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Command Platoon - 85
4 guardsmen with ccw + laspistol
Commisar with Power Weapon
Close Order Drill
Another option for my my HQ I thought of would be 4 Melta Guns instead of the Commisar and have 15 points left and give some stuff to my Officer.
Hardened Veterans x 3 - 195
3 plasma guns
Storm Troopers Squads x 3 - 210
4 Storm Troopers
2 Plasma Guns
Close Order Drill
I Think the list adds up to 490 (210+195+85=490 points.)
This is my first list and i have no models yet but i was looking through the codex and saw that i could get ALOT of special weapons with this and since plasma guns ignore the save of space marines which is the army my friend plays i thought i would annoy him a little with this.
I asked a guy at my local GameWorkshop which is luckily like half a mile away (Lucky Me!) what the HQ was supposed to do for guard and he said to counter charge so i made it do that as best i could. 4 power wep attacks from the Commisar on the charge and alot more from the Junior Officer and guardsmen. The HQ alone gives 20 attacks on the charge
Im new to 40k and the rules and everything so yea... I played a game of it with my friend with the Black Reach models(I Think) I was Orks and got crushed.
Last edited by Ecko; September 5th, 2008 at 20:50.
hey i like the list, im only starting out on 40k myself and i think im going to go for a storm trooper based army too. in fact just bought some plasma and melta gun ST today in. Anyway heres some of the things I would choose but thats just my opinion.
your stormtrooper squads can only have 2 special weapons but i reckon that plasma guns is the way to go with them as the carapace armour really saves you from overheating plasma.
Something you might want to try is giving your veterans, melta guns instead since they obviously dont have carapace armour and that way saves you killing a high point model through bad rolls. Also veterans without a chimera can infiltrate at no extra cost, making it easy to get your 9 special weapon veterans within either, firing range in the case of the meltas, or rapid fire range in the case of the plasmas. Against space marines I reckon thats a good move, since you can instant kill any captains with more than one wound and you could more than likely take out any terminators or vehicles etc.
Im not sure on the close combat aspect of ur army I personally would avoid it like the plague even with loads of attacks I think the weapon skill is so low (specially against space marines) that youd have trouble hitting them and then the strength is low too so youd have trouble wounding them. I dont know, thats just my opinion. one thing I would recommend though is maybe giving your junior officer the honorifica imperialis it gives ur JO the same statline as a herioc SO. which means ur JO has 1 more wound and 1 more attack than the commisar however you suffer by having one less leadership point but ST and VEts have okay leadership anyway. I would go with the 4 melta guns and give him a power weapon for a sort of a last chance take a couple of enemies out before hes finished off.
And then with any points left over you could bulk out some of the squads preferably the ST as they have the armour the targeters and the slightly armour piercing weapons for when he finally gets into rapid fire range of your ST squads.
Sorry about the long post hope thats helpful, let me know how you get on.
As Nez said, I would stay away from kitting out your HQ with close combat stuff. At best, they are going to be mediocre, especially against marines, and they can rapidly become a point-sink. If you can, try to throw a leman russ in there, the battle cannon is absolute torture to any marine player, worth getting rid of the commisar and the hardened vets. If there are any spare points left over, I would throw a heavy weapon in with the command squad, it's not that important as these guys look like they're gonna be moving around alot, but something to keep in mind as the real strength of the IG is in their massive amounts of heavy weapons
First off, Thanks for the replys.
A question I have though about deepstriking (Im thinking about using drop troops for my HQ if I drop the commisar and give the squad melta guns.) you have to wait a turn before you can shoot when you deepstrike right?
Second, the only reason i did the Close-Combat thing for my HQ is because if any kind of unit gets into cc with any of my units there screwed and since veterans and stormtroopers do indeed have ok leadership they dont need the leadership from the officer anyway so the HQ serves no purpose in my army then being my HQ so i wanted to make them decent at something and kind of be able to do something.
Sorry about the mistype by the way on the 3 plasma guns in a StormTrooper squad.
I dont really like the idea of putting a tank in a smaller game >.< just like... too insane.
But, I think I should just drop the Commisar for my HQ and leave it the normal 40 points for a JO and leave the ccw + laspistols for the guardsmen.
Then i have 55 points left to spend on random stuff. Maybe Carapace armor for my vet squads? 5 points over isnt too bad is it?
Last edited by Ecko; September 5th, 2008 at 04:29.
You don't want to be 5 points over. I would spend those points on heavy weapons for you vets or on a sentinel so you have some kind of support by fire.
I just checked your original lists points it actually comes to 515 points, even when i corrected the ST's 2 plasma guns, I would get rid of the commisar brings it down to 475 then maybe think about losing one vet squad which leave you at 400 pts. which is a pretty good army for combat patrol. that way you have 100 pts to play with. you could take a chimera for your HQ but since they only have laspistols and ccw prob not a gd idea unless you spend the remaining points on a heavy weapon or assault weapons, you could also take two sentinels for fire support. Or you could take a fire support squad and get 3 autocannons in your HQ platoon. some of the options open to you anyway. Ive planned a 500 pt grenadier army and im taking two chimeras and 3 eight man ST squads (two with melta guns one with plasma guns) although we play combat patrol rules which means you dont need the hq.
The way i see it you have two options for army building either you stock up on heavy weapons etc and form a gun line and let the enemy come towards you IF they reach you gun line its ok since they now cant consolidate into other units so the rest of your army turn and rapid fire the shizzle out of them after you lose one unit. Or you make your army as mobile as possible and get in close with either meltas which will instant kill most of your opponents army or with plasmas which can also rapid fire within 12".
Although maybe better to hear from someone whos played it more than me.
My friend let me proxy my vet squads and st squads by only using bases and we did a 400 pt combat patrol and I won(YaY!) and I dont really want to drop any of the squads for now. the plasma guns ate through his space marines insanely fast. I had 1 self inflicted casualty just because of the plasma guns overheat rule
I edited my list and added up the point costs again and it does indeed add-up to 490.
And edited out the plasma gun ST error.
Also, I though of this:
4 veterans-24 points
4 Stormbolters-20 points
84 points-1 less point than my original HQ
As a side note...
Dropping all 3 vet squads gives me alot of points to screw around with.
I could get a Leman Russ, an infantry platoon, or alot of other fun stuff.
Last edited by Ecko; September 5th, 2008 at 21:04.