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This is my first IG list. Please Comment!!
Doctrines- Drop troops, Sharp Shooters, Light Infantry, Cameleoline.
Elite: Tech-Priest-Bionics-2 gun servitors 1 multi melta 1 heavy bolter. - 110pts
Troops: Command Squad- Junior Officer, Plasma Pistol, Mastercrafted Power Weapon-. 2 henchmen with lasgun-vox-2 vets with standard and medic.- 82pts
Squad 1- Vet Srg. Melta, Sniper, Sharp Shooters, Cameleoline-107pts
Squad 2- Vet Srg.- Grenade Launcher, Sniper, Sharp Shooters, Cameleoline-99pts
Whadda you guys think? Should i chang the GL for a plasma?
In a small points guard game you need to go for numbers as this is our greatest advantage. You have made your men too specialised lets see...
Elites: techpriest (as memory serves this has to be unlocked using anothe rdoctrine though i may be wrong so please do check)
This is probably the worst unit to take in the guard codex as far as most players are concerened. if this list has fluff to include him then keep him if not drop him immediately.
The multi melta servitor is ott in such a small game. there isnt going to be any big armour if you want to keep him change this to a heavy bolter servitor.
command: again overdone. mastercrafted weapons are expenisve and in the hands of a guardsman pointless so drop it. again this is your officer for leadership so drop the plasma pistol you dont want him frying himself. (the medic is therefore redundant). the standard doesnt work through vox so id drop it if you are going the light infantry route. Te vox in the Hq is useless as noone else has one so drop that and the medic should be dropped too.
Sharpshooters on a squad is a huge points sink and cant be justified here so it needs dropping for both squads. if you want to take the camo doctrine for these two squads then the command has to take it too. as for the light infantry camo combo. its very difficult to use but can be useful. The melta is overkill. again there is no tanks that need killing that a grenade wont kill so downgrade to a grenade launcher. The vet sarges are a good idea.
overall you have tooled up far too much. you can dop around 62 points ish from what i have said above.
Now if you are doing a fluffy army take the tech priest if not drop him and get a vet squad with a heavy bolter or a couple of plasmas.
take the close order drill doctrine as this will boost your leadership with the vet sarges. if you are using light infantry to its ullest advantage you will be pretty spread out.
The command needs camo to make it legal id also give it a mortar and hide it away in some trees just so its a nuisance.
To give you some idea of how tooled up you are go by the following example:
Doctrines, close order drill, vets, camo (all squads)
command (60 points)
Jo and mortar
Sqd 1 (96 points)
heavy bolter and vet sarge
Sqd 2 (104 points)
grenade launcher and heavy bolter and vet sarge
vet squad 1
5 men 2 plasma (70 points)
vet squad 2
5 men 2 plasma (70 points)
This list is fairly tooled, can take on most people, can take out tanks, has decent leadership and manoueverability and a good cover save. It also has seven more men than your list but still has two infiltrating squads.
Hope all that helps
yes you do need a doctrine for techpreists. Most of the stuff in the elite section and maybe one unit out of everyother section needs a doctrine(like conscripts, heavy weapon platoons, rough rider squadrons, and practicly everything in the elite section except for a single squad of vets), I would drop the techpriest my self. Drop the palsma pistol and the master crafted power weapon, a power weapon or a ccw works fine, nothing too tooled up.
I would drop the vox, only works anyway if your squads have voxes anyway. Standard could be useful, if you dont have two or more plasma guns drop the medic. and dont upgrade anyone to vets.
Drop the melta gun, repalce it with a plasma gun or a grenade launcher. Am not so sure with snipers. Drop sharpshooters. You might want to give your vet sgts bolters, there really cheap. If you take Cameleoline everyone has to take it.
Yes a squad or two of vets would really help, heavy bolters would work. Might want to drop a sniper rifle on one squad and give it a heavy weapon of some sort.
Yeah I dont know why I went with the tech priest. Heres a much inproved (hopefully) list.I havnt got the HW teams yet but Im hoping to get some for my birthday in April.
JO-Power Weapon, Vox, Bionics. 55pts
Squad 1- Auto Cannon, Vox. 90pts
Squad 2- Auto Cannon, Vox. 90pts
Armoured Fist Squad- Missile Launcher, Vox 80pts
Chimera-Turret Heavy Bolter, Hull Mounted Heavy Bolter. 85pts
Looks good, I dont know about the bionics, I believe you have to roll a 6+ but thats pretty hard, mabe worth it may not be, its only a few points but still.
Yeah I only had 5 points left when i chose that. Might swap it for some chimera upgrades.
Extra armour might help or to upgrade a weapon or something.