Welcome to Librarium Online!
I played my first all infantry list earlier today and I must say that I had a blast. Nothing soaks up fire like an all infantry IG army, so now I'm thinking of expanding the one I fielded with another 500p of troops.
List is in img format because like always, I made it in notepad and it would have been an awful alot of work reformatting it to fit the forum. Thanks to Hard_Aun for putting the image together, I would have done it myself had I thought about doing it this way. Why you cannot make .txt attachments on LO is beyond me.
Anyways, here's the list. I've been thinking of dropping part of the voxnet for more troops, with all those officers I should be able to fit most of my troops 12" from those. Would dropping some or all of the infantry platoon vox casters for trademark items on the junior officers be a good idea? If so, how many should I drop?First list removed because of severe editing
EDIT1: My first idea is to drop the vox casters on my three first infantry squads in each platoon. That would save me 30p. Those 30p are spent on Trademark items on my JO's and a mortar in my HQ command squad. I'll probably make the command squad heavy bolters into mortars too.
I'll keep the vox on the flamersquads. They're going to move out of the 12" ld zone around my officers.
EDIT2: Changes mentioned in edit one applied. List reposted as .png to decrease filesize.
As for tactics. My Commandsquads are to hide and provide leadership for my army while blasting away with their mortars. The three first squads in both platoons are going to do the usual, stand and shoot. The two flamer squads are to rush forward, capture objectives, tie up CC threats maybe even reaching the enemy lines and fire their flamers. Depends on what I need them to do.
First Stormtrooper squad is to deepstrike and bust tanks. Eldar skimmers that jump out and shoot come to mind. I don't have a bassie to deal with these this time.
Second and third stormtrooper squads infiltrate to capture objectives and try to deal as much damage to the enemy as they possibly can while doing so. I even gave the sergeants a Honorifica Imperialis, a stormbolter and a powerweapon hoping to score a few kills with him. It's cool and I like the idea of having a little punch in CC. Hence giving that squad meltaguns and the vet a stormbolter. It's fun and gives me some conversion opportunities. I always thought that the Honorifica medal was there for something other than turning a Junior Officer into a 65p Heroic Senior Officer. :p
Ld8 with reroll = 11,11% of failing both.
Ld9 with reroll = 6,25% of failing both
Ld9 = 25% of failing.
Hah, I've used my last army spanning voxnet. ^^
Its a very well thought out list i can tell. However, I would try and get some special weapons into your infantry squads, just on the fact that something will get close.
I like your choice of a veteran with a standard in the command squad. I also like your choice of mortars in your commands. this allows them to have a little say in what happens on the field, plus who knows you might even kill an ork trukk or two. I also like your anti tank infiltrating squads, I've been known to do the exact same thing on occation.
I really don't think the sergents in your squads should have laspistol + cc weapons, its just not worth attempting to get better at cc when if they engage us in cc we're already dead. go for the lasgun. if the laspistol cc weapons are for conversions go right ahead.
Are you planning to deepstrke the 71 point squads in each platoon? thats the only real use i can find in them.
The main problem with the list, IMO of course, is the lack of special weapons in the infantry squads. I would sneak some in there, you can never be too carefull.
good list otherwise.
"That is the sound of inevitability"
Well, everything near my officers have ld9-8 reroll using the standard in the Command Platoon and Trademark items in the infantry platoons. The drawback with trademark items are that if the officer dies everyone within 12" will be forced to take a ld test or start running. Hence why I thought it would be a good idea to hide them and add in a mortar so they could atleast shoot with something. Same with the HQ command squad, it won't force a leadership test if the officer dies, but it holds my voxnet that is supposed to keep my non-stand and shoot squads alive.
The sergeants have laspistols/CCW because it looks cool. The sergeant should look different from the regular grunt even though his statline is the same.
As I said in the tactics paragraph, the flamer squads role differs depending on how the battle goes. They deploy with the rest and are then thrown in the way of any CC threat, or sent out towards objectives. They might even be sent across the board to draw fire away from other more expensive squads.
As for special weapons in my line squads... well, the flamer isn't usefull together with a heavy weapon since it wants to get close while the HW doesn't want to move. Grenade launchers ain't that good against most armies.(Read MEQ) Meltas have to short range and I've never had much luck with plasma either. But if I do add special weapons, it's plasmaguns... and then i'd need to find 60 points somewhere. I could get it by dropping the wargear on my stormtrooper sergeants and remove their veteran status... but no. They give my sergeants some character, they're not just another grunt anymore.
I see your logic, however, you posted on the forum so I thought you were looking for advice on your list. sorry, my bad
"That is the sound of inevitability"
I am looking for adivice, I was merely trying to explain why the points you suggested changes where as they where. Just because you're given advice doesn't mean you have to follow it. In this case I prefer my version over your suggestions... but that doesn't mean I don't appreciate your input. If someone offers a suggestion that I deem better than what I already had, of course changes will be made.
The only special weapons I would consider adding to my stand and shoot squads is plasma, with one shot I've got 41,6% chance of killing a marine. Rapid fire gives me 83,2% chance of killing one marine. However with a 16,6% chance of overheating and then a 66,6% chance of killing the guardsman, rapid fire means 33,3% chance of one shot overheating and another 66,6% chance of killing him. Not to mention that two shots might overheat, in which case the guardsman has an 11,11% chance of surviving.
Plasmaguns are strong, but I do not belive they're worth the points in this list. Plasmaguns belong on veterans who still might die, but also have a higher chance of taking someone with them and on Stormtroopers who not only have a better chance of killing something with it but also a 50% chance of surviving if the gun overheats.