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Thread: New to IG

  1. #1
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    New to IG

    Ok so I tried to make a 1000 point army list and I ended up creating a 612 point list instead. Can someone help me add more to my list to bring it up to 1000 points. I want to put in a lascannon team and maybe some chimeras but I don't know where to put them. My main opponents are space marines, eldar and tau. Thanks. So heres my 612 point army:

    HQ: Company Command Squad -135 points
    - 1x company commander w/ plasma pistol and power weapon
    - 1x plasma gun
    - 1x melta gun
    - regimental standard
    - 1x vox
    - camo cloaks

    HQ: Platoon Command Squad -85 points
    - 1x platoon commander w/ plasma pistol and power weapon
    - platoon standard
    - 2x guardsmen w/ flamers
    - 1x guardsmen w/ grenade launcher
    - 1x vox

    Troops -210 points
    9x guardsmen
    - 1x grenade launcher
    - 1x sergent w/ plasma pistol
    - 1x vox

    9x guardsmen
    - 1x grenade launcher
    - 1x sergent w/ plasma pistol
    - 1x vox

    9x guardsmen
    - 1x grenade launcher
    - 1x sergent w/ plasma pistol
    - 1x vox

    Heavy Support -185 points
    - 1x Leman Russ Demolisher
    - 1x heavy flamer sponsons
    - 1x hull mounted heavy flamer

    total 612 points


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  3. #2
    LO Zealot SandWyrm's Avatar
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    FYI: The PCSs aren't HQ choices. They're bought with the rest of the platoon which includes a minimum of 2 50 pt. troop squads. That all counts as 1 Troop choice, so your list isn't really legal as-is.

    As for Chimeras, I would give one to the CCS and then add two more with Veterans (3 x melta, hull HFlamer) inside. That should get you closer to 1000 pts. There's some fat in your list too that could be better spent on more troops or perhapes some Sentinels. If you read through some of the other threads you'll see the same things said over and over about focusing your special weapons choices on a chosen task and not taking any extra wargear on your officers.

  4. #3
    Lia
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    First gotta correct a few errors :

    First, The Platoon HQ is composed of one Platoon Commander and 4 Guardsman. Special Weapons (Flamers and Grenade Launchers in this case), Vox and Standards Are Guardsman "Upgrades" only the guardsman can have them and they can each only have one. 1 standard, 2 flamers, 1 grenade launcher and 1 vox is 5 upgrades for 4 Guardsman.

    Second : Platoon Command squads are part of Infantry Platoons who are Troop Choice. Each Infantry Platoons are composed of 1 Platoon Command Squad, 2-5 Infantry Squads, 0-5 Heavy Weapons Squads, 0-2 Special Weapons Squads & 0-1 Conscript Squad. All this take the SAME Force Organization Chart Slot.

    Here is my suggestions, take what you will.

    HQ :
    Company Command Squad : (Dropped the Melta gun, since the Command Squad is better used as a Order/Leadership bubble than as a half hearted Tank hunter. Removed the Power Weapon since if they are shooting plasma they probably won't charge and with only 5 models they are probably gonna end up dead before they strike anyway.) (130pts)
    - 1x Company Commander with Plasma Pistol
    - 2x Plasma Gun
    - 1x Regimental Standard
    - 1x Vox
    - Camo Cloaks


    Troops :
    Infantry Platoon : (Total : 475pts)
    -Platoon Command Squad : (Dropped the Platoon Standard, the benefit is rather minimal and it will free both points and the "upgrade" slot you had over max.) (70pts)
    - 1x Platoon Commander with Plasma Pistol & Power Weapon
    - 2x Flamers
    - 1x Grenade Launcher
    - 1x Vox

    - Infantry Squad : (75pts) A1
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Mortar
    - 1x Vox

    - Infantry Squad : (70pts) A2
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Mortar

    - Infantry Squad : (80pts) B1
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Autocannon
    - 1x Vox

    - Infantry Squad : (75pts) B2
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Autocannon

    -1x Heavy Weapon Squad (105pts)
    - 3x Lascannons

    Veteran Squad : (210pts)
    - Sergeant with Plasma Pistol & Powerfist
    - 3x Melta Guns
    - All Others Shotguns.
    - Demolitions Doctrine
    - Dedicated Chimera with Multilaser & Hull Heavy Flamer

    Heavy :
    Leman Russ Demolisher with Hull Heavy Flamer & Sponson Heavy Flamers (185pts)

    1000pts for you. The Infantry squads are meant to be combined. If you move you only lose one flashlight (HWTs carry a single lasgun) and if you decided to keep your ground (most likely in terrains that give you cover) you get a heavy weapon (2 if combined) to play with. The Vets don't have a vox since they are probably not gonna be in order range and that's also part of the reason they get shotguns instead of lasguns, they are gonna be moving all the time anyway. (have fun with the demo charge, just don't drop it on your feet.)

    Kept the Sponson Heavy Flamers on the Russ, but not too certain of their usefulness on a tank that probably won't ever not move. if you decide to drop the sponsons, add a Heavy stubber to the Russ (Deffensive weapon) and a Power weapon back to the Company Commander, for coolness factor.

    Watch out for enemy Anti-Tanks with only 2 vehicules around they are gonna focus fire.

  5. #4
    Senior Member Darguth's Avatar
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    Quote Originally Posted by Lia View Post
    First gotta correct a few errors :

    First, The Platoon HQ is composed of one Platoon Commander and 4 Guardsman. Special Weapons (Flamers and Grenade Launchers in this case), Vox and Standards Are Guardsman "Upgrades" only the guardsman can have them and they can each only have one. 1 standard, 2 flamers, 1 grenade launcher and 1 vox is 5 upgrades for 4 Guardsman.

    Second : Platoon Command squads are part of Infantry Platoons who are Troop Choice. Each Infantry Platoons are composed of 1 Platoon Command Squad, 2-5 Infantry Squads, 0-5 Heavy Weapons Squads, 0-2 Special Weapons Squads & 0-1 Conscript Squad. All this take the SAME Force Organization Chart Slot.

    Here is my suggestions, take what you will.

    HQ :
    Company Command Squad : (Dropped the Melta gun, since the Command Squad is better used as a Order/Leadership bubble than as a half hearted Tank hunter. Removed the Power Weapon since if they are shooting plasma they probably won't charge and with only 5 models they are probably gonna end up dead before they strike anyway.) (130pts)
    - 1x Company Commander with Plasma Pistol
    - 2x Plasma Gun
    - 1x Regimental Standard
    - 1x Vox
    - Camo Cloaks


    Troops :
    Infantry Platoon : (Total : 475pts)
    -Platoon Command Squad : (Dropped the Platoon Standard, the benefit is rather minimal and it will free both points and the "upgrade" slot you had over max.) (70pts)
    - 1x Platoon Commander with Plasma Pistol & Power Weapon
    - 2x Flamers
    - 1x Grenade Launcher
    - 1x Vox

    - Infantry Squad : (75pts) A1
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Mortar
    - 1x Vox

    - Infantry Squad : (70pts) A2
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Mortar

    - Infantry Squad : (80pts) B1
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Autocannon
    - 1x Vox

    - Infantry Squad : (75pts) B2
    - 1x Sergeant with Plasma Pistol
    - 1x Grenade Launcher
    - 1x Autocannon

    -1x Heavy Weapon Squad (105pts)
    - 3x Lascannons

    Veteran Squad : (210pts)
    - Sergeant with Plasma Pistol & Powerfist
    - 3x Melta Guns
    - All Others Shotguns.
    - Demolitions Doctrine
    - Dedicated Chimera with Multilaser & Hull Heavy Flamer

    Heavy :
    Leman Russ Demolisher with Hull Heavy Flamer & Sponson Heavy Flamers (185pts)

    1000pts for you. The Infantry squads are meant to be combined. If you move you only lose one flashlight (HWTs carry a single lasgun) and if you decided to keep your ground (most likely in terrains that give you cover) you get a heavy weapon (2 if combined) to play with. The Vets don't have a vox since they are probably not gonna be in order range and that's also part of the reason they get shotguns instead of lasguns, they are gonna be moving all the time anyway. (have fun with the demo charge, just don't drop it on your feet.)

    Kept the Sponson Heavy Flamers on the Russ, but not too certain of their usefulness on a tank that probably won't ever not move. if you decide to drop the sponsons, add a Heavy stubber to the Russ (Deffensive weapon) and a Power weapon back to the Company Commander, for coolness factor.

    Watch out for enemy Anti-Tanks with only 2 vehicules around they are gonna focus fire.
    Not bad suggestions, but you could free up some significant points by removing the sergeant and officer plasma pistol and power weapon upgrades. Take those points and invest them in a few cheapy sentinels or upgrade the HWS to a Valkyrie or Vendetta. This will mitigate the dangers of anti-tank and give you some more mobile firing platforms.

    I usually don't expect sergeants to do anything other than provide me with LD8

    Also, The_New_Kid there is a specialized sub-forum for army lists. In the future it'd be best if you posted there as it keeps the standard boards to general IG discussion, plus people go to that sub-forum specifically to help with questions like these

  6. #5
    Son of LO kevin vanrooyen's Avatar
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    Lia made you up a pretty good list there, however as Darguth said it would be beneficial to drop all of the plasma pistols and the power weapon. All of those voxes aren't very useful considering their points cost, at this points level you should focus on upping your numbers. The sponson heavy flamers on your russ aren't worth it as you can only fire one while on the move, i'd advise you to take a pair of sponson heavy bolters.

    If you dropped the avove things you'd trim 100 points from your list, hell if you dropped the chimera from the vets and the grenade launcher from your platoon command squad you could get a vendetta and a valkyrie with missile pods to taxi around your vets.
    IG Best Gen 1st overall of 10 DE 4th overall of 6
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