Welcome to Librarium Online!
Ok here is my first shot at a mobile ground pounding IG Army. This is meant for casual play though comments aimed at competitive play are welcome.
JO w/ Autocannon Team
HQ - JO w/ Autocannon Team, and Medic
1st Squad w/ Veteran Sergeant, Grenade Launcher, Autocannon Team, and frag grenades
2nd Squad w/ Veteran Sergeant, Grenade Launcher , Autocannon Team, and frag grenades
1st Armored Fist
Squad w/ Veteran Sergeant, Grenade Launcher and Frag grenades
Chimera Turrent Heavy Bolter, Hull mounted heavy bolter and extra armour.
Total: 487 pts
Any help would be appreciated.
A couple of side notes as I build the army it is going to be set up to be mostly Infantry with a few transports IE the mobile part of the lead on. the reason the big guns are split up are I was thinking of using the bounding over watch idea for mobility have one unit stay put and the other move then reverse who moves and who lays down the heavy fire.
I plan on finishing the modeling and painting this weekend so any posts that come in tonight and early tomorrow may be implemented in the final scheme.
Last edited by Shadowviper9; March 13th, 2009 at 21:55.
Right firstly welcome to the guard!
1. drop those frag grenades you arent going to be charging into combat so no need.
2. the command medic isnt needed at all.
3. think of swapping the main command autocan for a mortar
4. turret multilas is a far better option than the heavy bolter, plus it requires no conversion.
5. drop all veteran sarges as they arent needed.
6. get smoke for the chimera.
I think that is pretty much everything. With guard always think of what you want the unit to do or are abel to do. For example the main line squads arent going to be running into assault therefore the frag grenades are actually useless, the points could be spent on iron discipline or the HI for the officer etc.
Have you got any ideas for expanding this army?
Hope that helps
Thanks for your response. Here are a few of my thoughts I have related to your suggestions.
Thanks for the advice I will make some of the changes right away.
Dont worry if grenades are modelled onto your troopers, stuff like grenades doesnt have to be WYSIWYG fortunately.
The thing with mortars is that they are cheap, indirect and also really hurt infantry. You are right a missile launcher is good but your command squad will usually be in such a position that a missile wont be able to shoot without granting the enemy a cover save. So against orks and guard mortars tend to be better. in line squads you ae perfectly correct missile over mortar there.
With the current cover rules the multilas is better. firstly heavy bolter and multilas against marines and they both give armour save make multilas better, it can hurt vehicles more easily. Anything with armour 4+ or worse will also generally be in cover meaning they will get a 4+ save whatever. All together means that multilas wins out. the extra point of strength really does help.
the veteran sarges are a point of choice mainly. It depends on how you wish to play the list. if you are going to have squads in random corners of the board split up (not advisable) then go for it. TBH I would only go for one on the AF squad, you then save 12 points which is a heavy stubber on the chimera.
Sharpshooters isnt that great a doctrine and only really works on support squads which you dont have. Also doctrines are going in the new codex so I'd avoid it for that reason!
hope that helps
Thanks for the advice. I think I will implement the Multi-Laser. Of course I got to looking at my platoon and realized that I had put the Vox packs on two guys but that is fine because I will just take them out when I assemble the heavy weapon teams. And they are already there for when I have grown the army enough to warrant a Vox network or when the new codex comes out with orders.
Any thoughts on the mentioned expansions to get the force Apocalypse ready?