Librarium Online Forums banner

1500 Point Unnamed Regiment

306 views 6 replies 3 participants last post by  daelrog 
#1 ·
Right, so some of you have seen my Rogue Trader list. GOt some great advce there. I have also made a stab at a moe balanced list. I plan on the Rogue Trader list staying at 1500 points, but I would like another IG force to buil and grow upon.

Here are some thoughts, I'd love to hear feedback.

Company Command Squad w/ Lascannon, Astropath
100
I kind of wanted more, but when I took some points out, it came from here. As this is a pretty static list, I thought that a BS4 Lascannon would only help


Platoon Command Squad w/ autocannon
Infantry Squad w/ autocannon
Infantry Squad w/ autocannon
Infantry Squad w/ autocannon
Heavy Weapon Team w/ 3 missile launchers
Heavy Weapon Team w/ 3 missile launchers
400

Platoon Command Squad w/ autocannon
Infantry Squad w/ autocannon
Infantry Squad w/ autocannon
Infantry Squad w/ autocannon
Heavy Weapon Team w/ 3 missile launchers
Heavy Weapon Team w/ 3 missile launchers
400
I am trying to think up a name for this set up. The thought behind it is being equally capable of taking on infantry as well as light to medium armor.

Medusa

Medusa

Leman Russ Squd w/ 1 Leman Russ and 1 Punisher
Total Armor 600
My main concern with the medusas is their frailty and being rigtfully high priority targets. However, I need their range, and are much cheaper than than demolishers.
As for the Leman Russ set up, this one is a shoot in the dark. I really like the idea of Punishers, though I think their price is a little much for what they do, especially with no AP. The first reason for the set up is by including the four tanks I wanted, I had to put two together, and thought the Russes were more appropriate. The other thought behind this is that the normal russ can drop a pie plate on the infantry, and the punsiher can clean up for those units that are wisely spread out. Feel free to correct me though.
 
See less See more
#2 ·
This is a nice, focused list. But I see a few problems:

1) No flame templates.

Hordes will eat you alive without them. Drop the Punisher for a standard Russ and use the points savings to put flamers in your infantry platoons. Since you've got enough mid-range AT already, go ahead and put hull heavy flamers (for free) on your Russes, as you should be putting them up in front to shield your infantry advances anyhow.

2) No meltas for dealing with AV14.

A HWS with 3 twin-linked lascannons have about an 8% chance of killing a Russ or Land Raider. For missile launchers, you might as well not even bother trying. So to keep AV13/AV14 from eating you alive, you need some meltas and a way of getting them to the enemy armor alive.

Five Stormtroopers with 2 melta guns cost 105 pts. You would need at least 2 squads minimum to make sure the job gets done. You can take Inquisitorial STs with meltas for 70 pts., but they won't get to deep strike, so getting them to the target would be more problematic.
 
#3 ·
This is a nice, focused list. But I see a few problems:

1) No flame templates.

Hordes will eat you alive without them. Drop the Punisher for a standard Russ and use the points savings to put flamers in your infantry platoons. Since you've got enough mid-range AT already, go ahead and put hull heavy flamers (for free) on your Russes, as you should be putting them up in front to shield your infantry advances anyhow.
All right, I'll see what I can do with this. Shouldn't be too hard. I do wonder if there is any useful combination for multiple russes. Probably not, but I'm curious if there are different weapons that can actually compliment each other.

2) No meltas for dealing with AV14.

A HWS with 3 twin-linked lascannons have about an 8% chance of killing a Russ or Land Raider. For missile launchers, you might as well not even bother trying. So to keep AV13/AV14 from eating you alive, you need some meltas and a way of getting them to the enemy armor alive.

Five Stormtroopers with 2 melta guns cost 105 pts. You would need at least 2 squads minimum to make sure the job gets done. You can take Inquisitorial STs with meltas for 70 pts., but they won't get to deep strike, so getting them to the target would be more problematic.
This one will be trickier. What are your (and others') thoughts about giving the Medusas that little upgrade to make them tank hunters? Given the rest of the list, mobile units such as chimeras, roughriders, etc are likely to be taken out before they can act. Stormtroopers could work, but will take a big chunk out of this list. I'd also like to give the army a little history before I start letting the Departmento Munitorium (or however you spell it) get its grubby little fingers in my ranks. If I try to use the Medusas for anti-high AP, should I invest in protecting more with upgrades?
 
#5 ·
All right, coming back to this list, and here's what I have for a start

Company Command Squad w/ lascannon, astropath, officer of the fleet
130

Platoon Command Squad w/ 2 flamers
Infantry Squad w/ Autocannon
Infantry Squad w/ Autocannon
Infantry Squad w/ Autocannon
Missile Launcher Team
Missile Launcher Team
400

Platoon Command Squad w/ 2 flamers
Infantry Squad w/ Autocannon
Infantry Squad w/ Autocannon
Infantry Squad w/ Autocannon
Missile Launcher Team
Missile Launcher Team
400

Medusa w/ bastion-breaker shells
140

Medusa w/ bastion-breaker shells
140

Total 1210 Points


All right, so this leaves me with 290 poins left. A pretty good chunk of change to help ound out the list. However, I'm stuck on where to go. Here are some of the possibilities I see...

-Rough Riders, Ogryns, or Priests to add some close combat which this list has none of

-Some more armor whether it be a couple hceap Russes, or some lighter vehicles

-More AP 2 stuff to deal with Terminators and the such

-Kroot Mercs! Oh wait, GW has made all the fun side armies illegal (and Blood Angel players complain because they ONLY got a couple White Dwarf articles. I WANT to spend another $25 rather than download a print of PDF from the GW site. Rant over.)

-Vendettas/Valkyries. I'm inclined to stay away from this considering the IG army I'm currently working on (with 6!) but it's still an option.

-More upgrades. I replaced the platoon command swaud's autocannon with a couple of flamers. However, I can also ass more flamers to the infantry squads. I could also start equipping sergeants and officers with upgrades.

What are people's thoughts on how to roud out the list?
 
#6 · (Edited)
Another list???? You're almost as bad as me ;)

Ok then, I'd deffinatly take on board what Kgorham has said. Theres some good advice there.

HQ: Sorry got to ask. Whats the Astropath for? You've got nothing that stands out as being reserves. He's a G-Launcher in all your Infantry Squads he is....... Just so you know. ;)

TROOPS: The Platoons are cool. I'd like to see some Special weapons in there but you'd have to loose out on something to grab them.
Remember 2 out of 3 missions revolves around capturing objectives and you've got nothing in you list that moves other than maybe the tanks. You could buy the PCS a chimera and give them some flamers. This sorts out the lack of objective grabbing and also gives you a punch against any large units of enemy. You'd have to loose a whole infantry squad for each Chimera but you'd be loosing an autocannon for a multilaser and a H-Bolter. Thats not a bad trade off. 5pts Cheaper too!
These can hold back and suply Dakka for the Platoon whilst giving orders and then can dash forward and grab/contest some objectives as the game closes.
The other option you've got is some Assault squads. 2 Flamers and a democharge can nuke hoards and take out any MEQ units that thinking getting close to you is a good idea. They can jump in the PCS chimera in the first turn.


HEAVY: If you're buying the punisher purely for finishing a unit off after the Battle Cannon has done it's work just take 3 H-Bolters and a Stubber on the Russ as that should work fine. It's only 30pts compared the the Punishers 180pts. Pask in a Ounisher is Sick though.

The Medusas are a good choice but at the moment they're you're only threat to AV14 and 2+Sv stuff like termies. I wouldn't give these BB shells. Str10 and ordinance rules make them reliable tank killers and if needs be they still have the Pie template to kill terminator units and the like.




OVERALL: Like Kgorham has said before me you're really lacking the punch against Heavy tanks and other Heavy things like wraith Lords and termies. I know every list seems to have Veterans with Plasma/Melta but it's because these are the guards best unit for countering these problems.
----------





EDIT: Damn you, why do you have to make another list while i'm writing about the original one :p

----------
Ok then. The new list.

You really need some extra armour in this list. At the moment the Medusas are you're only threat to heavy tanks and your only armour on the board. You need something big and scary in here to draw the fire away. A Demolisher would do the trick. Just a plain one with a Hull H-Flamer. It's also another Str10 AP2 Ordinance weapon for you. It's cheap enough to not worry about loosing it as well. Honetly though i think 2 Demolishers and something like one Leman Russ is the way to go but if you really want Medusas then thats fine.


Loose the 2 Advisors as you really don't need them. ((The MoO really isn't worth it)). Drop the BB Shells and you should have 360pts open to you.

Take a Demolisher and you've got 195pts left which is enough for 2 Chimeras for the PCS and a Vet Squad led by Harker for Another Objective grabber. Grab him 3 Grenade Launchers and the Demolitions Doctrine and its a nasty little unit that can keep up a punishing rate of fire whilst on the move. Infiltrating Meltabombs and Demopack is nice too.
 
#7 ·
All right, after taking the advice of what the list needed, I've made the changes. I had to take a squad off each platoon which was painful to me, but sacrifices and whatnot.

In order to add a bit of mobility, more ability to grab objectives, have some anti-tank help, and be able to counter inevtiable assaults, I found only one solution... Sisters of Battle. Although I wanted to keep the list pure, I see that the Emperor's guiding light has shined upon this group.

Company Command Squad w/ boltgun, lascannon
72

Platoon Command Squad w/ 2 flamers
Infantry Squad w/ autocannon
Infantry Squad w/ autocannon
Missile Launcher Team
Missile Launcher Team
340

Platoon Command Squad w/ 1 flamer
Infantry Squad w/ autocannon
Infantry Squad w/ autocannon
Missile Launcher Team
Missile Launcher Team
335

Medusa
XXX

Medusa
XXX

Canoness w/ jump pack, blessed weapon
95

10 Battle Sisters w/ Vetern Superior, 2 meltaguns, rhino
194

10 Battle Sisters w/ Vetern Superior, 2 meltaguns, rhino
194


Fits within 1500 points


The two sisters squas are mobile, tougher than infantry, and with the extra two faith points from the cannoness, should be able to get some good work done. Had to drop 1 flamer to squeeze in the points, but 3's not too bad, especially with all the autocannons and missile launcher that can be used as frags to help. The one thing I'm a little annoyed is how much the two sister squads ate up for points, but I think this list is a litle more dynamic.
 
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top