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A couple IG 2000pt armies, need pointers!

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A couple IG 2000pt armies, need pointers!

Postby Vaktathi » Tue Nov 14, 2006 4:37 am

Allrighty, here I've got a couple 2000pt IG lists here, and would like to get some advice on a 500pt army to use as a starting point from which to expand for this army. From a fluff perspective, I'm trying to go with DKoK infantry from Forge World, a heavy World War 1 Industrial look, and lots of stormtroopers and vehicles. as a regimental name I'm thinking "Dies Irae Contingent" also, I'm not using the standard DKoK doctrines, as I would like my army to function in a slightly different manner (after looking through the codex I figured that Chem inhalers was almost identical to DH and ID together but applied to all LD, Morale and Pinning checks and turned 25% Shooting fallback into Pinned, also, I really didn't like the idea of Rough Riders, they seem to work well, but I can't get over the image of cavalry on a battlefield of the far future, much less cavalry not being shot to pieces very quickly, it just doesnt suit me well)

anyway, here's the first 2000pt army, this one is basically designed around as many vehicles as possible, and keeping the infantry mobile and able to present itself as a threat as often as possible.

Code: Select all

Doctrines:
Grenadiers
Chem Inhalers (in place of Iron Discipline and Die Hards)
Stormtroopers
don't really have anything for the last two so far.

   Command Platoon. 163pts
   Senior Officer w/Bolter, Veteran w/Bolter, 3 Guardsmen (73pts)
   Heavy Weapons Squad w/3 Heavy Bolters (90pts)

   Troops:681pts
   2x Stormtrooper Squads w/Plasma guns, Veteran Sergeant w/Power weapon & Bolt  Pistol. 10man squads (142pts each)
   1x Stormtrooper Squad w/Melta's, Veteran Sergeant w/Power Weapon & Bolt Pistol. 10 man Squads (142pts)

3x Chimera's as attached transport to each squad w/Heavy Bolter turret & hull weapons (85pts each)

   Elites:681pts

2x Stormtrooper Squads w/Plasma guns, Veteran Sergeant w/Power weapon & Bolt  Pistol. 10man squads (142pts each)
   1x Stormtrooper Squad w/Melta's, Veteran Sergeant w/Power Weapon & Bolt Pistol. 10 man Squads (142pts)

3x Chimera's as attached transport to each squad w/Heavy Bolter turret & hull weapons (85pts each)

    Heavy Support:475pts
2x Leman Russ w/Hull & Sponson heavy bolters (155pts each)
1x Leman Russ Demoliser w/Hull & Sponson heavy Bolters (165pts)

total=2000pts




allrighty, this next army is less Chimera dependent, but still very vehicle & stormtrooper oriented. This one focuses more on Sentinels (9 to be exact) in addition to the 6 ST squads and 3 tanks.

Code: Select all

Doctrines:
Chem Inhalers
Grenadiers
Stormtroopers


    Command Platoon 73pts
     Senior Officer w/Bolter, Veteran w/Bolter 73pts

Troops:426pts

3x Stormtrooper Squads w/Plasma guns, Veteran Sergeant w/Power weapon & Bolt  Pistol. 10man squads (142pts each)


Elites:426pts

3x Stormtrooper Squads w/Plasma guns, Veteran Sergeant w/Power weapon & Bolt  Pistol. 10man squads (142pts each)


Heavy Support:

2x Leman Russ w/Hull & Sponson heavy bolters (155pts each)
1x Leman Russ Demoliser w/Hull & Sponson heavy Bolters (165pts)

Fast Attack: 600pts
3x Sentinel Squads w/3 Sentinels each (Armored Crew Compartment, 2x Autocannon, 1x Lascannon in each squad) 200pts each. squad

another alternative here may also be to ditch two of the Sentinel Squads for 2 Hellhounds and equip 2 of the Stormtrooper squads with Chimera's



Let me know what you guys think, which army you think is better, give me some pointers, and throw up a small 500pt army you think would be good to start out with.

-thanks! :D
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Postby Vaktathi » Wed Nov 15, 2006 8:55 am

allrighty, I've decided I'm going to go with the following army setup and need help allocating 50 extra points

Code: Select all

Doctrines:
Grenadiers
Chem Inhalers
Stormtroopers
Close order drill (only really effects the command squad, but I've got room so eh)

      Command Squad
      Senior Officer, 2 Veterans, 1 Melta, 1 Flamer, 10 armory points (103pts)

Troops: 686pts

2 Stormtrooper Squads (9x ST, 1 Veteran Sergeant w/Bolt Pistol & Power
Weapon, 2x Plasma guns) w/Chimera, Multilaser+hull heavy bolter (227pts each)

1xStormtrooper Squad (9x ST, 1 Veteran Sergeant w/Bolt Pistol & Power Weapon, 2x Meltas) w/Chimera, Autocannon+hull heavy bolter (232pts)


Elites: 686pts

2 Stormtrooper Squads (9x ST, 1 Veteran Sergeant w/Bolt Pistol & Power
Weapon, 2x Plasma guns) w/Chimera, Multilaser+hull heavy bolter (227pts each)

1xStormtrooper Squad (9x ST, 1 Veteran Sergeant w/Bolt Pistol & Power Weapon, 2x Meltas) w/Chimera, Autocannon+hull heavy bolter (232pts)


Heavy Support: 475pts
2x Leman Russ w/ Hull Heavy Bolter & Sponson Heavy Bolters (155pts each)

1x Leman Russ Demolisher w/ Hull Heavy Bolter & Sponson Heavy Bolters (165pts)

total=1950pts



so this leaves me 50 extra points to fill out, and I can't quite decide where to put them, or what to allocate the 10 armory points I gave the command squad to (should I go with 2 storm bolters? power swords? etc...) also, I'm thinking about replacing some of the Veteran Sergeant Armory choices (PW & BP's) with Storm Bolters.

I was thinking of either slapping some Track guards on some tanks, or Extra Vehicle Armor, or upgrading a one or both of the Russes to Demolishers or a Vanquisher or adding pintle Storm Bolters or Heavy Stubbers.

thoughts on those last 50 points? on the armory selections?
on the army as a whole?

-thanks!
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Postby Spack » Wed Nov 15, 2006 9:09 am

Check Close Order Drill again - it doesn't affect the Command Platoon, only squads in Infantry Platoons (so both Command Squads and Infantry squads in those units) and Conscripts.

Put track guards on any vehicles you absolutely must keep moving, and extra armour. Nothing worse than getting a transport bogged down first turn and the troops having to walk.

I'd also suggest a Demolisher. Forget the sponsons, although a lascannon on the hull might be handy for if you lose the cannon, depends on if you need the extra points elsewhere. I'd avoid a Vanquisher purely because you might get people turning you down, but if you know your opponents will let you take one then go for it - just remember against a Monolith you're better off with a lascannon or the Demolisher. I tend not to bother with pintle weapons on a Russ/Demolisher as they can't fire when you're using the main cannon, and at BS3 you're better off using the ordnance weapon anyway.
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Postby Vaktathi » Wed Nov 15, 2006 9:16 am

Spack wrote:Check Close Order Drill again - it doesn't affect the Command Platoon, only squads in Infantry Platoons (so both Command Squads and Infantry squads in those units) and Conscripts.

Put track guards on any vehicles you absolutely must keep moving, and extra armour. Nothing worse than getting a transport bogged down first turn and the troops having to walk.

I'd also suggest a Demolisher. Forget the sponsons, although a lascannon on the hull might be handy for if you lose the cannon, depends on if you need the extra points elsewhere. I'd avoid a Vanquisher purely because you might get people turning you down, but if you know your opponents will let you take one then go for it - just remember against a Monolith you're better off with a lascannon or the Demolisher. I tend not to bother with pintle weapons on a Russ/Demolisher as they can't fire when you're using the main cannon, and at BS3 you're better off using the ordnance weapon anyway.


gahh I keep forgetting that COO only affects conscripts and infantry squads. sorry about that. (still new and I suck at remembering rules)

so throw in another demolisher, throw track guards on all three tanks, and heavy armor on two of them to fill up the last of the points?

as for the Sponson weapons, should I take them off all three tanks and use the points elsewhere? or just off the Demolishers?
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Postby Spack » Wed Nov 15, 2006 9:26 am

I'd put track guards and extra armour on Chimeras, those are the ones that need to keep moving. If you get first turn you'll likely only move the Demolishers forward once and then keep firing, and extra armour is wasted unless you feel you need to be able to move them out of the firing line. I wouldn't bother with sponsons on any tanks unless you think you're going to need to fend off troops at close range - ideally you should keep Storm Trooper squads available to run interference near your tanks to keep enemy assault units away from them, you might want to drop a couple of Chimeras and take another ST squad or two to hang back near them.
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Postby Vaktathi » Wed Nov 15, 2006 9:48 am

Spack wrote:I'd put track guards and extra armour on Chimeras, those are the ones that need to keep moving. If you get first turn you'll likely only move the Demolishers forward once and then keep firing, and extra armour is wasted unless you feel you need to be able to move them out of the firing line. I wouldn't bother with sponsons on any tanks unless you think you're going to need to fend off troops at close range - ideally you should keep Storm Trooper squads available to run interference near your tanks to keep enemy assault units away from them, you might want to drop a couple of Chimeras and take another ST squad or two to hang back near them.


I don't believe I can take another ST squad, as I am limited to three elites and I believe Grenaiders limits you to 3ST's as troops.

hrmm...if I dropped the sponson's on the LR's, I could slap track guards on every chimera and still have 10 pts left to slap extra armor on a couple of them as well and end up at 2000pts total. That sound better?

any thoughts on the armory choices for the Command squad and the Veteran Sergeants?

again, I apologize if I sound like a mewling nubblet (I admit freely I am one)

anyway, thanks for the help so far, I'm going to bed for now (almost 2am here)
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Postby Spack » Wed Nov 15, 2006 11:07 am

Vaktathi wrote:
Spack wrote:I'd put track guards and extra armour on Chimeras, those are the ones that need to keep moving. If you get first turn you'll likely only move the Demolishers forward once and then keep firing, and extra armour is wasted unless you feel you need to be able to move them out of the firing line. I wouldn't bother with sponsons on any tanks unless you think you're going to need to fend off troops at close range - ideally you should keep Storm Trooper squads available to run interference near your tanks to keep enemy assault units away from them, you might want to drop a couple of Chimeras and take another ST squad or two to hang back near them.


I don't believe I can take another ST squad, as I am limited to three elites and I believe Grenaiders limits you to 3ST's as troops.


Oops, missed that you have 6 already. You could take more though, using the Daemonhunters and/or Witch Hunters allies rules - you can get another 4 squads using those (although you only have 3 Troops slots left) :P

Vaktathi wrote:hrmm...if I dropped the sponson's on the LR's, I could slap track guards on every chimera and still have 10 pts left to slap extra armor on a couple of them as well and end up at 2000pts total. That sound better?


Does to me. A stationary transport is a dead transport. You need to keep them moving and get those troopers out ASAP to take out the enemy.

Vaktathi wrote:any thoughts on the armory choices for the Command squad and the Veteran Sergeants?


Not really, they look ok as they are to me.

Vaktathi wrote:again, I apologize if I sound like a mewling nubblet (I admit freely I am one)

anyway, thanks for the help so far, I'm going to bed for now (almost 2am here)


I'll admit that I tend to ignore my own advice and put lots of stuff in my armies to try out, rather than things that should work. I'm tempted to give your revised list a try, I normally use my "all stormtrooper" army with Valkyrie transports and a Vulture + Thunderbolt for heavy support :P
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Postby Vaktathi » Wed Nov 15, 2006 8:55 pm

Spack wrote:I'll admit that I tend to ignore my own advice and put lots of stuff in my armies to try out, rather than things that should work. I'm tempted to give your revised list a try, I normally use my "all stormtrooper" army with Valkyrie transports and a Vulture + Thunderbolt for heavy support :P


nice equipment there :D


anyway, how does this sound for a starter 500pt force to begin with?

Code: Select all

2 Stormtrooper Squads (9x ST, 1 Veteran Sergeant w/Bolt Pistol & Power
Weapon, 2x Plasma guns) 142pts each

1 Leman Russ w/Hull Heavy Bolter 145pts

Command Squad
1 Senior Officer, w/Power Weapon & bolt pistol (71pts)



I'm want to try and use an army like this to start off with, what do you think?
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Postby Vaktathi » Fri Nov 17, 2006 5:28 am

Allrighty, got another list here because I was informed that while my other list was pretty versatile, it may be lacking in sheer numbers. SO, let me know what you think of this list

Code: Select all
Doctrines:
Chem Inhalers
Close Order Drill

Command Squad
Senior Officer, Veteran Medic, 3x Plasma gun. (106pts)

Troops:

2x Platoons (770pts each)
Each Platoon:
1 Junior Officer, 1 Veteran Medic, 1 Veteran Standard Bearer, 2 Plasma guns (92pts w/CI)

4x Infantry Squad w/Veteran Sergeant, 1x Flamer. (82pts each w/CI)
2x Chimera Transport w/Multilaser & Hull Heavy Bolter (85pts each)
2x Chimera Transport w/Autocannon & Hull Heavy Bolter (90pts each)

Heavy Support: 310pts

2x Leman Russ Demolisher w/Hull Heavy Bolter. (155pts each)


total so far is 1966pts,  95 infantry, 10 vehicles. 8 flamers, 6 Plasma guns.



Let me know if you think this is a better overall list, and what all I should spend the extra 33pts on!
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Postby Spack » Fri Nov 17, 2006 7:29 am

You can't take Chimeras for normal Infantry squads unless you take the Mechanised doctrine, and if you do that then your Command squads will also have to be given Chimeras too.

I'm assuming that the Vet Sgts are to boost the squad leadership, in which case that's fine. I wouldn't give the squads flamers though, IG die too easily in combat, they're better off laying down fire while better assault units (Hardened Vets, or Ogryns, for instance) do all the nasty up-close work.

Does your Command Platoon have Chem-inhalers too? It's too early in the morning for me to tot up points, but you haven't listed it next to them and they must take the equipment.
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Postby Vaktathi » Fri Nov 17, 2006 7:48 am

ahh...didnt realize that.

and I definitley can't afford to give the command squads chimera's as well.

yes the Command Squads all have Chem Inhalers.

that actually changes alot of the dynamic, so I guess my original Stormtrooper heavy list was better than pretty much anything with normal infantry if I wanted something similar. Well then...

after redoing the math it seems that all I'd get out of using normal infantry w/Mechanized instead of the Stormtroopers is a couple extra troops in the form of command squads, and I'd be swapping a Chimera for a Leman Russ.

I'll stay with the Stormtroopers for now then I guess.

still deciding on whether to use 6 squads of DKoK grenadiers or 3 squads of grenadiers and 3 squads of the oldschool Stormtroopers though, can't quite make up my mind. (I like the Kasrkin alot too, but I just don't think a Cadian unit would fit in too well with the overall feel of the unit)

thanks again for pointing that out Spack.
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