Welcome to Librarium Online!
allow me to introduce myself. I've been in thrall to GW to a greater or lesser extent for... oh god, twelve years now? used to play Slaaneshi CSM back in 3rd ed (when your noise marine champion could wear terminator armour with a lightning claw), and a lot of necromunda. I've cut down my dosage to daily injections of Dan Abnett's books for most of the past 5 years, but recently started sharing a flat with a charming gent whom, like me, has never quite shaken the bug, and like me, can't afford to or be bothered to go out drinking all the time, so he dug out some space marines (2nd ed boxed set plastics, no less!) and I've been scrounging around the internet for the cheapest possible non-gw minis, in order to spend as little as possible on my napoleonic-era-themed IG Horde army.
We've skirmished through a couple of proxy-heavy tiny games while getting to know 5th ed, working it up into a campaign, both of us trying to not make our lists too cheesy. Inevitably I've therefore been getting splatted, as the basic physics of muskets (or las-locks, if you prefer) vs power armour and my delusions of re-living sharpe worked against me, and I've now settled on the following 600 pt list (600pts is a good amount for our current army sizes) - opinions, please?
HQ - Company Command Squad 85
Artillery Officer Von Stahl, 'Friedrich's Eye' (Master of Ordnance)
Elites - Battle Psyker Squad 100
1 Overseer, Pau Mei
Troops - Infantry Platoon
Platoon command squad 35
Infantry Squad 1 70
Infantry Squad 2 60
Infantry Squad 3 60
Troops - Veteran Squad 'The Spicers' 115
2 Sniper Rifles
3 veterans with lasguns
*special - Veteran Skill: Relentless (we're playing a campaign, so each of us upgraded one of our squads with a veteran ability after the last game, a draw. his scouts are now fleet, my veterans are relentless...)
Fast Attack - Rough Rider Squadron 75
6 Rough Riders
So, a little more detail; my esteemed opponent only has 1 rhino chassis, which is used as either a razorback or a rhino depending upon his whim; he's also got a fondness for bikes, especially led by a captain on a bike, as they doubtless will be next game.
Miniature-wise, I'm using the Perry Twins Napoleonic British Line Troops boxed set for most of my infantry and command squads, which since we're not planning on playing anywhere but in the house works just fine - gives a nice strong feel, and delusions of grandeur. The battle psyker squad is formed from a necromunda gang of shaolin monk wyrds I put together yonks ago, the veteran team is the old tallarn squad boxed set painted up in european forest DPM, and the cavalry is WW1 british cavalry from renegade miniatures.
And the setting? Well, Fortean III is one of the many worlds ostensibly part of the imperium, that pay their tithes but care and know little for the galactic arena, spending most of their energies in monarcho-feudal warfare on a broadly victorian tech-base.
Such is definitely the case when an unidentified ship enters orbit, and unknown forces make an unauthorised planetfall under the very eyes of a small un... (no more un's) *ahem* A small patrol of citizen-riflemen from one of the many allied feudal forces squabbling over the spoils after the downfall of another petty warlord. The few survivors from that patrol spoke of terrifying, nigh-invulnerable black-armoured giants, able to crush a man's head with one hand, as had supposedly happened to the patrol's CO.
Captain Beckwith sent out gallopers to take messages of parley to his nearmost rivals, warnings to his superiors back in the Duchy, and took a personal visit to the specially-constructed lair of Friedrich, the giant rail-mounted super-cannon used to such great effect in the recent conflict. Famed for it's destructive power, if not it's accuracy, he realised this would be the key to disrupting and delaying the invader's plans, whatever those may be. Deploying his own and whatever allied forces he could coerce into assisting - including several of the proud and tough mercenary companies still to be found floating around the region, and a small troop of tough, disciplined Hessian Cavalry from the north, he aimed to perform harrying attacks and mis-direction sufficient to keep the enemy away from Friedrich, determine their intentions and any weaknesses, and survive long enough for sufficient reinforcements to come from the world's capital, Charles City.
Oh, and one last note, I don't have any transports because I can't find 'em cheap enough, and I'm getting a leman russ in the post in the next week or two, which'll be nice.
Thanks for reading, I look forward to your comments.
Your squads need heavy weapons, the PBS (psyker battle squad) might be a tad squishy without a chimera so you should try to get them one or drop them and take some more guys.
There don't seem to be many major problems with your list, other than the lack of armour. Maybe you could drop the vox network and possibly the master of ordance as in this points level it isn't likely to hit many marines.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Also, you could use a way to move your troups around quickly. I would recomend a Vendetta (which comes with 3 twin-linked lascannons) or a Valkyrie if your hurting for points. I might consider dropping the Psyker Squad, and then it would really be a 1 for 1 swap.
I really like the flavor behind the force, I must say. Napoleonic Guardsmen? Kickass!
I agree with Kevin and Adude5 about the PBS, that in a 600 point game it might not be worth it. Despite having at best a Strength 8 large blast, the AP is so wild and unpredictable that it's not as fun when dealing with SM.
More troops are always good; the more lasguns the better. Some Autocannons or Heavy Bolters would be very helpful against marines, as far as heavy weapons go, due to the two shots and high strength. Good anti-marine assault weapons are Plasma Guns (I need the Gets Hot! rules clarified, can you get an armor save if the weapon gets hot?).
The Rough Riders are a one-trick-pony (no pun intended, really!), but they're great assault troops. Just keep them behind cover until they can charge. Assault the back of his Razorback/Rhino, or broadside a Tactical squad. S6, I6 Power weapons are nothing to sneeze at.
I am not all too sure as to how to counter bikes, but a buddy of mine wiped out a whole marine bike squad of 4 with an attack bike using only 20 guardsmen with lasguns. Autocannons easily wipe the satisfied smirk off a biker's face as you shred him to bits, due to the high strength.
I hope this helps, and good luck!
CSM W:4 L:2 D:1
I've begun work on a squad of raver noise marines. The champion is finished, and I'm waiting to get more models to convert.
Awesome background mate. Been ages since i've seen a list with fluff behind it.
HQ: I'd loose the Vox network and try and get some more special weapons. Grenade launchers are pretty good in small sized games. I'd say loose the Master of Ordinance but ass he's in there for fluff keep him.
ELITES: What are the Psyker squad supposed to represent? How have you fared with these guys? I've never really been impressed by them myself. I've always had better thigns to spend the points on. Like more Infantry or Vets.
TROOPS: Like the other i'd suggest some heavy weapons in here. Even if it is just heavy bolters or some missile launchers. Extra dakka is always nice to have around. Especially when you'll be fighting something like Chaos Bikers. Special weapons are fine but if you do give them heavy weapons make sure you give them a heavy weapon that compliments their special weapon.
I'd see about kitting out the vets with a democharge. If theres anything that says "NO" to a marine squad it's one of these. In a small game one good hit can tip the balance in your favour.
Rough riders: These boys i've always liked. As a counter attack unit against marines you can't get better. Bait him in with an infantry squad and then charge in with the Cavalry.