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im a bit of a newb and was wondering if my list is any good, any tactics for beating an infantry heavy death guard army with a dread and a fully las-ed out pred would be helpful too.
anti tank squad w/ 3 rockets, light infantry for infil and sharpshooters for more rocket hits
independant commies, one with powerfist, both have bionics.
unupgraded one to make my conscripts fearless, other joins another unit whoever needs it
1 conscript platoon w/ 4 squads each has flamer
1 inf platoon
command squad has 4 grenade launchers, iron discipline sharpshooters and light inf
4 squads each have h bolter, vox, light inf, sharpshooters and plasma
6 GKs with teleport homer
10 GKTs w/ 2 psycannons
2 bassies w/ indirect fire
1 leman russ w/ improved comms, 3 hbolters and smoke launchers
like I said im a total newb and was looking for crits and comments
Hey im not very experienced either but ill do what i can
HQ-IF you need 5 extra points you can make the HSO in to a JO and give him an honorifica.
I perfer to give my anti tank squads lascannons, for the extra 15 points i feel its worth it.
Elites-I dont think that commisars are elite choices, i think they just have a 0-5 and dont take up any slots. I find Bionics are points beter spent elsewhere. If you get rid of those 2 bionics and switch you HSO to a JO with honorifica you would have 15 points for te heavy weapon squads.
Troops-Looks good, The sharpshooters may not be worth it.
As for the GKs and the GKTs im not sure what those are? are they from a specal list?
Heavy Support-Looks good, if you have points put extra armor on the leman, trust me this upgrade is pricless and i would pay 10 points for it.
Other than those few tweaks it looks like a good list and fun to play with/against
Hq-you dont need light infantry on missile launchers they already reach 48'
drop the master vox because veteran sergents you can get 4 veteran sergents combined with close order drill and give each sergent a boltgun and still be half the price(give or take) and have leadership 9 squads with extra firepower.....By the way what do you have in your command squad, i suggest 3x plasma guns and a medic
Elites-you can take up to 3 commisar as an elite choice if you take independant commisars but remember A. they're independant characters and can be targeted in close combat and B. you have to add 10 points to each independant commisar.
you might want to add a veteran squad miminum size with 3x meltaguns as a suicide tank killer squad(for some reason mine never die)
Fast attack-you might think about Rough Riders(sometimes they work sometimes they dont)
Heavy support-either drop a basalisk and add a leman russ or demolisher. Or remove the leman russ and add a basalisk with indirect fire because as it is(unless you add another vehicle) your leman russ is the only target for all the opponents anti tank to be fired at so i imagine it dies rather quickly(turn 1-3) i always field at least 4 vehicles and end the game with my leman russ being the last to die or survive all 6 rounds(2 tau hammerheads shoot at my lucky(not really got immobalized) leman russes back armor for 3 turns and survived with nothing destroyed. of course the rest of my army was destroyed)
Gratz on producing a legal and nifty list. It is actually so different than the usual fare that I can't predict your future success with it. I have to say, I like it. Comments follow:
Upgrade the anti-tank squad to Lascannons
Drop the Vox
Drop the extra commisars
Drop the Improved Comms OR But a sentinel and put it there. Sentinels always deploy in escalation due to Scouts rule. I'd ONLY take Improved comms if I was expecting to play an Escalation game though.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
ty for the advice guys, I'm redesigning my list and posting it soon along with my basic tactics
aright all done XD
This army if built to kill my death guard playing friend (he's the only person I know with a complete army ATM, my friends constructing tau and my brother is starting orks)
he's beat me every time we've played 1500 pts games, or hell, any game. I've never won a game to date.
his army consists of a dreadnaught w/ plasmacannon, a pred w/ 3 las, 2 scorcerers, a unit of teleporting termies w/ 2 reaper autocannons and a whole load of plaguemarines w plasmaguns. C&C on list and tactics appreciated
Close order Drill
Jr officer w/HI and bolter
my friend likes to deepstrike chosen termies to my rear lines and take out tanks/cause pressure from behind, this squad will stay back and cause trouble for them, protecting my bassie and non infintrating AT squad
2 AT squads w/las/sharpshooters/ one has light inf
one squad stays near the rear of the table to and snipes / lures teleporting units (along with a bassie and my command squad) while the other infils to a strategic location
commisar w/boltpistol and power wep
join the conscripts to make them fearless
command sqd w/ same setup as HQ but w/ light inf to infiltrate
general anti-marine squad, infiltrates with the rest of the platoon
4 infantry squad w/ vet sarge light infantry and plasma
infiltrates to front lines and try to plasma the hell outta those damn nurgle marines
4 squads w/ flamers
commisar joins these guys and slog it across to the front lines, incase he deepstrikes behind my infantry line or into my deployment zone early game
5 GKs W tele homer and psycannon
slog up behind my conscripts using them as a human shield from enemy fire, once they reach the main lines GKTs tele in for a nasty melee suprise
10 GKTAs w 2 incinerators
1 demolisher w/ heavy bolter all around + track guards and extra armor
short range shooting w/ demo cannon, speeds to frontline to support infiltrators until conscripts and GKs show up (at which point he's probably blown up)
1 leman russ w h bolters all around + track guards and extra armor
medium range shooting w battlecannon and generally scaring marines
1 bassie w/indirect fire
general bassie use, hide em behind some cover and rain hot firey death on enemies, also using scare tactics to make sure his marines keep moving towards my infiltrated gunline (the longer he sits in one place the more accurate I get with guessing ranges, and earthshaker rounds hurt a lot from what I hear)
Last edited by Lel; August 4th, 2007 at 11:11.
your new list looks a lot better but one thing on the grey knights arent terminators elites and grey knights can be fast attack? it doesnt make a difference because it says terminators can deepstrike too.
how do conscripts do i assume you pick his nastiest squad and assault and tie them up the whole game
whoops, I don't have any termies, just GKTAs (grey knight teleport attack, taken in a fast attack slot, basicly grey kights that deepstrike) and the conscripts are there to do exactly as you said, tie up some nasty unit for enough time for my guardsmen to take em out, tied in with the commissar they make a speed bump from hell.