to have it be a quick response force, so drop troop doctrine was quite evident for that and also quite some infiltration.
So ligh infantry fitted in well too, especially because it was 100% infantry already and it gives some more possibilities concerning terrain use.

I'm not into just standing around at the backline and pulling triggers, so for an ig army, it has quite some close combat minded stuff although dragging them down first with enough firepower is needed of course, most of the close combat can only finish the job, though i think that the veterans can do a nice job against some enemies.

Fluffyness won't be of any problem, since they are only an ig list, they aren't fighting for the emperor, i didn't want that, so that i was (and will be) more free to come up with a background myself. (and damn those models do have a load of imperium markings to remove)


My own opinion about the list is that it does depend quite heavily on terrain to get close safely and there might be a lack of long distance anti-tank. (only 2 lascannons, but a lot of melta's)

Anyway, here is the list, i hope my logic improved over time. :)

Code: Select all
Restricted Troops: (1) Storm Troopers, (2) Ratlings, (3) Rough Riders
Alternate Regimental Organisations: (4) Drop Troops
Skills & Drills: (5) Light Infantry

{118} Command Platoon
  [118] Command Squad
    1 Senior Officer: 1 laspistol, 1 power weapon, grenades (61)
    4 Veterans: 1 medi-pack, 3 flamers (47)
    -> ligh infantry (10)

{155} Hardened Veterans
  [155] Hardened Veterans
    1 Hardened Veteran Sergeant: 1 laspistol, 1 power fist (20)
    9 Hardened Veterans: 6 laspistols & close combat weapons, 3 meltaguns (115)
    -> light infantry, grenades (20)

{113} Storm Troopers
  [113] Storm Troopers
    1 Veteran Storm Trooper Sergeant: 1 hellpistol, 1 power weapon, meltabomb (16)
    6 Storm Troopers: 5 hellguns, 2 meltaguns (90)
    -> infiltration (7)

{110} Ratlings
  [110] Ratlings
    10 Ratlings: 10 snipers (110)

{328} Infantry Platoon
  [82] Command Squad
    1 Junior Officer: laspistol & close combat weapon (40)
    1 Veteran: 1 medi-pack (11)
    4 Guardsmen: 1 lascannon, flamer (31)
  [93] Infantry Squad
    10 Guardsmen: 1 sergeant, 8 lasguns, 1 sniper, 1 grenade launcher (83)
    -> light infantry (10)
  [93] Infantry Squad
    10 Guardsmen: 1 sergeant, 8 lasguns, 1 sniper, 1 grenade launcher (83)
    -> light infantry (10)
  [60] Remnant Infantry Squad
    1 Veteran Sergeant: 1 plasma pistol, 1 power weapon (15)
    4 Guardsmen: 3 lasguns, 1 meltagun (40)
    -> grenades (5)

{567} Infantry Platoon
  [82] Command Squad
    1 Junior Officer: laspistol & close combat weapon (40)
    1 Veteran: 1 medi-pack (11)
    4 Guardsmen: 1 lascannon, flamer (31)
  [85] Infantry Squad
    10 Guardsmen: 1 sergeant, 7 lasguns, 1 heavy bolter, 1  plasmagun (85)
  [85] Infantry Squad
    10 Guardsmen: 1 sergeant, 7 lasguns, 1 heavy bolter, 1  plasmagun (85)
  [85] Infantry Squad
    10 Guardsmen: 1 sergeant, 7 lasguns, 1 heavy bolter, 1  plasmagun (85)
  [85] Infantry Squad
    10 Guardsmen: 1 sergeant, 7 lasguns, 1 heavy bolter, 1  plasmagun (85)
  [85] Infantry Squad
    10 Guardsmen: 1 sergeant, 7 lasguns, 1 heavy bolter, 1  plasmagun (85)
  [60] Remnant Infantry Squad
    1 Veteran Sergeant: 1 plasma pistol, 1 power weapon (15)
    4 Guardsmen: 3 lasguns, 1 meltagun (40)
    -> grenades (5)

{109} Rough Rider Squadron
  [109] Rough Rider Squadron
    9 Rough Riders: 7 hunting lances & laspistols, 2 grenade launchers (109)


Well, an edit :)
I thought some parts might look strange, so i decided to motivate why i did things this or that way.
Of course, you can still comment on them, i just didn't want to be declared mad at first sight :D

The command platoon:
I gave the officer a power weapon and a laspistol instead of a power fist for the following reasons:
- He has initiative 4, so in some cases he'll be able to strike simultaneous or even first.
- I went through the army lists quickly (using army builder demo ^^) and the majority of units doesn't go about toughness 4, but many do have a good armour save
- The officer is an independent character, so they can pick him out, so hitting last often = never hits.
- It is cheaper :)
I made the rest of the squad veteran for those extra attacks, wich might end up making a difference (but tbh, i do doubt it this was a good idea) and flamers, because i want to burn them and only charge them to finish them off.
I had the medic, because it is a small unit and i do want to get near with some models left. ;)
The light infantry was to give them a chance to start closer (infiltration), but mainly to be able to move them through difficult terrain with less randomness.

Hardened Veterans
I just ended up with too many bits in front of me and wanted to play around with them, making those hardened veterans.
I made them close combat because i can and i'd like to take the initiative. (i didn't want the boring default stand and shoot army)
The melta's and the power fist are there for the punch against armoured opponents.
They could also play an interesting role by waiting in some difficult terrain, being a menace for armoured thingies passing to close and safe for assaults who easily can be hindered by the terrain.

Storm Troopers
I had quite some points left and i wanted to take something anti-vehicle, but armour wasn't an option, sentinels even less.
The idea of an anti-tank group added to the command platoon sounded nice, but if they didn't get first turn, they'd likely be the favorite of all enemy firepower and i find them very expensive to be blasted away.
So i ended up taking those glory boys. Yes, they are also expensive, but are far more multi-purpose and the 4+ armour save will make them last longer.
The melta's (and meltabomb) are for the tank hunting, but they can also be used to shoot at other stuff. Due to the low range of the melta (especially when you want that extra D6), i opted for a power weapon too, to have some punch.
The infiltration skill is there to be able to get on close early, if allowed. (since sometimes deep strike may be too risky)

Ratlings
I just love the models, ok? :)
But there improved cover save might result in them surviving a few rounds and sniper rifles are lovely for taking out high toughness thingies. (and an occasional pinning effect is also lovely)

Infantry Platoons
The command squads are my long distance anti-tank.
the medic is there to improve a little bit their survival chances, the flamer is there to defend my line from fast closing in enemies, mainly thinking at hormagaunts. (but again, this is a point where i do have some doubts myself)

The heavy bolter infantry squads are to get enogh bullets into my enemies chests. The heavy bolter does have a decent strength, medicore armour penetration and a lot of rounds, so i preferred to take those, since high strength and high armour penetration is already present with all those melta's, plasmas, snipers and power weapons.

The ones with the snipers are there to take the cover of difficult terrain and annoy the enemy from there. the best fit for the sniper was imo the grenade launcher, because it is able to deliver S6 hits if aiming for high toughness targets, has a medium range and gives me some stuff against mobs too. (i already had so much plasma and the melta and flamer range are silly compared to the sniper.

The remnants can take vengeance on enemies reaching my main fire line, be they low or high toughness profile.
Their offensive use is limited due to the lack of transport or better terrain movement. (but i suppose most armies gladly come over to my side)

Rough Riders
They fit perfectly in, because they can take the fight quickly to the other and can deliver a hard blow the first combat they enter.
But because i wanted them to remain useful after that first combat, i gave them grenade launchers. (i would have been more pro using melta's or plasma's but converting with metal isn't my thing)



So basically, i don't want to stand and shoot, fight and flee.
I want to go for that less basic IG army, that can take on some close combat. (i'm not planning to take it man to man with his close combat of course, IG isn't fit for that, but there will be enough other models runninh around to assault and there is a base line of fire to weaken those cc freaks first)
Mobility was also quite important and not easy without Chimera's, but the deep strik and infiltrate will do the job when allowed and when not, the Light Infantry doctrine might decrease the risk of going through difficult terrain enough in order to seek for cover there while advancing.
And enough models, so that i don't have to panic after a few casualties (133 models, i think that is enough? :))

notes
It would also be great to know how it could possibly perform against the different possible opponents

Maybe i'll remove the flamers from the command squads (only from the infantry platoon ones), remove a remnant squad and further remove a veteran or 2 or something else, making place for a mortar squad.

I haven't played with anything like this yet, but that is what i'm focussing my purchases on now.
Problem is that i only find the imperial guard really appealing, but i like some initiative (i guess on that point, the dark eldar would have performed), being a warhammer fantasy Bretonnian player (or better, i was)



And thanks in advance to everyone even taking the time to read this. :)
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Suggestions?

Postby Herne » Mon Feb 12, 2007 3:47 pm

Hi - just thought I'd drop you some suggestions - I'm not going to talk about re-designing your army as every guard player has a differnt philosophy on what they want to do with the list. Here's a few more philosophical ideas however....

COMAMND: First - the HQ command platoon. It looks a bit too vanilla for me. As you've said the characters in the list aren't that good at toe to toe stuff against most opponents - so I would look more at the options open to you for supporting the rest of the army. Guard suffer from low LD, so you might want to think about keeping the senior officer at the back with a master vox and trademark item - then you are looking at a guard army that's gone from low LD7 to a more respectable LD9 with a re-roll across the army - meaning those units that will get into combat or who will get shot up are less likely to run! The unit could then also have a hvy weapon like a las cannon to give you another edge over armour - if they are sitting at the back providing LD backbone, they might as well be able to shoot too! The final guy could have a gren launcher for extra ranged pops.

COMBAT: following on from this suggestion you might still want a combat capable guy - how about one of your stormtroopers or hardened vets with the honorifica. That way you still get a hero class model out in the front lines without risking the LD boosting HQ. I often use a Valkyrie too, with the stormies and honorifica character in. If you can affort the model it's excellent theme for a drop troops army. You could even get a drop-sentinel to go in it! (All dependent on modelling skills and finances of course! :) )

TROOPS: Having recently lost a game to a ghost warrior army with toughness 6 and 3 plus save I have to agree that the most effective units I had were my basic guard! - OK only S3 and AP- guns, but lots of 'em and they do well. (I usually take sharp shooter if taking lots of infanty - it's suprising how many 1's you roll.)

RATLINGS: Ratlings are excellent at high toughness against things like carnifex or wraithlord - plus the +1 to save in cover is excellent in hvy cover or city fight games.

EXTRA PUNCH: Consider commissars to support leading units - they can take a powerfist and refractor, giving you some useful strike in combat.

Anyway - just some random thoughts - any use?
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Postby Shorack » Mon Feb 12, 2007 6:24 pm

Of course your comments are useful, they are a great help, because an other point of view gives me a clearer view on the list.
So first of all, a big thanks for your comments.

I do have some questions on the changes you propose, probably because i don't understand it all. (so please, enlighten me)

I see the common sense of having some leadership boost, but not of a master-vox. I think that a master-vox just is like a banner with: shoot us.
The unit has 6 wounds, 5 armour save.

And i think the trademark item only effects the unit itself, no?


The honorifica sounds great to me. :)

Don't have money for Valkyrie :( (and is that allowed on tournaments?)
And i've thought about sentinels, but with them being the only armour, they'll get blown away by the anti-tank in 1 turn, or am i really overestimating anti-tank?

I don't have any slots (or points) left for a sharpshooter upgrade. (and tbh, i find most doctrines quite expensive :()


Indeed, i wub commissars (for their looks and stalwartness :)), but i do hate that stupid advisor rule, making them stick up with the command squads. :(
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More ideas...

Postby Herne » Mon Feb 12, 2007 6:52 pm

Hi - heres my thoughts on your comments:

MASTER VOX
The master vox allows any number of units to use the senior officers LD for an LD or Morale test, rather than a single unit, so as long as your infantry units take a vox they gain your HQ's LD for that all important test - thus raising the entire armies LD to his LD9 for most of your tests, regardless of how far from him they are. As a player of some experience I can tell you that it's a godsend! The banner is less useful as it is only any use to models within 12" and that's ok if you are setting up a hard-point fire line, but not if you want to be fast and flexible as you've said in your original list.

TRADEMARK ITEM
Have checked the wording on this one. Oops - misread the bit about the re-roll :oops: - only available for the unit the model with the item is in. OK - so no good for the army, but can keep one unit sticking around.

GETTING THEM SHOT
Most of the time your command HQ will be safe near the rear as your enemy will be concentrating on nearer troops. Other than that, protect them with terrain and supporting troops.

COMMISSARS
You can get around the advisors rule, but it would mean changing a doctrine. You can take the 'independent commissars' doctrine, which means taking up to 3 commissars that can join any unit, although they do count as an independent character, so can be picked on, and take up an elite slot for the team.

ADVISORS
As for the advisors rule remember that the addition of the commissar to the command unit HQ pushes the unit leaders LD up by +1 - remember with the command HQ and master vox this gives you a LD10 army! 8) The trademark item helps to avoid summary execution should you fail the test! Also the others could be attached to your main 'shock' unit HQ's. (Use the platoon HQ's as shock shooters or specialists using plasma or melta weapons. With the unit officers tooled up and the commissars in there they become quite formidable, if fragile units. Careful deployment and application is needed, but they can be devastating to even hard units like terminators or land raiders!

VALKYRIE
Shame about the valkyrie, :( but with the drop troops doctrine rules you can get behind enemy lines anyway. :) (Think use of FW vehicles is purely down to the organiser of the particular tournament you are going to.)
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Postby Shorack » Mon Feb 12, 2007 6:57 pm

hmm, well, i would target the command squad first, but i suppose you're right, when putting them in cover etc.

btw, the +1 Ld, given by the commissar, only counts for tests that are taken for the unit itself. ;)
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oops

Postby Herne » Mon Feb 12, 2007 7:01 pm

Sorry - hand't read that bit very closely! :? I have a fair amount of experience using them, but play several other armies so am rusty with some of the rules! The majority of my points still stand though, just means making a few adaptations. I wouldn't totally disregard armour though - it can be very useful against some opponents - try taking a couple of hellhounds against tyranids - they haven't got a lot of guns that can hurt your tanks and those little 'uns hate that template!
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