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post #1 of 7 (permalink) Old 09-06-10, 05:42 PM Thread Starter
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Default 750 Pt IG vs 'Nids

I'll start out with saying, I suck at making IG lists, so feel free to tear it apart and rebuild it.

HQ:
CCS: 100 Pts
Veteran HW Autocannon
CC has PP

Troops:
Infantry Platoon 1: 235
PCS: Flamer x3
PC has PP
MoO

IFS1: Meltagun
IFS2: Flashlights only
HWS:Autocannon, HB, Mortar

Infantry Platoon 2: 215
PCS: Flamer x4
PC has PP
Chimera
IFS1 and 2: Flashlights only

HS:
LR Punisher: 200
HB sponsons

750 Pts on the nose.
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post #2 of 7 (permalink) Old 09-06-10, 06:11 PM
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Flamer Sentinels for tie-ups, and lots of templates. I don't expect a lot of MCs in a 750 list, but I'd fill out the CCS with 4 Meltas just in case. Maybe even a Vet squad with the same set-up. Chimeras where applicable, and if you have the points. Basically:
CCS: 4x Melta, Chimera (HB/HF, HK Missile) - 155
PCS: 4x Flamer - 50
IS: 2 combined, 2x Flamer - 110
Vet squad: 3x Melta, Chimera (HB/HF, HK Missile) - 165
Punisher: 3x HB - 200 (I have no idea how useful this is)
Sent: Heavy Flamer, HK Missile - 70
The Chimeras are there to offer targets of all armor types, so he can't focus his fire in any effective way.

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post #3 of 7 (permalink) Old 09-06-10, 06:42 PM Thread Starter
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Is the HK missile really worthwhile against tyranids?
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post #4 of 7 (permalink) Old 09-06-10, 06:46 PM
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Tyranids have a metric assload of T4 multiW models. So I theorize that it could be worthwhile. And honestly, I couldn't think of a better way to use those 30 pts. Too low point count for OotF or Astro, and both CCS are mobile, so no MoO...
WARNING! I HAVE NEVER ACTUALLY FACED TYRANIDS! TAKE EVERYTHING I SAY WITH A BUCKET OF SALT!

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Last edited by The Boz; 09-06-10 at 06:49 PM.
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post #5 of 7 (permalink) Old 09-06-10, 07:18 PM
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you should play nids like any other enemy. a solution to each aspect of the game.
take some:
long range str 6-8 for MC and transports
some short range str 7-8 for when scary stuff hits your 18 inch zone.
(in bigger games) str 9-10 weapons to counter bigger spearheads you will begin to see.
and enough str 3-5 shots to rip through the hordes of troops.

I personally love flamers and heavy bolters against nids, Grenade launchers do well too in use with rapid fire situations.

some basic guard army list tips are
never take plasma pistols.
always max out each special weapon and heavy weapon slot with somthing!
autocannon/GL is a great combo for IS
never mix weapons inside a HWS, or vet squads or even combined IS use the same weapon types within each unit so they have a true purpose.

this should be easy once you remove the MoO and the PP from the army. revise your list!


Last edited by BodyCount; 09-06-10 at 07:21 PM.
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post #6 of 7 (permalink) Old 09-07-10, 02:24 AM Thread Starter
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I've retooled it a little bit, how does this list look:

HQ:
CCS: 100pts
Melta x4
CC has PF

Troops:
Infantry Platoon: 290
PCS: flamer x4
Chimera
IS1 & 2 combined squad: flamer x2
HW: Autocannon x3

Vet Squad:185
Melta x3
Chimera

Fast Attack: 170
Hellhound
Scout Sentinel w/HF

750pts

not sure if I should move the chimera's around as to who has them, and I'm not sure about losing my AV14, but I do like that there's now 3 armored targets, plus a Sentinel to divide fire between.

Thanks for the input, let me know if I'm moving in the right direction.

CS

Last edited by Crimson Shadow; 09-07-10 at 12:10 PM.
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post #7 of 7 (permalink) Old 09-07-10, 10:05 AM
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I'd switch the PF and Chimera around; the melta team should be in a transport, protected. Also, against Tyranids, I'd suggest the Bane Wolf instead of the Hellhound. Wounding T6 MCs on a 2+? Yes, please!

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