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SharpshootersCommand Platoon Troops:Command SquadJunior Officer - Iron Discipline, Sharpshooters, Boltgun
Guardsmen (x3) - Sharpshooters, Master-Vox Caster, Lasgun (x3)Medic - Sharpshooters, Medi-packInfantry Platoon Total: 493Command SquadArmoured Fist Junior Officer - Iron Discipline, Sharpshooters, BoltgunInfantry Squad
Guardsmen (x3) - Sharpshooters, Vox Caster, Lasgun (x3)Medic - Sharpshooters, Medi-packSergeant - Sharpshooters, LasgunInfantry Squad
Guardsmen (x9) - Sharpshooters, Vox Caster, Heavy Bolter, Lasgun (x7)Sergeant - Sharpshooters, Lasgun
Guardsmen (x9) - Sharpshooters, Vox Caster, Heavy Bolter, Lasgun (x7)Sergeant - Laspistol, Close Combat Weapon
Guardsmen (x9) - Vox Caster, Flamer, Lasgun (x
Chimera - Heavy Bolter Turret, Hull-mounted Heavy Flamer, Smoke Launchers
Basically my plan here is to lay down a sheet of covering fire while my Armoured Fist Squad rushes to the enemy and deploys its troops. The Chimera will add to the gunfire with its heavy bolter and eventually the heavy flamer. The AF Squad will deploy behind the chimera to minimize casualties, then spring around the sides of the Chimera and lay waste to the enemies front lines.
OK some obvious comments - although "obvious" doesn't mean right
Sharpshooters is generally only worth it on Heavy Weapon squads.
You have far too many points tied up in things that aren't needed for 500pts imo
i.e. Medic and Vox Network - at this level Iron Discipline and two Officers will give you all the leadership you need - probably far better picking an Honorifica.
Your line squads don't have special weapons - always, always take both a Heavy weapon and a special weapon, just because the squad might have to move doesn't negate the use you might get because we usually have enough squads such that while some fire others advance and then vice-versa.
You've gone for a heavy bolter turret on the Chimera and then swapped OUT the Hull H/B for a H/Flamer - IG AFV's are usually our infantry and horde killers Hull H/B paired with Turret H/B would make much more sense.
You have NO anti-tank weapons?
I'd suggest Lascannons paired with plasma guns (or G/L) in the Line squads.
Consider H/B, M/L or A/C for the HQ squads
The AF squad has 9 flashlights and a flamer - again give them a Heavy Weapon and either Plasma or G/L (I'd save flamers for counter-attack HQ's, Special Weapon Squads) Meltas are for Veterans or Stormies imo (BS4)
I reckon the basic premise of your list is good, but you need to squeeze out those extras and get more men and a better mix of weapons in there :yes:
Only an idiot fights a war on two fronts. Only the heir to the throne of the kingdom of idiots would fight a war on twelve fronts.
JO is fine, give him either a ccw or power weapon and bolt pistol.
Drop the medic, if you dont have two or more plasma guns he is useless. I would say drop the vox caster to, you got ID not to mention if you keep your squads within 12" of both your officers, yo uget to use the leadership rule which is rather handy.
Drop the sharpshooters on this squad, they wont be shooting much.
Drop the sharpshooters, honestly, I don't see why you have taken it. It is only good for support squads and HW platoons. Nothing more, we have lasguns, not hell guns and bolters.
Add grenade launchers or plasma guns as special weapons to theses squads.
AF squad, drop the flamer, add a plasma gun. If you want fkamers grab 2 or more and place them in command squads, usually you will have atleast 3 officers in a game so picking one to be a counter chargeing unit should be rather easy.
Drop the hull flamer, grab a hull heavy bolter, much better.
Drop the turret bolter add a multi laser, you should always have this configuration unless otherwise. This is a small tank which can still dish out shoot that still make them marines roll for saves If you want a cheap hell hound with a squad inside you mount a flamer in the turret and hull. IG are not ggood at assaulting so the farther away from the enemy the better. The only IG units taht could be used(if they should is another question) as an assaulting unit would be: command squads, oygrans, rough riders, and sentinels, nothing more.
I would add missile launchers to your command squads. Nothing exspensive in these games so leave the lascannons at home for now.
I was going to write up a massive page of tips, but decided to just show you what your list would look like with my advice, here goes:
Iron discipline - A very solid choice, never leave home without it
Grenadiers - for your mechanised element, you will see
Drop troops - it's free and it opens doors even if you rarely use it
close order drill - it's free
No sharpshooters - not worth it on lasguns. Only ever take this for support squads with 3 heavy weapons or command squads with every man having a weapon upgrade.
Junior officer, honorifica imperialis, iron discipline
Autocannon or missile launcher
Junior officer, iron discipline
Autocannon or missile launcher
Infantry Squad: 78 each
Heavy Bolter, Grenade launcher
Grenadier Squad: 110
Sgt, 8 Grenadiers, 2 Plasma guns
Multilaser, Heavy bolter, extra armour
Use HQ as a ld base for the line squads and fire support, use the platoon commander as backup ld and fire support, the 2 infantry squads as the core of your force and the grenadiers as you had planned on using the armoured fist squad, but now they have AP5, 2 special weapons, targeters, a 4+save to withstand All the AP5 out there, and grenads in case you need to assault. Storm troopers become so worth it when used as a troop instead of elite.
what do you call a lasgun with a laser sight?