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I bought the battleforce package to start my IG army and am trying to make the most of it. I don't really want to field a ton of guys like the platoons do. I'm trying to pack in heavy weapons and hopefully own while staying mobile. Here is what I have come up with, let me know what you think about it.
Company Command Squad
4x Plasma Gun
3x Grenade Launchers
Heavy Weapon Option, Autocannon (Mortar instead??)
HW option, Autocannon
HW option, Autocannon
Fast Attack 40pts
4x Chimera for CCS and Veterans
This comes out to roughly 695pts
I think I need to do something about the CCS, they need more options maybe but I didn't know exactly what to do with them.
I'm trying to get around 700 or so. What would you guys change or add? I'm thinking another Scout Sentinel to round that out. I am mainly going up against SMs, that is why I don't have many flamers. I want to crack their armor right away and put them down quick.
I could add a platoon later to field more men for a 1000pt army.
I'd get rid of those Individual points costs. Don't want a mod breathing down your back Just have the total for the squad.
I'm trying to think what comes in the Battle force box now. command squad, 2 squads, 3 heavy weapons and a sentinel?
HQ: If you're going against space marines i'd give these boys either plasma guns or melta guns. Personally i'd go for plasma to kill the infantry as you shouldn't be going up against to many vehicles in 700pts. If you need the points for special weapons loose the powerweapon. It's pretty useless. If you want to do close combat with guard then take powerfists.
Troops: Snipers i'm not so much a fan off. Most troopers will have a decent leadership so the chances of actually pinning something is pretty small. These boys would be best off with something like grenade launchers or more melta/plasma. I'd loose the bolt pistols too you might aswell spend the points on better things.
Thes rest of the gear is fine though. As an idea if you're going up against marines chuck some democharges into your squads. If ANYTHING will ruin a tactical squads day its a democharge.
Sentinel: This boy is fine, If you can, convert a hunter killer missile from the heavy weapons pack. The extra punch on the turn he comes on is quite nice. They do work better in pairs though.
Thanks for the advice. I have modified the list to reflect some of the changes you brought up. I want to add a demo charge but I don't know who to add it to. I'm thinking the melta group since they will be the only guys that I will try to get close enough to use them, they would be the terminator killers.
Some additional questions:
Are there any modifications that need to be down to the chimeras?
Should I throw a pintle mounted weapon on them for a few points?
Maybe extra armor for my CCS?
What do you guys think about Mortar instead of autocannon for my grenade group?
Does this look like a viable list for 700pts or will I be hard pressed to win against competent space marines?
2. See above 4 Pintle mounted Stubbers are 40pts. You can get a lot for 40pts.
3. Don't bother, even with a 4+ save they're still only T3 and it's not really worth the cost. A medic would be a better purchase for 30pts.
4. Sure, I quite like Mortars or Missile Launchers mixed with Grenades. You can drop a lot of irritating templates that way.
Additionally, I don't know if it's a good idea mixing Autocannons with Meltaguns. One is long range anti infantry, the other is short range anti-tank. You want to use those Chimeras to get close while under protection and fire Melta at anything threatening. You can't move and fire the Autocannon, so it's really a waste of points (in my opinion).
Also, I've never really had much success with Autocannons on Sentinels. They're only BS3, at the end of the day. I tend to chuck a Heavy Flamer on there and use them as cheap disposable assault units, since it usually takes a Powerfist to get rid of them.
I was hoping to use the sentinel to stalk and take out a dreadnaught with the autocannon, but I could try something else. I agree with you about taking the autocannon off the meltagun team. I don't see any HWT working out in that squad. I may just kill the HWT selection in that squad and save the points for something else.