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Just getting to grips with the new 'dex (I've been focusing on my Tau too much of late), and thought I'd trot this army list past y'all for some c & c.
It's prime opponents are going to be MEQs
Command Squad, Chimera, Officer with Power Sword & melta bombs, Master of Ordinance
Vet Squad, Chimera, Powerfist, 2x melta,
Vet squad, chimera, 2x plasma
Vet squad, chimera, plasma & 2 x GL
Devil Dog Squadron - 3 DD's with hull multimeltas
Scout Sentinel Squadron - 2 scouts with lascannon
Artillery Squadron - 2x Basilisk, 1 x griffon
Leman Russ Demolisher Plasma sponsons & hul lascannon
LRBT squadron 2 x LRBT Hull & sponson heavy bolters
13 armoured vehicles & 2 walkers, 14 kill points (I think), six AP 3 or better pie plates per turn.
What would you change, and where are the weaknesses? I'm thinking I'm low on scorers, but that's because normally when I play guard, I tend toward infantry heavy - this is somewhat of a departure for me. Probably also lacking in counter assault...
I have too many armies to list in my signature!
First off, you need at least 4 scoring units at 2K. Preferably 5 or more. Second, your special weapons are all over the place, you need more closely defined roles for each Vet Squad. The AT/Objective power build is 3 x melta with a hull heavy flamer. That will take over the close range AT from the Devil Dogs, which you can replace with Banewolves (w/Hull Multi-Melta).
Your company command is all-vet, so don't waste their BS4. Give them and one or two vet squads plasma guns. Giving them Lascannons or Missile Launchers will allow you to kill enemy transports at range. The Melta Vets and Banewolves will be handling the high-AV targets. Drop the Master of ordinance. He's too inaccurate for armies that plan on crossing the board into his kill box.
Drop the Lascannons on the Scout Sentinels in favor of multi-lasers or autocannons. They're only so-so at AT (might kill one transport) and are best used as blockers to deny movement to tanks and tie up assault squads. I'm not too keen on artillery, but the Bassie/Griffon mix has been criticised elsewhere for having only a 12" band of overlap. Personally, I'd replace them with some Hydras for killing enemy AV10/11/12.
My 2 cents.
Thanks for the pointers.
I'm limited in the amount of chimeras I can field (I have 4 + a salamander command I could proxy as a fifth I suppose) , and I sort of wanted to keep everything mounted up (for a full mechanised list)
So i need to find enough points to add plasmas to the HQ squad, and fit up another squad of melta vets.
Dropping the Griffon and MoO and sentinel's lascannons should get me most of the way there.
I'll have a think when I'm backat my 'dex and post a revised list.
I have too many armies to list in my signature!
Squad 2: Veterans can take up to 3 special weapons, use that advantage and make it 3 Plasmaguns.
Squad 3: Not bad, but the combination doesn't work. Either make it 3 GL or 3 Plasma.
Regarding counter-assault, you don't need it. What you do need are expendable units that you can throw into the enemy to tie them up for a turn. They'll die, but it means the rest of your army gains another turn of shooting at said enemy unit. I almost always take a cheap Platoon for that purpose.
FYI, that is 19 Killpoints. Transports count.
No time to look at the rest in depth, but other folks hit the salient points.
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!
Everyone covered it up above, but here's a quick rundown
Power Weapons and melta bombs and powerfists are points filler, nothing more. You don't do combat.
Max your specials in Vet and Command Squads. Use that BS4, grab meltas or plasma (meltas preferably, cheaper and better against armor).
Squadrons = failsauce. They die too easily and suffer from overkill. 2 separate DDs > 3 DDs.
Hull lascannons are crap, don't do it.
Hull multi-meltas are crap, grab a Heavy Flamer.
Basilisks are crap, get a Medusa.
LRBTs < Executioners, Eradicators, Demolishers for what they do. You don't need a compromise tank.
The Multi-Melta gives you the ability to threaten Russes and Land Raiders. It's not going to win games by itself, but in combination with other melta units you will take the AV14 down.
Close combat upgrades of any type are unlikely to be worth their points so unless you have a Fluff reason to put one or two in, leave them out completely.
Always max specials in vet squads, meltas are not necessarily better than plasma. It is awfully nice to be able to shoot 6 shots instead of 3 at 12" and the ability to reach out and touch someone at 24" is great. That being said, I'd say ballance is best. If you have great AT elsewhere on your list you can get away with fewer meltas. Also - Never mix within a squad, keep them to their purpose.
Minimize squadrons. This doesn not mean don't take them, but where possible it is nice to seperate them. It keeps up your flexibility.... downside it does add to your kill points. I plan to squadron some of my vehicles but not all. Make sure that if you do squadron that you can get the full effectiveness in shooting from the squadron.... 3 Devil dogs shooting at one target is probably a poor idea.
Hull Lascanons Can be OK if you do not have sponsons or if you plan not to move your tank. Also if they are paired on a tank who's main weapon is AT. On your demolisher with its main gun being only 24" range, you want to be able to move those 6" to get yourself in range so the sponsons probably aren't the best idea.
Multi meltas on vehicles are probably a waste. on the devil dogs especially. You want those tanks to be moving and therefore will not be able to fire both, why pay for something you won't use?
LRBT's are actually pretty good, I differ from ===Me=== strongly here. They are cheap, still have 14 armor and are good for all around stuff. They may not be as good as some of the various others for specific rools but what they do have is a cannon that can scare all but the biggest tanks and the heaviest infantry. They should not be used alone, but they give your list a flexibility to effectively take on many different armies.
Because of BS3, that's why. I prefer Devil Dogs anyway for their superior melta weapon and lower cost. If I want to demolish infantry from range, I bring an Eradicator.Why? You've already got one flame weapon on a Hellhound. And if you're moving slow enough to fire both you're going to die in your opponent's next assault phase. It's better to keep them tied up for an extra turn or two by moving fast so they hit on 6's instead of 4's.Not at BS3 you won't lol. Stick meltas in your BS4 units, or use Devil Dogs, Demolishers, Manticores, or Medusas.The Multi-Melta gives you the ability to threaten Russes and Land Raiders. It's not going to win games by itself, but in combination with other melta units you will take the AV14 down.And yet, I always take at least one plain Russ. Because you can't beat it's flexibility. More often than not it's the boring old Russ, and not my Demolisher or Exterminator, that scores some insanely wild shot from 36" away that secures an objective for me or kills those last 2 assault marines that my line couldn't quite massacre on their own.
It's not a bad tank, but the other variants are just so much better. The Heavy slot has too much competition to waste it on a LRBT when you can take something better.