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I'm testing out the 40k waters by putting together a 500 point IG force that I can build off of in the future. After doing a lot of reading, I'm going to start with an infantry force that I can add mobility to as the force grows. Any feedback is welcome!
CCS w/ Lascannon and 2x GLs
PCS w/ Lascannon and 2x GLs
Squad 1 - Autocannon and 1x Flamer
Squad 2 - Autocannon and 1x Flamer
Commissar (attached to 1st Squad....both squads will be combined and sit on an objective)
PCS w/ Lascannon and 2x GLs
Squad 1 - Autocannon and 1x GL
Squad 2 - Autocannon and 1x GL
Total is 495 giving me 5 points to spare. Any advice?
Few quick points:
You might want to consider taking a Primaris Psyker for your HQ instead. At low point games he really shines by putting out a lot of S6 shots!
Secondly, since you need to sit still to shoot autocannons, there's not much reason to give them flamers. If one model moves, the whole squad counts as having moved! Give these guys grenade launchers!
Lascannons, I'm not too fond of.
I'd say something like this:
Primaris Psyker (attached to Platoon Command squad #1)
Company Command Squad Alpha
-Grenade Launcher (4x)
Infantry Squads 1 and 2
Company Command squad Beta
Infantry squad 1 and 2
Points to spare.
It's been a while since I've done a 500 pt list, but you don't "really" need lascannons.
That said, it's good as is anyway!
Thanks for the advice! I hadn't considered a Psyker before....but I like it! Also, flamers are substituting out for GLs.
Is a plain Commissar ok here or would he be better off benched in favor of a scout sentinel? Maybe add him back in as I move up to 1000?
Commissar's are usually used to prevent your squad from breaking in assault. At 500 points, it could certainly be useful. In my mind, I'd put a sentinel in there. If anyone gets too close, assault them with the sentinel.
It’s a nice list mate. I’ll just comment on something CK touched on. In 500pts you won’t really need Lascannons. Possibly the scariest thing you’ll have to face in 500pts will be a dreadnaught or maybe a Predator type vehicle. Autocannons are fine to deal with this sort of light or medium vehicles so you might as well just load up on Autocannons and save yourself some points.
Another reason to avoid putting Lascannons in command squads is that it makes them a big target. It’s only 5 guardsmen so they’re not hard to kill and, as they your command squads, they’re important to you (orders) so upping them on the ‘hit list’ of your opponent is a bad thing to do. Best keep them plain and un-flashy.
In small games consider Marbo. At 500pts he can make a huge impact on a game, taking out half or a whole Marine squad or a squad on an objective can win you the game or force your opponent to make some tough decisions. He’s also good at taking out vehicles which your opponent has left away and unprotected by his main force. Whirlwinds are a good example.
Feels nice coming back to the Guard forum!
Welcome back Borak. Long time no see!
I've kept the fire burnin' in the mean time!
Thanks for all the tips! I am planning on dropping the LC in favor of another AC...I will also probably swap the commissar for a scout sentinel with an AC and see how it goes since one comes in the box set anyway.
Also thinking about dumping the 10 pts in savings into a couple of voxs.
Thanks again for the help!
Come visit my blog at: www.warstrike.org
Oly: Sounds good. If you're not taking the Commissar then i probably wouldn't combine the infanttry squads. Keep them seperate incase they leg it or in case they get assaulted. You don't want to loose a full 20 men to one assault. Let your opponent kill 10 and then rapid fire him with the 30 that are left!
CK: Yeah it's been a while. I've ben distracted by the Fantasy release truth be told so i've been lurking over there for a while.