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Discussion Starter · #1 ·
It's not fully 1500 pts but It's not a serious game. I just want an opinion on the basic outline of the army, not so much the excessive wargear like the medals and the sensors etc. Please be as blunt as you like.

sorry it's a bit of a mess...


Doctrines;

Conscript Platoons
Techpriest Enginseers
Drop Troops
Close Order Drill
Storm Toopers



HQ;

Senior Officer – Laspistol & Power Sword Macharian Cross & Surveyor
2 Veterans – Medic (lasgun) Standard Bearer
2 Guardsmen – 1 Lasgun 1 Meltagun 114pts

Chimera – Hull mntd Hvy Bolter , Turret Multi-laser, pintle storm bolter 98pts



Elites;

Storm Trooper Squad- Veteran Sargeant w/ Hellpistol & Power Sword, Surveyor 162
Guardsman w/Grenade Launcher, Guardsman w /Flamer
7 guardsmen with Hellguns
Deep Strike

Techpriest Enginseer – Hvy Bolter Servitor, 2xTech Servitor, surveyor 92
447


Troops;

Infantry Platoon;
Junior Officer – Laspistol & Power Fist, surveyor 74
4 Guardsmen – 2 w/Flamer
Infantry Platoon - VetSergeant – Surveyor 85
Missile Launcher Team, Grenade Launcher
Infantry Platoon - Vet Sargeant – surveyor 85
Missile Launcher Team, Grenade Launcher


Armoured Fist Squad
Veteran Sergeant - Laspistol & Power weapon, Surveyor 79
1 Guardsman w/Flamer, 8 Guardsmen w/Lasguns
Chimera – Hull mntd Hvy Bolter, Turret Multi Laser, smoke launchers 88
Conscript Platoon
Squad 1 - 1 Flamer, 9 Lasguns 49
Squad 2 - 1 Flamer, 9 Lasguns 49
Squad 3 - 1 Flamer, 9 Lasguns 49

Fast Attack;

Sentinel Squadron;
2 Mars Pattern Sentinels with Smoke Launchers 96



Heavy Support;
Leman Russ Battletank – Hull Lascannon, hvy bolter sponsons 198
Hunter killer missile, smoke launchers
Improved Comms

Basilisk - indirect fire, smoke launchers 128
 

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hmmmm i dont think you shold hav ethe extra stuff on your chimera. Second your Techpriest Enginseer should eitehr be dropped or add gun servitors casue rolling a +6 to fix a tank(not 100% sure without the codex in front of me). Drop the smoke lanchers on th tanks cause if you use them they cant shoot and if they mvoe once again they cant shoot there main weapon. So plan for them to stay behind cover. And i really sudegest not ot use the conspicts. There useless. There should not be anything under BS 3 in your army.
 

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Discussion Starter · #3 ·
Tech servitors add +1 to the roll when repairing so it'd be a 4+, but expensive for that.

All the extra stuff is there because it's more of a 'test' game with kroot, in a normal game I'd maybe take the HK missile and the pintle storm bolter coz they're modelled on but not much else!

As for conscripts they're there to provide a nice meaty shield for my 'decent' (as decent as IG get) close combat troops for some serious casualty removal stuff! Keep them in the majority and my storm troopers etc can have two rounds of assault at least to kill some stuff.

Thats the theory anyway, all down to majority casualty removal.

I'll put up a 'proper' list i'd use soon i think.
 

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Why are your stormtroopers listed at 162 points? They should only be 131.

Against Kroot, you will need fire and assault. Drop the Techpriest, Kroot won't be breaking your tanks. Add in some Ogryns for some muscle. Change your Sentinels to Catachan pattern. And a five-man command group doesn't need their own Chimara, they can't even operate all of the lasguns...

Smoke Launchers aren't too useful, especialy against the Kroot. They won't be threatening your tanks much, and they don't let you fire in the same turn. Good call on the Improved Comms with the Drop Troop Doctrine. Just be sure to change the 20 points in a game that doesn't allow deep strike.
 
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