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I am fairly new to IG and the whole 40k scene, having just recently moved over from Fantasy.
The list I have in mind goes something like this:
+Chimera (Heavy Flamer)
+Chimera (Heavy Flamer)
-INF x 3
-HW x 2
-Scout Sentinels x3
_____________Army Total: 1500 pts
My tactics will be to either clear a flank or go tank hunting with my meltavets, depending on my opponent. The infantry will be set up as speed-bumps with flamer squads ready to retaliate against assault. The HQs will provide supportive fire, holding meltabombs as a countermeasure to drop-pod Dreadnoughts (had some problems with those in the few games I've played...). The Demolisher will push forward aggressively, while the Hydras shoot at transports and the Griffons and mortars shoot at units in cover. The Rough Riders will probably be put in reserve, helping with oncoming assaults in turns 3-4. The Scouts will either push upfront, spread out to provide a massive wall of cover for the platoon, or look for easy targets from the flank.
The idea with this army is to throw so many dice at the opponent that he doesn't stand a chance.... statistically.
I have been learning from every game I've played so far: do not combine infantry without commisars, don't even try to equip guards for melee, and DEPLOYMENT DEPLOYMENT DEPLOYMENT!
I have been running 3 Leman Russ (not in a squadron) in my previous games, very ineffectively, as well as some psychers with mixed results.
Please tell me what you think of this list. My main goal is to beat my SM buddy while still having an overall balanced list.
Last edited by lexingtond; March 5th, 2011 at 18:02. Reason: Missing one Chimera
Sorry, but snipers are probably the worst special weapons choice we have. 4 snipers will only cause 1 or 2 wounds per turn on average, with no garuntee of rending. Grenade launchers or plasma guns would be a far more effective choice. Heavy weapons could also work well. Also, you really need camo cloaks for them if you are not going to have a chimera to hide them in, otherwise they will go down quickly.
Why aren't you taking 3 special weapons on the vets? You have the option, and there is no reason why you shouldn't. Add extra meltas.
The PCS and SWS are on foot, therefore it will be very difficult for them to use their flamers. They need transports of some kind, or longer ranged weaponry.
Infantry squad loadouts are fine, but I would add a commissar. In KP missions you will be wanting to combine your squad.
Mortars are quite situational. They actually aren't bad in gunline armies, but MEQs will laugh them off, and they are easy to take out due to instant death. Less sure on these guys.
Sout sentinels are fine.
Rough Riders are another matter for debate. They really don't have a place in a competetive list. I know they are powerful on the charge, but one use only weapons and general fragility often means that they will achieve little. Fun lists only for them, until they get scouts or something like that.
Hydras Fine. Griffons...why heavy flamers? I doubt you want to be in range to use them. Demolisher is cool.
So, overall...The list needs some tidying up to be competetive. But I can't see where you are going with this list. It isn't a bad list, but you have a very odd mix of static and mobile units. Hydras and Griffons are static, Demolishers and Chimeltas are mobile. Guard units need to support each other, so mixing unit types like this generally isn't the best idea.
But you are indending to play Space marines? You have virtually no power armour busters in your army at all, let alone enough anti-tank firepower. Weight of fire is all well and good, but marines can just hide in tanks or deep strike. You need more plasma, some vanilla Russes, maybe vendettas or shooty vets. Above all though, you need to decide which element your army is going to focus on, otherwise you could end up being slowly whittled down and not being able to concentrate your firepower.
I really have no idea how to best equip my CCS. I want them mainly for their command issuing capabilities but feel like vanilla ones would be a waste of potential fire power. So what to do? Camo cloaks and plasmas are very good, but they are SO expensive! I have two CCS, so that one of them can die... The snipers only cost 5 pts and can potentially be devastating. I also think they could be of use if I meet Nids (?) If I were to drop the Rough Riders, that would give me extra 75 pts to play with. Any suggestions? Regarding the flamers on the Griffons, I just figured that since they will always be hid out of LOS there would be now need for HBs. So flamers seemed like the better option if assaulted. I would love more weapons for my veterans. If I spend 20 of the RR points on more meltas for them, that leaves me 55 points. The walking flamer squads are for blasting units after my infantry speed-bumps get chopped down or flee. That tactic has really been working for me.
OK then, heres a few builds for CCSs on foot for you
1) CCS: autocannon, 2 grenade launchers...70 points
This one is cheap, has some good long range firepower as well as the necessary strength to destroy transports.
2) CCS: Camo cloaks, 4 plasma guns...130 points
Almost twice as expensive as the last one, but can bunker down well and easily kill termies and MCs. A lot of firepower, despite the price tag.
3)CCS: Lascannon, 2 plasma guns, Camo cloaks...120 points
Not much cheaper than the last one, but more versatile and with tank-busting capabilities. You'll be suprised by how annoying a lone BS4 lascannon can be for people.
4) 4 meltaguns, chimera...145 points
The most pricy yet, but very useful as a counter attacking unit. Using this one and a couple of PCSs with meltas would be perfect for countering an assault.
5) Missile Launcher, 2 grenade launchera...75 points (I think)
Cheap template spam. Less effective against marines, but still quite versatile and inexpensive.
And finally, my own personal favourite, even if it isn't the most competetive one out there.
CCS: Power fist, Medic, 3 plasma guns, Chimera...195 points.
Yes, ouch on the points cost, but it is effective, fluffy, and fun from all perspectives. Just thought I'd share it.
Hope this helps.
What is the common view on nonidentical Command Squads? Would I just be making it easier for my opponent to single them out if I gave each one a different weapons load out? Like for example giving one of them a lascannon, while maybe a powerfist and grenade launchers to the other?
Also, If I wanted to include a Techpriest in my list (I love the model as well as the fluff), how many servitors should accompany him? I would not want him to get shot up too easily, so I'm thinking at least two (although two more wounds would probably by ineffectual), while taking the "Fix-er-up" roll down to 3+. In the meantime, such a squad with a powerweapon & 3 powerfists might possibly scare off an assault on my Heavy Support (?) Lets say for example that if in an any given list I would be running 2x Griffons, 2x Hydras and 2x (mostly static) Russes, couldn't the Priest and his minions complement them well?
The Imperial Guard are just SO versatile, I'm having a real problem balancing the competitive vs. cool/fun aspects of the army...
Honestly, the tech priest is not worth it. He costs too much and is an easy kill point.
Static Russes are a bad idea. assaults will autohit rear armor. Add in deepstriking units and outflankers and it's just an open invitation to sodomy with a powerfist/klaw.
IG is the most versatile army out there. It's easy to get lost in all the choices. The thing to remember is to specialize a given squad/unit for a task and take multiples. Guardsmen are not space marines and it will likely take 3x as many to get the job done. This is why you tend to see a degree of redundancy in competitive IG lists. They key to doing that effectively is to focus your upgrades on the task.
Praise the Emperor and pass the promethium!