Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I'm trying a new Army idea and having some help from my veteran IG friend. Most of the models in this list are his (he has like 3000pts of Elysians....kids got money out the ying yang) and I'm borrowing htem to playtest this army for now. With that said, I was hoping to go for a 2000pt army but failed, and I didn't feel like going up to 2500 yet. Fluffwise I'll add some in below, but it's still undeveloped. I have played one game against my friend and his Mech Infantry guard list and had a minor victory, so this list has potential.What I'd like input on though is:
1). What can I add to make it a solid 2500pt list
2). Should I keep an AC w/ the Veteran squad or go LC?
3). Any weaknesses/problems you foresee I may run into when facing an enemy.
I tried to make this list as much a all-comers type list as possible. Onto the list
41st Arcadian Kommando Company
Drop Troops - The 41st operates mainly behind enemy lines and as a spearhead in assaulting enemy threats, thus they need the ability to rapidly deploy to counter any enemy at any time.
Light Infantry - The unit motto is "The First Strike is the Only Strike", and tying in with that is their ability to operate for extended periods of time away from mainline Guard units and support formations. They operate deep in enemy territory carrying out various missions, ranging from recon to demolitions to force disruption. The ability to infiltrate undetected into enemy territory is a point of pride for the 412st.
Veterans - Due to the extremely rigorous and dangerous nature of their mission, a lrge portion of the 41st is comprised of veteran soldiers, for only those with much experience and skill tend to survive the long operations in enemy territory. Furthermore, the unit actively searches out veteran troopers from other regiments to join in as squad leaders and drop team leaders so as to instill more experience in the unit.
Cameleoline Armor - It is rumored that the 41st waged a 3 year campaign on the jungle world of Mortuus Primus against a strong traitor guard army. Isolated and cut off the entire time, they successively utilized the terrain and their ability to infiltrate to eventually crush the rebel force. Afterwards, the 41st recognized the value in having exceptional camoflauge and begin training members in new and improved ways of cover and concealment.
Special Weapon Squads - Since their misions range from assassinations to recon to demolition of supply depots, the 41st has access to a wide range of special weapons, some of which are restricted to normal Guard units. The ability to take these weapons further distinguishes them as an elite unit capable of handling a wide variety of threats.
JO, Bolt Pistol, Power Weap, Honorifica, Refractor Shield, 1X Veteran, Medic, Vox, Master-Vox, 2X Meltaguns, Doctrines : 162
Fire Support Alpha: 3X Heavy Bolters, Doctrines : 100
Fire Support Bravo: 3X Heavy Bolters, Doctrines : 100
AT Team Alpha : 3X Missile Launchers, Doctrines : 115
Demolitions Team : 1 Demo, 2X Meltaguns, Doctrines : 95
Bunker Buster Team : 1 Demo, 2X Meltaguns, Doctrines : 95
Young Commissar Teufel : Plasma Pistol, Powerfist, Frags, Refractor, Doctrines : 106
Pathfinder Team: 6X Vets, 3X Plasmaguns, Vox, Autocannon, Vet Sgt, Stormbolter, Carapace, Doctrines: 131
Drop Zone Security Team Alpha: 9X Vets, 3X meltas (6X Shotguns for other vets), Frags, Vox, Vet Sgt, Plasma Pistol, Power Weapon, Carapace, Refractor, Doctrines: 174
Drop Zone Security Team Bravo: 9X Vets, 2X Melta, 1X Flamer (6X Shotguns), Frags, Vox, Vet Sgt, Bolt Pistol, Power Fist, Carapace, Doctrines : 161
1st Platoon, Drop Infantry:
HQ: JO, BP, PW, Vox, 1X vet, Medic, 2X meltaguns, Doctrines : 102
1SQD: Vet Sgt, Stormbolter, Missile Launcher, Plasmagun, Vox, Doctrines: 121
2SQD: Vet Sgt, Stormbolter, Autocannon, Plasmagun, Vox, Doctrines: 121
2nd Platoon, Drop Infantry:
HQ: JO, Plasmapistol, Powerfist, Frag, Vox, 1X Veteran, Medic, 2X Flamers, Doctrines : 119
1SQD: Vet Sgt, Stormbolter, Vox, Lascannon, Plasmagun, Doctrines: 131
2SQD: Vet Sgt, Stormbolter, Vox, Lascannon, Plasmagun, Doctrines: 131
Forward Recon Team: 3X Sentinels; 2X Lascannon, 1XAutocannon, 1X Improved Comms, 3X HK Missiles: 210
Field Artillery Battery: 1X Basilisk; Indirect Fire: 125
That's basically it. I'm thinking of adding 2 remnant squads (one for each platoon) and another basilisk. I use the basilisks basically as field artillery pieces in a real armor, i.e. immobile firing platforms lobbing indirect fire. I know in real armies some airborne units bring light artillery like this along. I don't want to add any other armor though. I'm thinking about an aircraft but I lack IA1 and don't want to buy it just yet. So any help appreciated
(That means you Cher )
So which units actually deep strike? Just the expendable stuff like the Vets and Special Weapons Squads, while the rest infiltrates? Some other mix? Very relevant to know before I critique the whole thing. The mixed dropping/infiltrating is a good combination in my opinion, and I like Light Infantry. But combining that with Cameoline, while it would provide good saves, is a bit expensive. Plus given the limited amount of terrain on most boards, I think you'll have units paying the price for that upgrade without reaping the benefits. I'd ditch the Cameoline and go for Iron Discipline instead. That doctrine is too good not to use.
A couple overall observations: I'm more a fan of officers and Iron Discipline than voxes, but that's just me. If you're deep striking most of the troops then voxes will work better. But if you're infiltrating as I suspect, then they're not really preferable or necessary. Indirect fire bassies are nice, though they're not fluffy. Realistically, parachute regiments can't drop with anything heavier than a mortar or a rocket launcher. A Howitzer is probably out of the question. Effectiveness wise, Bassies are powerful and a nice home for Improved Comms. Which you definitely want more of if you're deep striking more than one or two units, as I only count on Improved Comms in the list. The other thing I'd look at is scaling back some of the wargear and other such frilly expenditures you have on your officers and in your Command Squads. Firepower is at a premium in drop/light infantry lists, so you want as much as possible.
Once you've clarified your tactics a bit more I'll go into greater depth.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
Oh yeah sorry about that. My basic tactic is as follows ( this really depends if deep striking is allowed also):
I plan on settin gup the Bassie as normal, infiltrating in the Fire Support Teams, the AT Team, and the Support Veteran team (the guys w/ the AC). They infiltrate in, get good firing lanes, and set up in cover.
Everyone else is for dropping in. They drop in and get in close to kick some tail. Basically, the Special weapon squads will be tasked with a specific target to eliminate (either an enemy vehicle or command group, something worthwhile). The 2 dropping vet squads will do the same (find some particularly nasty target to drop in, fire, and assault). The platoons will just drop in, each platoon taking a specific target, and crushing it with firepower and numbers. The sentinels are there to threaten the enemy flank and any armor laying about. The bassie is for support as are the support squads and the one vet squad (they will be especially crucial in the first 2 rounds because they'll be the only ones really firing)
If I can't deep strike, than everyone just infiltrates.
I agree about cameleoline armor and normally I would drop it and find something else to put in instead (or maybe nothing). The only reason I have it, besides fluff reasons, is that me and my friends play on light/moderate terrain boards so there always is some cover to find. Maybe not enough for the whole army, but enough for some of it. Also, we play a good amount of cityfight games so it pays off there. If I was going to enter this list in for a tournament or play it at a local store, I would most likely drop Camo armor b/c you are right, most stores/torunies don't have an abundance of cover.
With regards to the bassie, I'm either justifying it as a 105mm cannon that drops in with them (a immobile field cannon, the lightest in the US arsenal) or just justify it as being an "of the map artillery piece". I.e. they can target it but fluffwis say its stationed far back in the friendly rear.
Finally, I tried to keep the "goodies" down on my officers and such. I did tool all command squads up for CC primarily b/c that's what I want them to do, get in the thick of things quickly. I basically broke my army into support teams and assault teams. The vets, special weapons, and HQs are all assault oriented, while the platoons and support squads are more for support. The list lacks in heavy weapons and long range firepower (for fluff reasons and for personal style reasons) and I came to realize the other day that this list is most effective when within 12". For w/in 12" I have apx. 13meltaguns, 7Plasmaguns (firing 2X each), 3 Plasmapistols, 2 demo charges, and about 12 combat shotguns. Thats a boat load of ap1/2 weaponry, but it only kicks in when the enemy is 12" or less away. Outside of that distnace I lose effectiveness rapidly. Hence the emphasis I have on assault and close combat. That's what the list is tooled for. Quick drops, quick assaults. Surprise and speed are key in this list.
Hope that helps