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The Dark Knight
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2,091 Posts
Discussion Starter · #1 · (Edited)
I'll be playing against tau in a all infantry battle. The only rule is no vehicles allowed.

HQ
Company Command Squad x3
12 grenade launchers
1 Colonel Straken

Commissar Yarrick

Librarian x4

Command Squad x2 (5 veteran dark angels)
10 plasma guns

Troop
Platoon Command Squad x3
12 grenade launchers

Infantry Squad x15
3 commissars
18 power weapons
15 grenade launchers

Special Weapon Squad x6
18 flamers

Tactical Squad x4 (5 marines)
4 laser cannons

Heavy Support
Devastator Squad x6
24 plasma cannons
 

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2,508 Posts
I'll be playing against tau in a all infantry battle.

HQ
Company Command Squad x4
14 flamers
2 heavy flamers
4 power fists
4 carapace armor

Librarian x4

Command Squad x2 (5 veteran dark angels)
10 plasma guns
10 combat shields

Why on earth would you pay points for combat shields on these units?

Troop
Veteran Squad x12 (All laser guns & laser pistols are replaced with shotguns)
36 flamers
12 power fists
12 carapace armor
The powerfists are challenge bait

Tactical Squad x4 (5 marines)
4 laser cannons

Heavy Support
Devastator Squad x6
24 plasma cannons
I don't see this list doing well. It seems really point inefficient and has some pretty questionable unit compositions. A decent tau player with this point budget should wipe the floor with you.
 

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1,159 Posts
Son, I'm disappoint. You're going to field CC guard, and you're not using:
A. Straken
B. Maxed out infantry platoons with commissars and ministrorum priests

Anyway, this is still a quite absurd concept.
Use your superior numbers to close on the 24" range and start dishing out FRFSRF to wipe the tau infantry. PROFIT!
 

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Mr Commisar to you
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2,885 Posts
Lots of things wrong with the guard elements. Carapace should all go on everyone. Why flamers on vets. You are paying for good bs and then take the option that ignores it.
Also how are you getting the flamers there. I'd suggest a complete rewrite of it tbh. If you drop all of the squads to standard squads with flamers (that don't ignore their armour at all ever) you could probably mount half you force in chimeras.

Not sure on the tac marines thought you had to have 10 for a heavy weapon (I'm assuming your using the new DA book and that is different now)

A
 

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Premium Member
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4,800 Posts
The list won't work but I have a different reason. You intend to footslog an all-infantry list against Tau? With no deepstrike, outflank, or high-speed elements? With minimum-sized units? And lots of no-range flamers and powerfists? I must be missing something. Or do you intend to use some Apoc formation or strategic asset to compensate?
 

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Mr Commisar to you
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2,885 Posts
Had a play what about this as the guard contingent it's close assault and has a few options.

HQ - 295
Company Command Squad
2× grenade launcher; regimental standard; vox-caster.

Company Command Squad
2× grenade launcher; regimental standard; vox-caster.

Company Command Squad
2× grenade launcher; heavy flamer.
• Chimera: heavy flamer.

Troops - 1,545
Veteran Squad
3× meltagun; Demolitions.
• Chimera: heavy flamer.

Veteran Squad
3× meltagun; Demolitions.
• Chimera: heavy flamer.

Veteran Squad
3× meltagun; Demolitions.
• Chimera: heavy flamer.

Platoon Command Squad
flamer; vox-caster; heavy flamer.
• Infantry Squad: grenade launcher; vox-caster.
• Special Weapon Squad: 3× flamer.
• Special Weapon Squad: 3× flamer.
• Infantry Squad: grenade launcher; vox-caster.
• Infantry Squad: grenade launcher; vox-caster.

Platoon Command Squad
flamer; vox-caster; heavy flamer.
• Infantry Squad: grenade launcher; vox-caster.
• Special Weapon Squad: 3× flamer.
• Special Weapon Squad: 3× flamer.
• Infantry Squad: grenade launcher; vox-caster.
• Infantry Squad: grenade launcher; vox-caster.

Veteran Squad
3× meltagun.
• Chimera: heavy flamer.

Veteran Squad
3× meltagun.
• Chimera: heavy flamer.

Fast Attack - 260
1 Hellhound Squadron
• Hellhound

1 Hellhound Squadron
• Hellhound

Felt bad about not giving proper constructive criticism!

Let me know what you think!

A
 

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The Dark Knight
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2,091 Posts
Discussion Starter · #8 ·
I did make a infantry platoon list with straken and yarrick but I misplaced it. I'll put it up soon as possible.

Also I can't take vehicles only infantry so I can't take chimera's or hellhounds.
 

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Mr Commisar to you
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2,885 Posts
Oops I forgot that I'll have another play.

A

Et voila. A few points left to play with. I stuck with all infantry but really wanted to include 60 rough riders.


Cc Forum (Imperial_Guard)

HQ - 355
Company Command Squad
3× grenade launcher; vox-caster.

Company Command Squad
3× grenade launcher; vox-caster.

Company Command Squad
Colonel 'Iron Hand' Straken; 2× Bodyguard; grenade launcher; regimental standard; heavy flamer.

Troops - 1,655
Veteran Squad
3× grenade launcher; Demolitions.

Veteran Squad
3× grenade launcher; Demolitions.

Veteran Squad
3× grenade launcher; Demolitions.

Platoon Command Squad
flamer; vox-caster; heavy flamer.
• Infantry Squad: grenade launcher; vox-caster.
• Special Weapon Squad: 3× flamer.
• Special Weapon Squad: 3× flamer.
• Infantry Squad: grenade launcher; vox-caster.
• Infantry Squad: grenade launcher; vox-caster.

Veteran Squad
3× grenade launcher; Demolitions.

Veteran Squad
3× grenade launcher; Demolitions.

Platoon Command Squad
Platoon Commander (plasma pistol; power weapon); Commissar (power weapon); 3× flamer; platoon standard.
• Infantry Squad: +1 Sergeant (bolt pistol); +1 Commissar (power weapon); flamer; vox-caster.
• Infantry Squad: +1 Sergeant (bolt pistol); +1 Commissar (power weapon); flamer.
• Infantry Squad: +1 Sergeant (bolt pistol); +1 Commissar (power weapon); flamer.
• Infantry Squad: +1 Sergeant (bolt pistol); +1 Commissar (power weapon); flamer.
• Infantry Squad: +1 Sergeant (bolt pistol); +1 Commissar (power weapon); flamer.
• Infantry Squad: ; +1 Commissar (power weapon); flamer.


What about this then? Scraped the points together for a blob squad and a fairly decent streaked squad to run around with it.


A
 
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