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Company Command Squad:
Captain Dane (Senior Officer): LP, CCW
Command Squad: HB, FL, Vet Standard Bearer, Master Vox
Chimera D6 (THB, HHB, Extra Armor, Pintle Heavy Stubber, Smoke)
Lieutenant Prosser (Junior Officer): LP, CCW
Command Squad: GL, HB, Vox
Chimera D16 (TML, HHB, Extra Armor, Pintle Heavy Stubber, Smoke)
SGT White, SG
9 Guardsmen, Vox, GL, HB
Chimera D17 (TML, HHB, Extra Armor, Pintle Heavy Stubber, Smoke)
SGT Green, SG
9 Guardsmen, Vox, GL, LC
Chimera D18 (TML, HHB, Extra Armor, Pintle Heavy Stubber, Smoke)
Lieutenant Sousser (Junior Officer): LP, CCW
Command Squad: GL, HB, Vox
Chimera D26 (TML, HHB, Extra Armor, Pintle Heavy Stubber, Smoke)
SGT Brown, SG
9 Guardsmen, Vox, GL, LC
Chimera D27 (TML, HHB, Extra Armor, Pintle Heavy Stubber, Smoke)
SGT Tan, SG
9 Guardsmen, Vox, GL, LC
Chimera D28 (TML, HHB, Extra Armor, Pintle Heavy Stubber, Smoke)
3rd Platoon D-2-70 Armored Regiment
D36 Leman Russ Demolisher (LC, SH
D37 Leman Russ (LC, SHB, Track Guards)
D38 Leman Russ (LC, SH
So what we have is three platoons, two infantry and one tank. Support weapons include three lascannons for anti armor work tucked into infantry platoons and four heavy bolters. The platoons of infantry shoot at armored vehicles with the LCs the rest go after squads of infantry. The squad GLs fire crack or frag grenades to support the squads targeting.
In combat most of the squads and their transports do not fight together. Three to five of the Chimera form a flank with the tanks on the other flank, they aren't scoring units but they do dish out 27-45 decently powered shots for reducing the enemies scoring squads in numbers one at a time and acting as mobile LOS blocks for my maneuving troops.
The rest of the transports may rush and dump troops onto an objective depending on how close it is. The tanks are there to support anti-armor operations with their LCs or mow down troops with BCs or HBs.
I spent 1850 exact on this unit with only "mechanized" being selected.
So what can I do to improve this force besides dropping my second PLT HQ and grabbing a solo armored fist squad to make up my 2nd troop choice. At that point I could bump up 1st platoon to 3 squads and maybe grab a "remnants" squad with a few IG guys in it maybe with a plasma gun and power fist for the SGT for the hidden powerfist tactic.
I'm not to keen on grabbing extra doctrines though I have thought of removing some of my 7 or so pintle heavy stubbers to grab some sentinels which would be a scoring unit. Any ideas onhow to make this list tougher with out scrapping my current inventory. If offering suggestions give me some pros and cons. I have fought a list very similair to this one once vs nids and lost but that was with WH allies.
IG cant use hidden pwr fist.... only officers may take pwr fists.
2000pts Orks 4-2-1
good catch... luckily that isn't in my list... I guess I would have to sub in (looking at list of available items in codex.... dang we are nerfed)... okay... ignore that idea and just keep my sarges with shotguns... any other input. :shifty:
***cough*** Bump ***cough***
Any assistance out there from the long time IG players? Looking for ways to tighten up the list, make it more competitive and point efficient while still being a semi-friendly list. This is/will be my standard army since most of it is purchased and going through the painting process. But I am sure that there is some stuff I have missed. Case in point running 3-4 mech squads in the same platoon with the other command squad turned into storm troopers or trying the grenadier doctrine to eek out some points.
Well if you want a good amount of Str. 6 weapons the multilasers are a good choice, however I find that a top mounted heavy bolter working with its bottom campanion make a good amount of Str. 5 Ap 4 shots. In many a battles against certain xenos I find that AP 4 nice to have (Tau, Eldar, Dark Eldar, Orks, ect.)
Also how in the world did you come up with the cash to buy that many chimeras?
E-bay of course... picked up most for around $20 each... sure needs some repainting but I also scored 3 NIB for less than $25 each. Add to the one I already have NIB it was easy. As it stands 3 are assembled and mostly painted as are the two russ's and 15 guardsmen. My other 39 guardsmen are assembled all I need is the standard bearer and to finish painting them. The demolisher is assembled but not primed yet. The list will be tested again tomorrow.
yeah it is expensive but it also packs a ton of mobile fire power. I have the ability to shield a tank side with each chimera to only offer my front heavy armor to the enemy or just roll up a flank and wreak havoc. Now I just need to learn to fight it correctly. I have thought of grabbing one platoon, an armored fist squad, maybe turn one squad into hardened veterans and the other into storm troopers. Drop the second platoon command and maybe turn them into a remnants squad.
i didn't go over the top because I mostly use Grenade launchers, 3 foot lascannons, and 4 foot heavy bolters. I have one flamer in the list. So what you get is basically an army of almost all plastic from the Cadian boxes so no multi meltas or the typical plasma guns. Fluff wise the list is coming along and I guess I will need to post it over here at LO vice Armored Company...
Here is the army 2-3 weeks ago.. have added 6 heavy weapons + 2 squads and a command squad to the mix. My demolisher as stated is assembled now but not pictured. This is still WIP.
Finally at 36 years old with two kiddos WHFB and 40K age I get to entertain them. Luckily I am career military nearing retirement... yeah it is tough retiring at 38 ... but someone has to do it.
Sorry for the late reply, but I've been quite busy lately (law school + 1yr old little girl = no time) - but better late than never. I've run a mech infantry IG list for some time and these are my comments on your list:
1. MORE LASCANNONS. The strength of mech infantry comes from the fact that most armies cannot handle 10+ vehicles with AV12 or greater. Your biggest threat will come in the form of the following- broadsides, predators, carnifexes, obliterators. Note a common theme here- lascannons are needed to kill these things. Once they are gone your tanks will basically have free range and can fire at will without much threat of a reprecussion. A few heavy bolters in the squads are nice LOOKING, but functionally you'll be much better off with lascannons. Don't forget that you have plenty of heavy bolters and multilasers on the chimeras themselves. This is the fundamental tenet of a mech infantry IG list- infantry take out your opponent's tanks, and your tanks take out the opponent's infantry. The leman russ and the chimera were made to wipe out infantry, and an infantry squad with a lascannon is meant to take down tanks.
2. Although it is very cool and fluffy to take vox casters, I get my leadership bonus in another way. Simply take a veteran sergeant and close order drill. Now your squad has leadership 9 and a veteran sergeant and you save points. Works for me.
3. I would go for plasma cannons on the demolisher- that tank is an ap2 monster and if you tack on the plasma cannon sponsons it gives the tank more long range ap2 power. 3 ap2 weapons are VERY good at taking down broadsides. (see above)
Still a solid list though- I really like the realistic paint scheme too.
@Heavy: Thanks for the comments on the painting, it is slowly getting more complicated via black lining, highlighting, adding some unit markers.
I have tweaked the list a bit. I have added in some plasma and meltas. I have played it twice and am W, L: 1, T: 1 all vs Nids on congested terrain boards (its 40K).