Welcome to Librarium Online!
So instead of going with a fully mechanized, in-your-face list, I thought I'd try a littlle bit different approach... I just don't know how well it would work. Here's the list.Company Command Squad [HQ]: 245 pointsLord Castellan Creed; 3 Plasma Guns; Vox-casterChimera Armored Transport (turret Multi-laser; hull Heavy Flamer)Company Command Squad is built to work primarily as a Chimera-mounted Plasma squad. Creed is in the army to provide orders for Infantry Squads (and Veterans when possible) as well as for his Tactical Genius trait (choose any unit before setup; it has the Scout special rule for the duration of the battle). Vox-caster is there to help make use of orders more reliable.Veterans [TROOPS]: 170 points3 Plasma GunsChimera Armored Transport (turret Multi-laser; hull Heavy Flamer)Veterans [TROOPS]: 155 points3 Melta-gunsChimera Armored Transport (turret Multi-laser; hull Heavy Flamer)Veterans [TROOPS]: 130 points3 Melta-guns; Demolitions DoctrineVeterans [TROOPS]: 130 points3 Melta-guns; Demolitions DoctrineThese two Veterans teams ride on-board the Vendetta Gunships and do first-turn melta rushes against backfield heavy armor and priority targets and capture objectives in enemy territory.Infantry Platoon [TROOPS]: 415 pointsPlatoon Command Squad; 4 Melta-gunsChimera Armored Transport (turret Multi-laser; hull Heavy Flamer)Infantry Squad; Melta-gun; Autocannon; Vox-casterInfantry Squad; Melta-gun; Autocannon; Vox-casterInfantry Squad; Melta-gun; AutocannonInfantry Squad; Melta-gun; AutocannonThe Infantry Squads are meant to work both as a makeshift gun-line, escort squads for the Leman Russes or other vulnerable friendly units when necessary, and in both cases are meant for holding objectives. The four squads act independently or can be blobbed into 2, 20-man teams to make more efficient use of orders, and, when issued Creed’s “For the Honor of Cadia” order, can serve as cheap counter-assault units for tying up enemy CC/shooting.Vendetta Gunship [FAST ATTACK]: 130 pointsVendetta Gunship [FAST ATTACK]: 130 pointsArmored Sentinel Squadron [FAST ATTACK]: 225 points3 Armored Sentinels w/ Plasma CannonsThough relatively expensive for what they do, the Plasma Cannon-armed Armored Sentinels provide valuable firepower. They can fire on the move, are easier to hide than a Leman Russ Executioner, and the 3 vehicle chassis can potentially require more anti-vehicle weaponry dedication to completely remove from play, sparing other vehicles in the rest of the force.Leman Russ Tank Squadron [HEAVY SUPPORT]: 165 pointsDemolsiher (hull Heavy Flamer)I chose the Demolisher for simple, obvious reasons. S10 AP2 ordinance large blast, backfield insurance, fear factor/fire magnet potential, etc. Also may benefit well with Creeds Tactical Genius trait..?Leman Russ Tank Squadron [HEAVY SUPPORT]: 320 pointsEradicator (hull Heavy Flamer)Eradicator (hull Heavy Flamer)Since the anti-MEq/TEq department is being covered by the Demolisher, Armored Sentinels, and Executioner (and potentially the Demolition Charges) I decided to take Eradicators instead for their ability to make a mess of 4+ save units. Leman Russ Tank Squadron [HEAVY SUPPORT]: 230 pointsExecutioner (hull Heavy Flamer; Plasma Cannon sponsons)Took this tank because I simply couldn’t pass up the possible 5 Plasma Cannon blast templates a turn. When combined with the Plasma Cannon-armed Sentinels and Leman Russ Demolisher, that’s a lot of ranged AP2..If my math's right, comes out to 2445 / 2500 points, I'm not sure how to spend the rest of those points... suggestions?
Ghaa..!! Sorry about the double thread post. I attempted to edit this one since it came out in a giant block, and then I went back to the IG armylist board to find my thread posted twice. So I don't know what went wrong... sorry!Dream_Chaser