110th Iterian Rifles (please Rate - Warhammer 40K Fantasy
 

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  1. #1
    Member Lord Ezmar's Avatar
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    110th Iterian Rifles (please Rate

    Doctrines;
    Close Order Drill,
    Techpriest Enginseers
    Storm Trooper Squads,
    Ratling Squads
    Veterans

    HQ

    Major Zanthon (senior officer)
    Las Pistol
    Master Crafted Power Fist
    Trademark item

    command Squad
    2Xveteran
    meltagun
    Master Vox
    Medic Standard

    HQ (additional)

    Fire Support team Alpha;
    2x Autocannon
    Heavy Bolter

    Anti tank team Alpha;
    2X Missile launcher
    Lascannon

    Commissar Howeson
    Master crafted power weapon
    Powerfist
    carapace armour


    Elites
    Hardened Veterans (10 man)
    2xMelta gun
    plasma gun
    vox caster
    sergeant bolter

    Ratling Snipers (5 man)

    Troops
    Infantry Platoon Alpha 1

    Command squad
    vox caster


    Squad Alpha 1A
    vox caster
    plasma gun

    Squad Alpha 1B
    Vox Caster

    Squad Alpha 1C
    Vox caster
    Grenade Launcher

    Squad Alpha 1D

    Vox caster


    Armoured Fist Squad

    vox Caster
    meltagun

    Chimera transport
    Heavy bolter turret,
    hull flamer,
    smoke launchers
    track guards


    Heavy Support

    Leman Russ Demolisher

    hull lascannon,
    Sponson Heavy Bolter
    Smoke launcher
    track guards

    Basilisk


    Total points: 1317

    'It's Not Retreat, It's a tactical withdrawl, Sir!' Sgt Carasen to Commissar Howe

    'Fall Back, Fall Back!!!' Vet Sgt Kalon
    'I thought our regiment never fell back sir' Pvt Grem
    'Well why don't you explain that to the nice horde of Xenos scumbags that are closing in on our position' Vet Sgt Kalon

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  3. #2
    Dawn Under Heaven Triumph Of Man's Avatar
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    Quote Originally Posted by Lord Ezmar View Post
    Doctrines;
    Close Order Drill,
    Techpriest Enginseers
    Storm Trooper Squads,
    Ratling Squads
    Veterans
    Techpriests are god awful, Stormies are bad considering they're competeing with Veterans, Ratlings are okish but not that good. If you find yourself with a spare doctrine slot, take Iron Discipline, in fact drop something straight away and take it. Iron discipline is that good.

    HQ

    Major Zanthon (senior officer)
    Las Pistol
    Master Crafted Power Fist
    Trademark item
    Senior officers are useless. Either go for a Junior Officer or a Heroic Senior Officer. In this case I suggest you go for the Heroic Senior Officer to provide strong Leadership. The trademark item, mastercrafting and powerfist are superfluous, just grab a nice cheap powerweapon.

    command Squad
    2Xveteran
    meltagun
    Master Vox
    Medic Standard
    Using the LD nodes created by your officer is much more effective than using a vox network. Drop all the voxes. Also the medic and Meltaguns are useless as you should be hiding this unit out of LOS so it can't be shot at. Also, take a Standard Bearer, they look brilliant and are an excellent bit of wargear.

    If you like voxes for the theme, just model them on and don't use them. I do that because it would simply make sense for the units to keep in contact.

    HQ (additional)

    Fire Support team Alpha;
    2x Autocannon
    Heavy Bolter

    Anti tank team Alpha;
    2X Missile launcher
    Lascannon
    Number 1 rule: Don't mix and match weapons where ever possible. In this case take three of each heavy weapon. I suggest taking 3 Lascannons (they own rockets for a small points cost), and the other fire support team can be either or, both Heavy Bolters and Autocannons have their use.

    Commissar Howeson
    Master crafted power weapon
    Powerfist
    carapace armour
    Whoah! Too much crap on this guy as well. Just give him a plain Jane power weapon. That's all he needs. Personally I'd drop him all together. Once upon a time I swore by a Commissar with a powerfist for a counter attack unit, but now I find effective use of tactics like Split Deployment and Break and Shoot allow me to ignore CC alltogether and focus on shooting, which has proved more effective.

    Elites
    Hardened Veterans (10 man)
    2xMelta gun
    plasma gun
    vox caster
    sergeant bolter
    Again, don't mix and match guns that have wildly different roles. Just go for 3 Plasmaguns. Now, if you really want to bump up the firepower of this unit throw them a Lascannon. Basically, Vets have BS4, so make good use of it. With 3 Plasmaguns and a Lascannon they can hunt Terminators, MCs, and Tanks with a lot of ease.

    Ratling Snipers (5 man)
    Really, they're not that good, I'm sure you could do better.

    Troops
    Infantry Platoon Alpha 1

    Command squad
    vox caster
    Give them a gun, or give the Officer an Honourifica and use the Command Squad as a second LD node. And drop ALL the voxes from the platoon

    Squad Alpha 1A
    vox caster
    plasma gun
    They need a heavy weapon, the only reason to eschew a heavy weapon is when you're playing drop troops, which you're not.

    Squad Alpha 1B
    Vox Caster
    No guns at all??? (note: Lasguns do not count as guns. Enemies killed by them are officially recorded by the Imperial Officio as "fortunate accidents").

    Being Serious, get the squad a Heavy Weapon.

    Squad Alpha 1C
    Vox caster
    Grenade Launcher
    Grenade Launchers are pretty inneffective for their cost. for a mere 2pts more you could have a plasmagun or Heavy Bolter, both of which are gonna do a hell of a lot more damage to your enemies for small increase in points.

    Squad Alpha 1D
    Vox caster
    Again, I'm sure your men would appreciate it if you armed them before you sent them to the front lines.

    Armoured Fist Squad
    vox Caster
    meltagun
    Ah, now this is being used as a mobile attack unit, correct? Well, in this case you are better served by dropping your Storm Trooper Doctrine and taking Grenediers instead (who are better than Stormies purely because they don't fight for FOC slots with the Veterans, and they help fill up troop slots) who excel at this role. However, it should be noted that you need armour to distract fire, so I suggest getting another Russ as well, which can easily afford if you bump this list up to a 1500pt level.

    Chimera transport
    Heavy bolter turret,
    hull flamer,
    smoke launchers
    track guards
    Go either or, either take two long range turret weapons or two Heavy Flamers.

    Heavy Support

    Leman Russ Demolisher

    hull lascannon,
    Sponson Heavy Bolter
    Smoke launcher
    track guards
    Give it sponsons so if it loses it's main cannon it's 3 mobile heavy bolters as opposed to a single Heavy Bolter. Besides, why pass up on 5pt Heavy Bolters? It's a bargain you won't regret.

    EDIT: My bad... Didn't see the sponsons in there. If you feel up to the task, replace the hull lascannon with a heavy bolter, but if you're lazy like me just leave it. It won't kill you as long as the rest of your army is solid.

    Basilisk
    This is an awesome tank... IF you give it indirect fire. A basilisk without indirect fire is a musical without the music.

    Total points: 1317
    Get another Russ, Preferably a standard Battle Russ.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  4. #3
    Member Lord Ezmar's Avatar
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    thanks man, this is pretty much the layout that the guy in GW told me to do, having a mobile firing line with a few hard hitting units that can take out tans and units, and take objectives. also there all the models i have at the moment, i bought them off a friend so that why the tanks are layed out like they are. but every game i've played with this list has won 3/5 battles, and that was without the basalisk and hardened vets. i'll take your doctrin ideas in to consideration.

    if i select grenadiers though do i still need to unlock the storm troopers?
    'It's Not Retreat, It's a tactical withdrawl, Sir!' Sgt Carasen to Commissar Howe

    'Fall Back, Fall Back!!!' Vet Sgt Kalon
    'I thought our regiment never fell back sir' Pvt Grem
    'Well why don't you explain that to the nice horde of Xenos scumbags that are closing in on our position' Vet Sgt Kalon

  5. #4
    Dawn Under Heaven Triumph Of Man's Avatar
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    Quote Originally Posted by Lord Ezmar View Post
    thanks man, this is pretty much the layout that the guy in GW told me to do, having a mobile firing line with a few hard hitting units that can take out tans and units, and take objectives. also there all the models i have at the moment, i bought them off a friend so that why the tanks are layed out like they are. but every game i've played with this list has won 3/5 battles, and that was without the basalisk and hardened vets. i'll take your doctrin ideas in to consideration.
    Fair enough, first thing I'd buy is a box of Heavy Weapons. You've got a lot of options to play with in that with a bit of conversion work.

    if i select grenadiers though do i still need to unlock the storm troopers?
    Nope, you can take Grenediers without Stormies. It's covered in the FAQ, the fluff justification is that Stormies are a seperate organisation, they're attached to the regiment, they don't actually belong to the regiment like Grenediers do. Stormtroopers are trained by a special military school, Grenediers are just the best of the regiment formed into units and given better gear (but not training, hence the lack of infiltrate/deepstrike).


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  6. #5
    Member Lord Ezmar's Avatar
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    that makes sense about the grenadiers, but are the grenadiers aloud to use valkyrie carriers becasue technically there still storm troopers?
    'It's Not Retreat, It's a tactical withdrawl, Sir!' Sgt Carasen to Commissar Howe

    'Fall Back, Fall Back!!!' Vet Sgt Kalon
    'I thought our regiment never fell back sir' Pvt Grem
    'Well why don't you explain that to the nice horde of Xenos scumbags that are closing in on our position' Vet Sgt Kalon

  7. #6
    Dawn Under Heaven Triumph Of Man's Avatar
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    Quote Originally Posted by Lord Ezmar View Post
    that makes sense about the grenadiers, but are the grenadiers aloud to use valkyrie carriers becasue technically there still storm troopers?
    That I can't properly answer, I don't have the rules for Valkyries. But I would hazard a guess at yes, because the 'dex says to select a unit of stormies to represent them.

    Also it wouldn't conflict fluffwise either, it's a transport like a Chimera, not extra special training or something.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  8. #7
    Member Lord Ezmar's Avatar
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    it does sound right that they can use it.

    all i need now is to buy a valkyrie and a squad of storm troopers. i'll probably drop the ratlings. but i don't really want to add heavy weapons to my troop formations as my plan is to deploy a line formation and advance in a line to an objective, or in defence march back slowly in a line continually fireing, while specialist troops flank and counter attack. and tanks just blow stuff up.
    'It's Not Retreat, It's a tactical withdrawl, Sir!' Sgt Carasen to Commissar Howe

    'Fall Back, Fall Back!!!' Vet Sgt Kalon
    'I thought our regiment never fell back sir' Pvt Grem
    'Well why don't you explain that to the nice horde of Xenos scumbags that are closing in on our position' Vet Sgt Kalon

  9. #8
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    If you want moving guard, stagger your lines. Give them the heavy weapons, 'cause they're alot more effective with heavy weapons. Form two lines. Have one fall back and the other fire, then swap.

    A single missile launcher has only a 2% weaker chance to kill a marine than 8 lascguns (.5 to hit, .833 to wound, no save = 42% to kill vs. .5 to hit, .333 to wound, .333 failed saves, 8 guns, 44% chance) so that makes a squad roughly 50% chance at killing a marine closer to 90 something. So your squads, on an average round of shooting, will actually drop a marine. Plus, it gives them the versatility to hit vehicles and everything else.

    Advancing guard towards the enemy is generally a bad idea. The only ones who can't out fight us is the Tau. If you try retreating and firing, you'll quickly run out of room and risk fleeing off the board on a failed leadership role. Best to have them about 8-10" from the edge, firing their hearts out. Equip a few mobile squads (Grenadiers in Chimeras are great for this) and roll them out to the objective. Always try to do it in duplicates.

    Anyway, heavy weapons are the bread and butter of the IG. Don't eschew them. If you want a mobile firing line, Space Marines are much better at it.

  10. #9
    Member ChaplainCaedfel's Avatar
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    Aye. Advancing Guard towards the enemy lines on foot is hand delivering easy kills to your opponent as the average Guardsman's armor isn't strong enough to sustain fire, nor is the average Guardsman tough enough to go toe to toe with virtually anyone in the WH40K universe in hand to hand (unless there's a whole lot of Guardsmen).

    As has already been stated...keep the majority of your Guardsmen within Leadership distance of their officers, in the best cover available, and blaze away with the plethora of heavy weapons that the Guard are blessed with. And, as has been stated in other threads by more senior members of the Emperor's regiments...your infantry's heavy weapons will generally kill armor, your tanks will generally kill infantry.

    There ARE ways to play a more mobile Guard force, if that's really what your heart is set on. See Diggum's Hammer's grenadiers lists or some of the drop troops lists posted by Cheredinne (I'm spelling it wrong, I know, but just look in the army lists) for some examples.
    "Wife! You are abusing that Leman Russ model!"

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