Welcome to Librarium Online!
my IG army is pretty randomised and I need some help to set it right. Here is a list of all my units with an approx points
cost. some of them dont even have the requirements to be fielded(eg no command squad for platoon)!
total- 935 points
command squad- 138pts
heroic senior officer- power weapon, bolt pistol
2 guardsmen- 1 meltagun, 1 vox (master)
veteran- standard, power weapon
kasrkin squad- 135pts
10 kasrkin total
veteran sergeant- power weapon
1 kasrkin- grenade launcher (need to buy better special weapons)
1 kasrkin- flamer
either deepstrike or infiltrate
Vindicare Assassin- 110pts
Techpriest enginseer- meltabombs (need servitors but cant find them)- 50pts
total elites points- 295
infantry squads(x2)- 190pts
total troops points- 190
multilaser, extra armour
Leman russ battle tank- 187pts
Lascannon, heavy bolter sponsoons, pintle heavy stubber, track guards
total heavy support points- 312
please tell me the things I should do to make this force a bit more balanced.
Dont bother telling me about getting different special/heavy weapons cos I know.
Main thing I see is the lack of counterpunch when your opponent does get to hand to hand combat. A T5 ork or nid will rip through you (I've used lists very similar to this, and it's so hard to get the volume of shots needed on one of these when facing a skilled player)
However, you can't use an assassin without an Inquisitor or Inquisitor Lord, so get some models, have fun converting them, and trick out the Inquisitor to do deal with the inevitable hand to hand : thunder hammers, power fists, power weapons are plentiful, plus a cheap Rhino to get them about ? Or Chimera for more fire support. Apart from the transport, the IQ can be cheap on the budget as well.
Then either keep the Vindicare, or swap for a Culexus or Callidus assassin (though people will hate you for the latter).
Not as good in game terms could be give your platoon HQ when it arrives some assault weapons, even a power fist (re use the GL models ?), and they can hopefully take a turn or two to get wiped while you shoot everything else to bits.
Or get some Rough Riders / Ogryns, although neither are esp popular.
and, unless it's fluffy, drop the Techpriest and use the pts elsewhere- at the moment he'll do nothing much for you.
ok. I'm going to buy more guardsmen pretty soon but do you think I should drop the flamers? They seem to me pretty useless but I put them on when I bought the battleforce (which stupidly contains guardsmen but no command squad to complete a platoon) and I knew almost nothing on how to play and was reading rules off badly photocopied, outdated pieces of paper. Then I got a fancypants leatherbound rulebook and I started learning stuff...
by the way, I havent even got a name for my army yet, so the techpriest may or may not be fluffy depending on what I decide my fluff to be.
Flamers depend who you're fighting. Against other Guard, they're fantastic. They're OK vs Orks and Kroot, as the template will cover a fair few in a big mob, and you'll roll lots of dice. Against Nid's or Eldar they're only good if you get the drop on them by jumping out of a fast moving chimera, otherwise their longer move and assault ranges will guarantee they're useless. Deep striking is too inaccurate to make it a worthwhile gamble. I can't see a use for them against anyone else. I'd say paint and keep the models, use them for these specialised roles when you know youre opponent, otherwise, find something else (Note : I don't have any Cityfight experience, but other people say they're great in CityFight. ).
Having had another look, I'd recommend :
1. Specialised anti tank squads. Either buy some lascannons. or replace the missile launchers in the inf squads with heavy bolters, and group the missile launchers into AT squads. At the moment your LR will be targeted first, and the Sentinel doesn't have good anti tank power. Youre very weak s vs MEQ and heavy armour armies.
2. The Inquisitor and his group to give you the cc punch, and field the assassin.
Hope this helps.