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  1. #1
    Junior Member VeganMarine's Avatar
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    A newbie's 1500pt infantry-only list

    Hi, just a side note to begin with, I'm not looking to play any tournaments, or even to win, just to have fun, but even so, I'd like to know if this list is even viable for a battle, thanks!

    =HQ
    Commander's bolt pistol
    Medic
    Standard
    Vox
    Sniper
    Carapace Armour

    =Veteran Squad One-Six
    Vox
    Flamer
    Grenadiers
    Forward Sentries
    Demolitions

    =Storm Trooper Squads One and Two
    +5 Troopers
    Flamer
    Grenade Launcher

    TOTAL POINTS = 1497

    Last edited by VeganMarine; July 10th, 2009 at 22:39. Reason: Removing points costs.
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  3. #2
    Son of LO ArtificiallyEnhanced's Avatar
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    321 (x8)

    Its legal but not very strong. I'd suggest some of the following amendments:
    1) You said earlier you want to just rush forward at the enemy, have you considered penal legion?
    2) If you're doing a combat based army how about a SC or 2? Straken is a CC monster and Yarrick ain't too far behind.
    3) You have taken all the (expensive) squad upgrades for your vets, but only 1 special weapon in each squad. How about some specialisation? eg. S1: tankbusters- have demos and 3 meltas, S2: Snipers- have 3 snipers and forward sentries, maybe a heavy weapon too, consider harker, etc etc.
    4) Stormtroopers are very expensive for what they do. How about sticking a platoon in there instead? You can get a lot more bodies, something that is v. useful in an all infantry army.
    5) Why no squad leader upgrades? Power swords/fists etc.
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  4. #3
    Junior Member VeganMarine's Avatar
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    The only reason I thought of rushing the enemy is to use the melta bombs on their vehicles (the reason why I gave them all the melta bombs) I added in the Storm Troopers as I thought they'd be good to bulk up the force.

    Would I be able to have special characters in the force while keeping it as an original regiment? Would it interfere with the lore? Or do I create a new character that just uses a special character's rules?

    I tried to keep it only assault weapons so they'd be able to move and fire, though you're right that I should have specializations, I'll write up a new list with different squads (tank buster, flamer assault etc.) and see what I can come up with.

    I didn't give my leader any upgrades because I thought they just stayed at the back to command, or are they supposed to be leading the attack?

    Thanks for all the advice!

    ---EDIT---

    I've kept everyone with Carapace, Camo Cloaks and Snare Mines because it's just me and my friend that play and we can barely keep track of everything without it getting any more confusing. I can change it when I step up to the 'big leagues' (playing at the store)

    So here's the new list:

    =HQ
    Commander's Bolt Pistol
    Commander's Power Sword
    Medic
    Standard
    Vox
    Meltagun
    Carapace Armour
    Camo Cloaks
    Master of Ordnance

    =Veteran Squad One - Flamer Assault
    Vox
    Heavy Flamer
    Flamer x2
    Grenadiers
    Forward Sentries

    =Veteran Squad Two - Sharpshooter Team
    Vox
    Sniper x3
    Grenadiers
    Forward Sentries

    =Veteran Squad Three - Tank Busters
    Vox
    Meltagun x3
    Missile Launcher
    Grenadiers
    Forward Sentries
    Demolitions

    =Veteran Squad Four - Flamer Assault
    Vox
    Heavy Flamer
    Flamer x2
    Grenadiers
    Forward Sentries

    =Veteran Squad Five - Sharpshooter Team
    Vox
    Sniper x3
    Grenadiers
    Forward Sentries

    =Veteran Squad Six - Tank Busters
    Vox
    Meltagun x3
    Missile Launcher
    Grenadiers
    Forward Sentries
    Demolitions

    =Storm Trooper Squad One
    +5 Troopers
    Flamer
    Grenade Launcher

    =Storm Trooper Squad Two
    +5 Troopers
    Flamer
    Grenade Launcher

    But the total points overshoots = 1542

    Would Ogryns be better than the Storm Troopers? I've never used them before and I've heard that they're good and bad from different people without any specific comments.
    Last edited by VeganMarine; July 10th, 2009 at 22:39. Reason: Removing points costs.
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  5. #4
    Member Hockeyman506's Avatar
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    184 (x5)

    Don't post individual points, just the total. The mods and admins do not like it (copyright infringement). As for the list:



    Quote Originally Posted by VeganMarine View Post

    A not on the vox network, generally it doesn't add all that much (its much better for amoeba platoons) with your range. You only have 2 orders a turn with the CCS (which looks like you'll be using him as a stationary fire base in cover) as well, so honestly the Would be a good way to save up for more special weapons/troops. The extra you'd get 35 points goes a long way.

    =HQ

    Commander's Bolt Pistol
    Commander's Power Sword
    Medic
    Standard
    Vox
    Meltagun
    Carapace Armour
    Camo Cloaks
    Master of Ordnance
    -Total - 142pts
    A very expensive unit and a bit conflicting I think. Bolt pistol is a bit of a 'meh' upgrade, but if you have the filler points, then why not. The Meltagun and the MoO don't really mesh as the squad needs to remain stationary to use the MoO so you'll be hanging back with this unit pretty often. If that's the case, I'd just drop the Carapace Armor and Standard (might be too far away to use it to any effect) and stick them in cover to get +3 cover save goodness. Might throw a heavy weapon like an autocannon on em as well instead of the melta.

    Would then drop the power sword and bolt pistol, but that's up to you.

    Veteran Squad One - Flamer Assault
    Vox
    Heavy Flamer
    Flamer x2
    Grenadiers
    Forward Sentries
    -Total 165pts
    Both Grenadiers and Forward Sentries is crazy expensive, go with one or the other. All depends on what you want this squad to do.

    =Veteran Squad Two - Sharpshooter Team
    Vox
    Sniper x3
    Grenadiers
    Forward Sentries
    -Total 150pts
    Haven't used a sniper squad before so I have no idea here. Drop the grenadiers and keep them hiding in cover.

    =Veteran Squad Three - Tank Busters
    Vox
    Meltagun x3
    Missile Launcher
    Grenadiers
    Forward Sentries
    Demolitions
    -Total 210pts
    Meltaguns need to be up close to work, Missile Launchers need to be stationary. I'd say drop the missile launcher. Personally for meltavets I'd load em up in Vendettas or Chimeras. They need to get up close and are very squishy otherwise. 60 points of defensive doctrine doesn't even compare to how effective a chimera is.

    Duplicates of squads are very good, I like it. I do think you need a bit more tank busting personally as they are foot sloggers. You really probably should save points by dropping doctrines.

    Storm Trooper Squad One
    +5 Troopers
    Flamer
    Grenade Launcher
    -Total 175pts
    Don't mix special weapons. Melta or Plasma would go better on these. Keep in mind you are paying a ton of points for AP3 guns, keeping them naked might probably be a decent idea.


    Would Ogryns be better than the Storm Troopers? I've never used them before and I've heard that they're good and bad from different people without any specific comments.
    Never used Ogryns, so I can't say. They just seem too expensive for what they do. On the Storm Troopers I generally field units of 5-7 if I have any. 3 Squads makes more targets to shoot at and smaller numbers make them seem less threatening (though you are at greater risk for shooting casualty related morale checks).

    Looking at the advice I gave above you could save pretty close to 270-300 points. I know you want to go all infantry, but you might want to consider tanks/vendettas/hellound-variants. If you want to keep all infantry, definitely take a platoon as at least one of your choices. Heck, another CCS is also an option.

    In the end its up to you. I just find that using as many doctrines isn't more of a hindrance than an advantage.
    Last edited by Hockeyman506; July 10th, 2009 at 23:00.

  6. #5
    Junior Member VeganMarine's Avatar
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    Sorry, I've removed the individual points costs now.
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  7. #6
    Drill Sergeant Lord Borak's Avatar
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    2052 (x8)

    Other than a few issues that Hokeyman has pointed out.......

    Looks like a fun list to me. One of the things you're lacking though is long ranged fire power. I'd make the Storm Trooper squads 5 man strong and give them melta guns. you can deep strike them to get rid of pesky tanks. Spend the rest of the points on some sentinels too.

    In my personal opinion Snipers aren't worth it. They make you stay still in an army that you want rushing forward. They're not brilliant anyway. Swap them for some grenade launchers. The Launchers can keep on firing on the move and str6 can threaten some lighter vehicles that would otherwise run rings around you.

  8. #7
    Junior Member VeganMarine's Avatar
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    Thanks for the advice Borak, I've taken it into account though I'm trying to keep it an infantry only list.

    Here's the new list with snipers changed for grenade launchers and 5 man Storm Troopers with meltaguns. And of course the missile launchers removed.

    And as HockeyMan has suggested, I've taken out the Master of Ordnance but haven't decided on other HQ choices yet.

    =HQ
    Base
    Commander's Bolt Pistol
    Commander's Power Sword
    Medic
    Standard
    Vox
    Meltagun
    Carapace Armour
    Camo Cloaks

    =Veteran Squad One - Flamer Assault
    Vox
    Heavy Flamer
    Flamer x2
    Grenadiers
    Forward Sentries

    =Veteran Squad Two - Grenadier Squad
    Vox
    Grenade Launcher x3
    Grenadiers
    Forward Sentries

    =Veteran Squad Three - Tank Busters
    Vox
    Meltagun x3
    Grenadiers
    Forward Sentries
    Demolitions

    =Veteran Squad Four - Flamer Assault
    Vox
    Heavy Flamer
    Flamer x2
    Grenadiers
    Forward Sentries

    =Veteran Squad Five - Grenadier Squad
    Vox
    Grenade Launcher x3
    Grenadiers
    Forward Sentries

    =Veteran Squad Six - Tank Busters
    Vox
    Meltagun x3
    Grenadiers
    Forward Sentries
    Demolitions

    =Storm Trooper Squad One
    Meltagun x2

    =Storm Trooper Squad Two
    Meltagun x2

    TOTAL COST = 1342

    I'm keeping the carapace, camo cloaks and stuff because with the backstory I'm working on my troops are supposed to be crazy hardcore (though with my backstory they're supposed to have -1 in strength because they're vegetarians ; p )
    Last edited by VeganMarine; July 10th, 2009 at 23:23. Reason: Missed a couple things I meant to change.
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  9. #8
    Drill Sergeant Lord Borak's Avatar
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    2052 (x8)

    You could do a unit of 'Hardcore Vegans' as Psyker Battle Squad. They're str2 and 'mental' It would give you a high strength ranged attack for taking nasty stuff out from Range.

    You can always model Sentinels as armoured Ogryns carrying Lascannons/Autocannons that way they keep the infantry theme. Infact why don't sentinels fit the theme? they've got legs to you know!!!

  10. #9
    Member Hockeyman506's Avatar
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    Ah, didn't necessarily mean take the MoO out, just pointing out some conflicts I saw. If it fits your fluff, then by all means load up on the doctrine and the MoO. I was thinking from a more competitive stand point.

    Sentinels would be great as Borak mentioned. Pysker Battle Squads are fun or you could even take another unit of stormtroopers if you wish.

  11. #10
    Junior Member VeganMarine's Avatar
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    Would it be worth replacing the Storm Troopers with Sentinels?

    I suppose it would still be a kind of ground pounders unit even with a few Sentinels. Though I've never used Sentinels before.

    What do you guys think? Swap out the Storm Troopers for Sentinels with lascannons?
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