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To keep things short and sweet as possible, my army is based on the British Expeditionary force of 1914 with, of course, a 40k twist which allows the deployment of tanks and other standard imperial equipment (albeit modelled thematically or used in fewer, restricted numbers).
The following is a rebuild of my earlier list posted HERE, with the new list giving way to practical considerations of competitiveness (ie. the inclusion of a Vendetta and transported veteran squad). I’ve tried to make things balanced and fairly competitive - please tell me what you think, the below is what I’ll be buying and building, so your advice really counts.
Company Command Squad
Colour Sergeant Kell
Role: Dispatching orders to heavy weapon teams.
Platoon Command Squad
4 Flame Throwers
Role: Counter-assault unit, anti-horde, objective clearer.
3x Infantry Squad
Heavy Bolter Team
Role: Line infantry, anti-infantry fire support.
3x Veteran Squad
2 Plasma Gunners
Role: Mobile line infantry, anti light armour, MEQ, MC.
Veteran Squad (Marines)
2 Melta gunners
1 Flame thrower
(Mounted in Vendetta)
Role: Anti heavy armour, objective grabber, may suicide assault if required.
2x Heavy Weapons Team
3 Missile Launchers
Role: Versatile anti light-medium armour/infantry fire support – deployed with CCS to receive orders.
Rough Riders Squad
8 Lancers with hunting lances
Role: Counter-assault unit, may advance with tanks to provide support.
3 twin-linked lascannons
Role: Transport for Marines, anti armour/heavy infantry/MC.
Leman Russ MBT
Hull heavy flamer
Role: Aggressive anti infantry/fire support.
Leman Russ MBT
Hull heavy flamer
Role: Aggressive anti infantry/fire support.
The rough idea is that the line infantry squads – a mixture of platoon squads and veterans - can mutually support each-other whilst either advancing or holding their ground depending on their situation.
Fire support will be provided by the two missile launcher heavy weapon squads deployed at the rear of my lines, which can either target enemy infantry or vehicles depending on threat. The CCS will be positioned within close proximity to increase their effectiveness with Kell in conjunction with orders.
The vendetta can target armour whilst ferrying the Marine Veterans to an objective, or within melta distance of AV14 or equally threatening vehicle. They also have the possibility to mount a suicide charge to hold up an enemy unit, weaken it, or perhaps even destroy it.
The Rough Riders are there as a counter-assault unit, which I can position in cover near my HWS to protect them from deep strikers, or have them accompany my Russes up a flank to wipe out an already weakened unit.
The Russes themselves are there to close with the enemy, engage infantry, and help keep my opponent on his toes (no passive gun-lining for me), and will hopefully help clear objectives ready for my line infantry to advance to hold them.
However, I have the following reservations:
1: Should my line infantry plasma vets replace one of their plasma guns with an autocannon to give them extra punch at range, or would this restrict their ability for mobile rapid-fire plasma firepower?
2: Are shotguns a good choice for the Marine vets in the Vendetta? Sure they’re cool and damn fluffy, and give the ability for a maximum-effect suicide charge, but I’m concerned about their defensive range compared to the lasgun should I wish them to take and hold an objective. Should I find the points to give the sergeant a power fist to increase their chances in combat, and/or replace the flamer with a third melta gun to ensure heavy armour is 100% dealt with?
Many thanks again, guys.
I'm going to let someone a little more experienced with IG comment on your army list, but I'll try to answer some of your questions at least
Some others points of advice I could muster up:
- Heavy weapon teams: Use these very carefully. Remember that any S6 weapon or better will insta-kill these and there are only 3 models. Two well aimed Autocannons or Plasmaguns/rifles are more than capable of wiping the whole squad out. They should always sit in heavy cover and their LD is pretty poor too. You could get a Chimera and put them in that for protection (firing from the hatch), but you'll waste a turn embarking and they can't then be given orders. I've always found them to be too flimsy for good use.
- Infantry squads: Why no special weapons? Or is that what 'Rifle Grenadier' is?
- Rough riders: I've always liked Rough Riders. Solid counter assault choice.
- Vendetta: Good pick, but with so few vehicles in this list (relative to a 'Guard army!) I think it's going to get picked on pretty heavily. They work very well in twos and you have a free Fast Attack slot - have you considered getting a 2nd?
Of course, you're completely right (not least for the "bitchingly cool" analysis). I seriously love the Forgeworld Hardened Veterans with shotguns, and I know for a fact that someone on this forum would appreciate the helmet-less heads. (Plus, the image of Marines storming down a boarding ramp wealding shotties is too cool to ignore.)Personally, I always take shotguns in Meltagun-equipped Veteran squads. Lasguns are pointless because if you're sitting at 24" firing your lasguns then you are seriously misusing this squad. Shotguns are just as good at 12" as Lasguns, with the added bonus of being able to shoot and assault if you absolutely need to. It goes very well together with other Assault weapons like Meltaguns and Flamers. Plus, Shotguns look bitchingly cool. So yeah, I always take them if I can.Absolutely, the "2-wound HWS model" is probably the most annoying change I've come accross in the current codex since they took away bolters for sergeants. Unfortunately, fluffwise, putting these guys in Chimeras isn't an option - each missile launcher is modelled as a carriage-mounted field gun, but I understand the sentiment. I will indeed make sure to use cover, and Kell will solve the leadership issue, but I've retained them as a supplimentary/fluff-compulsory unit - my primary anti tank and anti-infantry firepower is elsewhere in the list.- Heavy weapon teams: Use these very carefully. Remember that any S6 weapon or better will insta-kill these and there are only 3 models. Two well aimed Autocannons or Plasmaguns/rifles are more than capable of wiping the whole squad out. They should always sit in heavy cover and their LD is pretty poor too. You could get a Chimera and put them in that for protection (firing from the hatch), but you'll waste a turn embarking and they can't then be given orders. I've always found them to be too flimsy for good use.Indeed, sorry, I lapsed into my army terminology there - I meant "grenade launcher".- Infantry squads: Why no special weapons? Or is that what 'Rifle Grenadier' is?I see where you're coming from. However, I'd rather keep hi-tech stuff like the (naval) Vendetta to a minimum and as a supporting unit (carrying Marines) to my army proper (a regiment of fusiliers) to stick with theme and fluff. What's more, it's one of three high-threat/high profile vehicles in my army, so I hope I won't get picked on too hard by making my opponent split his fire.- Vendetta: Good pick, but with so few vehicles in this list (relative to a 'Guard army!) I think it's going to get picked on pretty heavily. They work very well in twos and you have a free Fast Attack slot - have you considered getting a 2nd?
Thanks for the advice mate, it's very much appreciated.
1: Personally i'd give them a Missile Launcher. It would fit in better with their Plasma guns with it's better AP and strength. RPG's are pretty easy to model as well so you shouldn't have to do any flash artillay peices to represent them either. Although i know you like your little Artillary peices =P.
2: Yeah go for it. Meltaguns are assault weapons and range 12" and so are shotguns so they'll work well together. If you need to do your assaulty suicide you can do aswell. I've used a powerfist on my vets and they can usualy hold their own. It also gives you the ability to jump any MEQ survivors that your melta guns and shotguns didn't kill. I'd also see about equiping these boys with a Democharge as it can really upset some people.
Other than that, your list looks good mate. You've still to put some pics up yet though.
1: Thing is, I'm really restricteded by theme and fluff in what I can give my squads (...says the guy who arms his 1914 infantry with plasma guns...). RPGs or rocket launchers wouldn't fit in that well and would clash with my premise that my regiment's missile launcher equivalent weaponry is only carriage mounted (like mortars, lascannons, etc). The only alternative I can think of is an anti-tank rifle, like the interwar BOYS weapon, but one of the main reasons i wanted to switch from plasma is to save some points and perhaps buy Demolitions or a power fist for my vets, and MLs are the same price as plasma guns.
2: I'd love to give my vet sergeant a fist or the squad demolitions, but I'm pretty close to the points limit as you can see! What I intebd to do is give the models the relevant equipment anyway and just not take them in the list and apply them when I go for 2000pts. Not strictly WYSIWYG, but it's better than saying "that third lasgun is actually a flamer", etc!
Ta very much for the feedback! Oh yeah, your stuff's in the post as well!
Trust me mate, I'd be there like a shot if work didn'y block Potatoshop.