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Well this is my first crack at an IG list. I have nothing as of now but I plan on getting the first box(es) soon.
Close Order Drill
Sinior Officer Command squad
2 hvy bolters
additional - 1 ML
2x5 Storm Troopers
Heavy Support: 185
Leman Russ Demolisher
I included the docs in the cost of the troops. I chose the demolisher because it's powerful and seems more like it would be used in the city. I plan on theming this army with city tones and I like the idea of a heavy swat feel to an army. I plan on expanding this list later, much later, but I might go with a few more LRs.
Is this ok? Or do I need to go to the ward?
Did you add the camo to your troops pt wise?
First thing first,command platoon. You can only have 1 heavy weapon per comman squad and the rest have to be formed into anti tank teams ( missile launchers and lascannons), fire support teams (heavy bolters and autocannons), and mortar teams (obvious enough).
Do not get confused with the 4 special weapons.
Since your troops are grenadiers they can't have infiltrate. One of the things you give up to fill your two troop choices.
I wouldn't take a tank in 500pts, they take up to much room pts wise that can be used for other troops. The main problem with a list like this is that you only have 15 men and a tank. The tank is a prise to take out from the start and the troops will die fast if you play marines, a 4+ save deosnt do a lot sometimes.
I hope you know you can only give light infantry to the command squad and if any support squads you have.
You have too much of an "all the eggs in one basket" approach.
I would ditch the Demolisher, and take a lot more troops.
For your Grenadiers I would take only Plasma Guns (2 per squad).
You can only have one Heavy Weapon in a Command Squad, so one Heavy Bolter or one Missle Launcher, not both or three!:wacko:
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
If you really want to include a tank I'd suggest saving yourself the points and getting a normal russ instead of the demolisher. You wouldn't need a lascannon on it at 500pts and could easily opt for the favoured triple hevay bolter and extra armour loadout and still be 25pts cheaper than your demolisher. (Of which the above russ either fires nine heavy bolter shots or one battle cannon shot where your demolisher may only ever fire one of its guns at the same time.)
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
I might add although my friend will hate me for this, but I do bring one weapon capable of tank destruction in even the smallest games. An Eversor Assassin.
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
UGH!!! NOOOO HE SAID IT!!!
No well anyway I will rebuild the list. I will look more closely at the codex, I made the above list after a final in about 20 minutes with little IG knowledge. I do plan on keeping a LR in there, I might just change the variant and equipment on it.
Thanks for the help!
Dont forget you could always attack the tank form the rear, I'm pretty sure your going to have atleast two weapons capable of cracking that.
If you want heavy weapons in there I would suggest some support squads. I would think about a fire support squad with three heavy bolters. That would give you more anti infantry killing power.
I actually wrote a 500pts list recently and included a Demolisher, but that was a 1k doubles list so it's a bit different.
I would suggest that you try to keep the upgrades to a minimum, plasmacannons and a lascannon may be destructive but they will make your tank a stationary firebase, and when it is your only tank it's mobility is all the more important, you will be repositioning to get better firing angles and to take objectives all the time. If you take the 3 Heavy bolter combo and some extra armour it will suddenly become a very mobile tank.
As has been mentioned your Grenadier squads and HQ are illegal, I would suggest upping those Grenadiers to 6 man squads, you will almost have the money from losing infiltrate. This will mean the enemy has to kill 4 men rather than 3 to put them under half strength, which will help you leadership and allow them to hold objectives that little bit longer. For 10 points its worth it.