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HQcompany command squad : 130
regimental standardcompany command squad : 110
master of ordanancetechpriest enginseer : 95
1 with heavy bolterTROOPSveterans : 160
demolitionsveterans : 150
demolitionsHEAVY SUPPORTbasilisk : 135
dozer bladelemann russ executioner : 295
knight commander paskFAST ATTACKarmoured sentinel : 90
hellfire missilearmoured sentinel : 90
hellfire missilerough rider squad : 70
x2 flamersvendetta gunship : 140
hevy bolter sponsonsFORGEWORLD RULEScyclops demolition vehicle : 25TOTAL : 1490
Last edited by Blackhat; August 9th, 2010 at 13:51. Reason: dont center
Alright good sir, you need to sit and think about what your force is going to be doing cohesively as well as individually.
company command squad : 130
* heavy flamer's are way too expensive for use in the hands of your troops. Its a good 20 points you could put somewhere else, and second they are free hull-mounted on any vehicle with treads. 2 regimental standards aren't going to do anything, your only allowed one re-roll on any leadership or morale test. Vox-casters are good if you have regular infantry squads, but they only work when both your command squad AND the infantry squad are equipped with one. Medics, are alright but you'll mainly only see them on squads that are equipped with 3 plasma guns.
company command squad : 110
master of ordanance
*Although the bs4 is great, one meltagun just won't cut it, on the armor pen roll you only have a 50% chance to glance an av 12 if your not within 6" range. The Master of Ordnance can only drop his rounds when he remains still during the movement phase, so the mixing of him and a melta soldier really halves the effectiveness of this squad.
techpriest enginseer : 95
1 with heavy bolter
*A lot of people don't like these guys, I think that they could be an interesting counter charge unit, but I've yet to test these out, I'm going to give them a go in my next game though. as far as the heavy bolter, the benefit of 3 shots a round while losing the servo arm, and the bonus to repair rolls sucks, and their expensive, all round suck.
veterans : 160
*Veterans are one of the guards best offensive weapons, give them a transport and use them that way. Just go all melta's if you want these guys to blow up tanks. If you want them to mow people down give them flamers. But don't give them a heavy weapon, the turn of movement they lose to shoot that weapon makes you lose the initiative. The points you spend on their doctirines could get you
an infantry squad, or an armored sentinel with autocannon.
veterans : 150
*Again with the heavy weapons, ditch them, keep your vets mobile. For 150 you could get a vet squad, 3 meltas, and a chimera. Oh, yeah vox-casters aren't really a good choice with these guys, I only put them only on my infantry squads, makes it so they can actually hit something. Command squads also only have a 1' command radius.
basilisk : 135
*This is an artillery unit, there is no reason for it to be driving over terrain.
lemann russ executioner : 295
knight commander pask
*Priority target, this thing is such an expensive points sink its stupid. At the least get rid of Pask.
armoured sentinel : 90
*Another expensive unit, cheapen things up man, even a squad of marines with bolter's can wreck this thing through the side armor. Plasma is cool and all, the ap2 is great, but I think the armored sentinel might be the most expensive way to mount it in the codex. Hunter killers aren't that great, from the way I understand the rules, you wouldn't be able to fire a different weapon the same round.
armoured sentinel : 90
rough rider squad : 70
*Could prove interesting, but it is a fast attack slot. You should really consider what your army will need before deciding on anything in here. Valkyries and Vendettas are awesome. Better in pairs; separate squadrons.
vendetta gunship : 140
hevy bolter sponsons
cyclops demolition vehicle : 25
*Transport it, so easily destroyed in your own lines its stupid. Why would you want a large blast right in your lines?
TOTAL : 1490
ive just realised how stupid i was, last night i wrote my final army list, after which i shall start collecting another army
i mostly agree with you except for with the cyclops, people don't realise it has UNLIMITED movement range and then blows up in the enemies face straight away
you wont have a chance to shoot it
my all new 3000 point list will be up soon
Disengorified hit the most glaring points, but I do feel compelled to address a couple of structural issues with the list.
Point 1: In a 1500 point list, you have only two scoring units. Worse still is the fact that they are unmounted veterans. It would be effortless for any opponent to gun these two units down and leave you with no objectives and a nearly guaranteed loss.
Point 2: Your units are too point intensive (read this as expensive) for what they do. What IG really excel at is fielding a lot of units at a relatively low point cost. Your list does not do this. What I do see are a lot of unfocused upgrade choices. While I can understand the impulse to tool up a unit to address multiple roles, that doesn't work well with IG. Happily with IG, the low unit costs allows you to have multiple specialist units for near the same point costs as the generalist bullet magnet.
Short answer: Get more troops, get more units and pay less for them.
Free bonus advice: In my opinion having a second HQ unit at this point level is kind of silly. Spend those points on something else. Troops may not be as sexy as some other unit choices, but they are what will win or lose games for you.
I would love to see this list used in play... just to watch it picked apart...
PS-you have 4 fast attack choices... limit is 3