Kirb your enthusiasm!
"...generalship should be informing list building." - Sir Biscuit
Sunday, August 29, 2010
Email in: 1500 IG list
Posted by
Unknown
"Hi again Kirby. Thanks again for helping with my Space Marine list a few months back. I was wondering if you would help me and a friend of mine finalize his Imperial Guard list. He wanted artillery so that is the theme for the list
P.S. I've attached a picture of my Space Marine color scheme since I saw a post that you liked to see other people's models. I hope you like it.
HQ
Company Command Squad; 3 x meltaguns, flamer, Astropath, Officer of the Fleeet
Chimaera; heavy flamer, multi-laser
200
Elites
Storm Trooper Squad (5 strong); 2 x meltaguns
105
Troops Infantry Platoon
Platoon Command Squad; 2 x lacannons
70
Infantry Squad; meltagun, autocannon, power weapon, Commissar w/ power weapon, bolt pistol
125
Infantry Squad; meltagun, autocannon, power weapon
80
Infantry Squad; meltagun, autocannon, power weapon
80
Heavy Weapons Team; 3 x lascannons
105
Veteran Squad; 3 x meltaguns
Chimaera; heavy flamer, multi-laser
165
Veteran Squad; 3 x meltaguns
Chimaera; heavy flamer, multi-laser
165
Heavy Support
Medusa; heavy bolter
135
Medusa; heavy bolter
135
Medusa; heavy bolter
135
The goal is to have the platoon pop transports at range and the artillery to nail the occupants that crawl out. The CCS and veterans go for the heavy tanks that survive the long-range barrage and generally kill anything they can touch. The Storm Troopers are nothing more than a sacrificial unit to pop a tank that might be causing trouble or infiltrate as a defense against scouts or other infiltrators so the big guns can fire as long as possible. Any unit or tank that manages to survive the mobile melta will have to pass the bubble-wrap infantry with their own meltaguns to discourage tank shocks and power weapons to hold the enemy for as long as possible."
Thanks for the pic, bit blurry though! :(. What Chapter are you doing? In regards to the IG list it looks solid. I'd drop the Astropath though (not really a reserve based army) and the Storm Trooper squad. With the spare points from these guys I'd either get some scout sents for outflanking/scouting goodness or more Chimeras for armor saturation. Not sure if you can put 2 Lascannons in the platoon command either (no codex on me atm) so I'd double check that.
Really just need to take advantage of IG's mechness (3 chimeras will get shot up which means your Medusas aren't as safe) but otherwise a solid list.
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7 pinkments:
PCS can only have 1 heavy weapon.
List looks fine overall. Single HWS is a big liability though. You could drop that, the STs and the Astro for 2 Vendettas to give you similar dakka.
Upgrading 1 Medusa to a Manticore would be good for getting in mo' dakka.
Kirby said:
"What Chapter are you doing?"
The Chapter is a DIY that I call the Vanquishers.
Thanks for the help with the list. Here is a revised version.
HQ
Company Command Squad; 3 x meltaguns, flamer, Officer of the Fleet
Chimaera; heavy flamer, multi-laser
170
Troops
Infantry Platoon
Platoon Command Squad; lacannon
50
Infantry Squad; meltagun, autocannon, power weapon, Commissar w/ power weapon, bolt pistol
125
Infantry Squad; meltagun, autocannon, power weapon
80
Infantry Squad; meltagun, autocannon, power weapon
80
Heavy Weapons Team; 3 x lascannons
105
Veteran Squad; 3 x meltaguns
Chimaera; heavy flamer, multi-laser
165
Veteran Squad; 3 x meltaguns
Chimaera; heavy flamer, multi-laser
165
Fast Attack
Scout Sentinel; autocannon
40
Scout Sentinel; autocannon
40
Scout Sentinel; autocannon
40
Heavy Support
Medusa; heavy bolter
135
Medusa; heavy bolter
135
Manticore; heavy bolter
160
TOTAL: 1490
I have to question the pairing of autocannon and melta gun in infantry squads. they don't seem to compliment eachother very well. meltagun wants you to move up to get into 1/2 range melta town, but autocannon wants you to sit on your duff capping fools.
I'd consider replacing the meltas since you have a lot elsewhere in the list and plenty of S10 ordnance pie plates to boot. flamers for when people get too close could be nice or (my favorite) grenade launchers, which are good for extra shaken/stunned results on most transports and fairly solid against infantry, and with the range necessary to work in tandem with your autocannons.
oh alternative to the above, you could move your lascannons into the infantry squads, where they have a better chance to survive, and add sniper rifles in place of the melta guns, which work well with lascannons. You can then have a cheaper autocannon HWS.
Chumb is right in regards to the single HWS, forgot about it really :P. Shaving that squad can net you 2 Chimeras for saturation and flexibility or with some fiddling some Vendettas.
Dethtron's second suggestion is a good idea too but to explain to Dethtron why there are meltaguns in the blob :P. Scares tank shocks, dur =D.
Agree with Dethtron, although Sniper Rifles are my backup of choice in squads that intend to be sitting somewhere and pumping out shots. Grenade Launchers are great on closer-range, mobile units. A PCS with 4x GLs is surprisingly dangerous to a wide variety of units.
I much prefer Las in my infantry squads and AC in my HWs. Makes it easier to twin-link (Vox+higher Ld) and gives you ablative wounds on your expensive guns.
Heavy Flamers on those tank chassis is probably better than Bolters, as it gives you an emergency short-range weapon.
Mixing Melta and Flamer on the CCS seems weird. One or the other seems greatly preferable. OotF helps a lot against reserve shenanigans, definitely keep him.
How about this: get rid of the HWT, put the lascannons in the infantry squads; replace the meltaguns with flamers and melta bombs so they can still threaten tanks and thin out hordes should they get close; and replacing the PCS's lascannon with four GLs and giving them a Chimaera. Leaves 30 points left to play with.
What do you guys think of giving the vets shotguns instead of lasguns as they will be constantly moving throughout the game and having the option to assault after shooting would be nice.
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