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Discussion Starter · #1 · (Edited)
1,500 point IG tourney list - Please feedback

HQ

SEE PAGE 2 FOR REVISED AND RE-EXPLAINED LIST

46 - 1A) Junior Officer with Bolt Gun & Iron Discipline
45 – 1B) Special Weapons Squad with lasguns and 1 Demo Charge (Drop)
45 – 1C) Special Weapons Squad with lasguns and 1 Demo Charge (Drop)
45 – 1D) Sentinal with Multilaser (Drop)

Troop
80 – Grenadiers x 6 with 2x Plasma Guns
80 – Grenadiers x 6 with 2x Plasma Guns

Elite
66 – Ratlings x6 (Infiltrate)
86 – Stormtroopers x6, 2x Plasma Guns, Drop (Drop)
86 – Stormtroopers x6, 2x Melta Guns, Drop (Drop)

Fast Attack
115 – Hellhound
50 – Sentinal with Autocannon
55 – Sentinal with Lascannon

Heavy Support
165 - Leman Russ Demolisher, Heavy Bolters x3
155 - Leman Russ, Heavy Bolters x3
155 - Leman Russ, Heavy Bolters x3

Lt’ Shaeffer’s Men (5x scoring sub Units)
86 – Shaeffer and Trooper (Infiltrate behind tank)
61 – Kage and Specialist With Demo Charge (Drop)
26 – Specialist With Meltagun (Drop)
26 – Specialist With Meltagun (Drop)
26 – Specialist With Meltagun (Drop)

Total – 1,499
(May give Kage’s Demo charge replacement model a Boltgun.)

Doctrines – Drop Troops, Iron Discipline, Ratlings, Special Weapon Squads, Grenadiers (And Stormtroopers free with Grenadiers – see IG Errata)

For a 3x game tournament – Table quarters, Loot counters then recon
(It’s the Great Devourer on the 24th of Feb. Oooh I let my secret out)

20x Scoring Units, 9 of which drop (but I need practice to see if it’s too cluttered), 2 Infiltrate.
 

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Discussion Starter · #4 ·
As stated in IG Codex, you are not allowed to have 2 command platoons. There is a limit of one.
What? command platoons are the only IG HQ choice, as per the 1-2 HQ choices you can take in force organisation
- it says "1 command platoon" on page 38 as 1x choice - a command squad (officer and troopers) with up to 5 attachments (sentinel, Special Weapon squads, heavy weapon squads etc) and any advisors.
- am however doubting myself slightly as the errata says if Lt Shaeffer used command squad not nessecary - I may be wrong.
If this is the case I will remove the Junior officer (with attached 2x SW Squads, sentinel Mu/Ls) for 191 points, leading to:

86 - Sub Unit 1) Lt Schaeffer + Trooper (Drop)
46 - Sub Unit 2) Kage and Trooper (Drop)
26 - Sub Unit 3) Specialist with Demo Charge (Drop)
26 - Sub Unit 4) Specialist with Plasma gun (Drop)
11 - Sub Unit 5) Trooper (Drop)

and drop the boltgun from the Hardened Vets = 1500 pnt army.
The above sub units are all scoring units, but irritatingly cheesy. I could also drop a grenadier squad if i took another trooper, but what would i do? (possibly making kage and Sch. Infiltrate after adding a Specialist with Hvy weapon. IE Lascannon. just be sure to keep 1/2 the squad out of sight, and Shaeffer alive or last man standing tests may have to be made.
 

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The Fallen
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You are wrong, the second HQ slot for IG can only be used to add special units like last chancers or Creed and Kell, I assume last chancers are legal in the tourney? in which case deep striking melta and demo death is the way to cheese it out, however dotn get too stressed on cheese as most tourney players actively try and use it
 

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Discussion Starter · #6 · (Edited)
You are wrong, the second HQ slot for IG can only be used to add special units like last chancers or Creed and Kell, I assume last chancers are legal in the tourney? in which case deep striking melta and demo death is the way to cheese it out, however dotn get too stressed on cheese as most tourney players actively try and use it
OK - a new one on me but you learn something new every day.
I also like plasmas over meltas for such small teams - it's twice the amount of shots and i should have vehickes fairly whacked (the first target for Leman russes are transports, followed by transports). Also if your man dies from plasma burn the other stays about and is still a scoring unit (Shaeffers Last chancers are fearless while he lives, so no morale, and the sub unit can score and is not under 1/2) Care to concentrate your squad's firing on one trooper anyone? If you don't i'll hide him. or run after vehicles for a laugh as he has krak as per standard.
Musing - It is a trade off vs instant death. That's what ordenance is for in this list.

Another clarification in that case - if my opponent pops smoke, downgrading penetrating hits to glancing, will ordenance be downgraded to glancing?
 

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The Fallen
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The other thing to be carefull of in a tourney is composition points, it depends on the tourney but you may find you lose points overall because of where you have spent your points in the force org chart
 

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Discussion Starter · #8 ·
The other thing to be carefull of in a tourney is composition points, it depends on the tourney but you may find you lose points overall because of where you have spent your points in the force org chart
Aha - there is no restrictions other than a legal army from ONE codex.

- I play Demonhunter allies 90% of the time, thus why this list is unpracticed and i'm asking about it, but i can't take them (I love the vindicate assassain, who also smites anti-tank dudes.) and Lightning clawed Inquisitor is good for filling up that hand to hand requirement (and my other HQ slot). Also IG HAVE NO PSYCHIC HOOD! OR EMPERORS TAROT! - i'm not going cadian just for Creed & Kell. Going first is good. I will miss nullifying psychic powers.
 

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....coookies...
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Heheh

I was interested to actually see a last chancers list. I'm not sure that I am a fan but this probably has more to do with my preference for large infantry armies rather than anything that is wrong with your list. I would be interested to see how this army fares in combat with others. It may do really well, or it might get taken apart as I suspect it will.

Do let us know.
 

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Discussion Starter · #13 · (Edited)
Revised

Do let us know.
What I Did and why:
And after first testing out - in italics
I played vs necrons - he had a monolith, 2x destroyers, a scarab swarm, 2x large Necron warriors, lord N'Orb, 3x those quich hand to hand guys and 3x of the old ones. For 250 points He also had up to 1/2 way of his side of the board with a entrenchments set he picked up from a convention, and 4x strips of barbed wire and alot of craters for no mans land my deployment got 2x small hills (used for hull down)

My tactics were to stand back and blast away at him with armour, then when the infantry turn up try to eradicate a corner and roll across. What actually happened was he sat in the trenches, getting a 3+ cover save, then rolling for We'll be back, then coming back with the monolith when he failed. I started off fine, then i panicked - after he saved a destroyer with the monolith (that i'd tried so hard to kill) I concentrated fire on it - Battle cannons, melta and las did 16 dice rolls for armour penatration checks before it finally went (on turn 4) - at which point it has SLAUGHTERED my drop troops - He rolled D6 hits on each unit within 12 for it's arc projector on turn 3, and 6 full units bought it. I didn't know it ignores the extra D6 for melta until it was too late - i'd dropped next to it. Previously i've ignored monaliths / shot them up quickly with las/ordenance, and never properly read what the blasted things do. I'll remember this time.
The embarrasing thing was i needed to kill one man at the beginning of turn 6 for him to phase out but just couldn't get that 1x kill - 2x Leman russes worth of heavy bolters, a hellhound and a chimera's heavy bolter just couldn't hit them, or miss the cover. However, that was only a viable option for me as the great dice god had scattered his lord slap band on top of cl shaeffer when he tried to deep strike behind a tank, taking a good chunk of warriors with it. (Deep striking went wrong for you too? oh, the irony.) However, if i wasn't doing so badly he may not have done it - it was quite unnessecary for him, and he was taking the mickey at that point i think. I also learnt about being charged - not in cover. I can strike into it without problem, so do so at every oppertunity. Or die really, really quickly.


HQ
55 – Junior Officer. Powersword, 1x Melta Gun (Drop)
- These were utterly useless. It can’t charge the turn it drops, and the meltaguns on a BS3 trooper. I Should do anything else with this, including appearing to be a counter charge unit (which it will still suck at) drop the melta, and give it a mortar. I won’t Drop them again.

45 – Special Weapons Squad with lasguns and 1 Demo Charge (Drop)
45 – Special Weapons Squad with lasguns and 1 Demo Charge (Drop)
- Ok, what do I expect for 45 points? They died horribly, but the one demo charge I threw was the most effective firing by me in the game (5x Necron warriors). Leave As.

45 – Sentinal with Multilaser
- This did nothing more than act as a target and quickly got smashed to bits. 2 str 10 shots were leveled at it, instead of my important armour, (one of which was a failed LD 10 roll) so it was well worth it.

*See Shaeffer for 2nd HQ Choice

Troop
70 – Grenadiers x5, 2x Plasma Gun
93 – And Chimera With Multilaser, Hvy Bolter, Improved Aurmour, Smoke Launcher.
- When the troopers did disembark, the first plasma got double twos, the other got 6 and 2. Both died. It was my bad rolling though. The chimera was entertainingly indestructible, and let down some good, anti-infantry fire.

*See Shaeffer for 2nd Troop Choice (If there’s 8 or more total men Including Shaeffer & Kage It’s a troop choice.)

Elite
66 – Vets x 5, Boltgun, 2x Melta Guns (Drop)
75 – Stormtroopers x5, 2x Plasma Guns, Drop (Drop)
75 – Stormtroopers x5, 2x Plasma Guns, Drop (Drop)
- Both stormtroopers scattered into death. It’s a risk i’ve decided to take. Needs more practice. The melta’s worked out fine, but had no useful targets (no viable targets on the table /in his army list).

Fast Attack
115 – Hellhound
- Did well, however was lucky to do so as if I’m in range of Necron infantry, their gauss rifle’s are in range of me. Need Improved aurmour and smoke. – It’s going to be close enough to the opponent that if stunned it may be charged (Krak etc) will make short work of it.

50 – Sentinal with Autocannon
- Did exactly what it says on the tin, got shot at a lot instead of my important armour though. I was pleased with it. (Or it’s parts)

55 – Sentinal with Lascannon
- Did exactly what it says on the tin, got shot at a lot, surprisingly survived a long time. Considering going to Autocannon, as the guardsman’s BS it terrible, but I do love the lascanon for those AP14’s (think Land raider, Leman Russ and, in this case monolith.) Couldn’t hit a barn door or roll above 3 for penetration when It did, but that’s more my freak rolling.

Heavy Support
165 - Leman Russ Demolisher, Heavy Bolters x3
155 - Leman Russ, Heavy Bolters x3
155 - Leman Russ, Heavy Bolters x3
- Yep, these babies worked out very well. Especially just giving up on the cannons and going to heavy bolters in an attempt to get rid of destroyers hiding behind 3+ cover saves. It totally underlined how much I need Improved armour and smoke launchers on the Demolisher though, as turn 2 and 3 were spent waving at the opponent while doing nothing else. Maybe smoke for the standard LR’s too. One died to a scarab swarm as it was stationary.
*Lt’ Shaeffer’s Men (5x scoring sub Units)
86 – Shaeffer and Trooper (Shotgun) (Drop)
61 – Kage and Specialist With Demo Charge (Shotgun) (Drop)
26 – Specialist With Meltagun (Drop)
26 – Specialist With Meltagun (Drop)
37 – Specialist With Plasma Gun and Trooper (Lasgun) (Drop)
- Very, very eye opening:
The Melta’s were ineffective – but that’s as the monolith’s armour ignored the extra D6 for the melta’s. I’d have loved for them perform as they did in any other game, but the targets just weren’t there. Keep as is.
The plasma was ineffective due to suicide. I’m considering changing it for another demo.
Demo Charge – Gets my man of the match award due to the beautiful destruction ensued.
Very interesting tactic formed – in a 2 man squad place the non-demo armed man first, then after (or if) it scatters place the demo around it in the relevant place to try and get a better position. That 1” extra makes all the difference to the 6” range, it’s unlikely I’ll get a 2nd turn. If unused. Definitely give them and companions shotguns – if they survive they can then be a better nuisance moving, shooting and assaulting.
Shaeffer was very useful as a counter charge unit – and with a WS5, power weapon, and plasma pistol very effective too.
While alive all his men automatically pass LD tests – thus target the non-closest target after scattering for a meltagun is automatic. I don’t want to drop him in case he fatally drops, (He’s also quite expensive) and as a bonus if I just place him normally (I can do it during Troop if I really wanted to) I’ll be one step ahead in the alternating placement stakes. He, and his companion fit snugly behind (and pressed up to) a leman russ demolisher. Do not drop.
Total – 1,500

Doctrines – Drop Troops, Special Weapon Squads, Grenadiers (And Stormtroopers free with Grenadiers – see IG Errata)

It’s for a 3x game tournament – Table quarters, Loot counters then recon. It’s fixed at mid level difficulty, and you can only use one Codex per army (Therefore no allies. I miss my psychic hood, and any ability at hand to hand)
(It’s the Great Devourer on the 24th of Feb. Oooh I let my secret out) p.s. my first tourney

19x Scoring Units, 11 of which drop (but I need practice to see if it’s too cluttered), My deployment strategy is simple – if it starts on the tabletop it’s armoured. – Rendering any anti infantry units useless at the beginning.
The first vehicle to be placed is the demolisher, to bully opponent and the last the hellhound (See flamer vs cover)
I plan to be quite fearless with my drop troops – I’ll be dropping them in close proximity – up to 4in close. (I intend to use the Demo charges on the turn they drop, and melta’s go behind vehicles / cause a nuisance if no aurmoured/2+SV targets present). The plasmas are for Infantry reduction, and can be used anti-armour at a pinch. Please note, all units can score – They’re all fragile, but putting that one man melta gun behind a rock / vehicle debris can take a table quarter. If anything it’ll be a laugh.

- I realized that actually, for the 1 or 2 man squads I want to go right up to them. –between 1 and 1.5 Inches away. If I scatter towards them, I’ll have more chances of surviving as I’ll have better odds of overshooting – let me explain more clearly:
- on 2D6 there’s 36 combinations.(as you all know):
Getting the result 2”is a 1 in 36 chance,
Getting the result 7”is a 6 in 36 chance, or 1 in 6.

If I go 1.5 inches away from my opponent and scatter towards him, I need to scatter 5 or more to survive. That’s (out of the 36 combinations): 1/36, 2/36 and 3/36, totaling 6/36 or 1 in 6 chance of death.

If I go 4 inches away from my opponent and scatter towards him, I need to scatter 3 or less, or 7 or more to survive. That’s (out of the 36 combinations): 3/36, 4/36 and 5/36, totaling 12/36 or 1 in 3 chance of death.

Admittedly, that does not account that if you’re closer to the opponent you’re more likely to go onto him at a slighter angle, but this all depends on his squad sizes, and deployment. For smaller squads I’d go 1.5 inch out, slap bang in the middle due to the statistics of falling short. In larger (stretched out further or deeper) squads I’d go 1.5 inches away from a corner, to try and save yourself the scatter dice direction.

I’m considering trying to write a tactica on shaeffers men – I may try out heavy weapons teams/ snipers soon.
 

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Discussion Starter · #14 ·
As stated, growth as i test it against others.
Very foolish of me to not do IA on the tanks - I should not have scrooged off the earlier advice.
Any Ideas where to squeeze the points for improved Au and SL from? I'm considering downgrading the grenadiers, or maybe the JO (to totally blank).
I could however swap the chimera and a FA sentinal for a 2nd H/Hound, but I'd like a 6 man squad on foot.(I'm going to hell if i don't make it soon anyway - thanks for the B/day present in October by the way sis!) - possible 23 points (inc 6th man on foot, no les scoring units. It takes out a LC though.)
 
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