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Discussion Starter · #1 · (Edited)
Hi all i am starting my IG army and wanted any suggestions on my current list im shooting for:

HQ:
CCS- Astropath, MoO


ELITE:
Psyker Squad- (4 psyker 1 overseer)

Marbo

Storm Troopers- 10 (2 melta)


TROOPS:
PCS- 4 flamers

PIS- commissar power weapx2
PIS- commissar power weapx2
PIS- commissar power weapx2

HWS- 3 autocannon
HWS- 3 lascannon

Vets- 3melta demos


FAST ATTACK:
Vendetta- HB
Vendetta- HB


HEAVY-
Basilisk


Ok few things to start out with limitations, I would like to avoid chimeras or atleast alot of them. I could chim up my CCS but dont think its necessary.

Basic strategy, the power blob of 30 has 6 power weaps with 18 base power weap attacks, so can repel assault fairly well (even vs termies). The blob has to stay mobile to provide cover for the PCC and the 2 heavy squads, moving 6'' in the move phase to allow the heavies to shoot, then running back to cover them in same shooting phase. PCC stays static behind blob giving twin link orders to HWS and using cheap 30pt ordinance from MoS.
I use the psyker squad as a CC unit (crowd control) taking 4 leadership off of units that i pin, so they effectively lose a turn, I pin with marbo/basilisk/and MoO. Marbo i think is best not used to just throw one demo and let him die, but rather dump him deep in cover so he has a 3+/2+ cover save to draw fire or resources, and from cover he can pin with his pistol or demo when needed or fleet to nearby tanks.

The vets are a basic alpha squad. I would take 2 vets over 1 storm trooper, but i really like STs and i feel that they are a solid anti MEQ unit with flexibilty for AT with 2 melta guns.

Most people say manticore > basilisk but i think they are about even, and basks are so cheap which factors in (plus they look better).

this is a 1500 pt army

thanks for your time!
 

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Discussion Starter · #2 ·
sorry its actually 6 psykers, so i can basically give any unit within 36'' -6 LD. so i can use any of my pinning units (basilisk, MoO, Marbo, and even STs their first turn of shooting), and make them take a pin test, which at best will be leadership 4. If i land a wound with the bask or MoO, thats an additional -1 to the pin test which has a very very high chance of pinning.
 

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You say 'tourney list' in your post. That means I'll take off the gloves and take your list apart without meaning to be nasty or disrespectfull to you!

-The CCS will probably stay in hiding and use their orders on your HWS right? Ok, than I'd get the CCS and the HWS voxes. You want those orders to come through. (Both the CCS and HWS's will depend on cover to survive!)

-The psyker squad needs a chimera. Sorry, but they need the mobility and the AV12 to keep their a$$es alive. You also need at least 8 or 9 psykers. That will give you a S8/S9 template or a -8/-9 LD modifier. You DON'T want to pin a unit with that LD modifier... you want the unit to fail and run!

-Marbo is a one-hit wonder. I don't use him, but if he appears, hits his target and dies. He probably does enough to re-pay his points.

-Stormtroopers are expensive and S3 AP3 isn't that good. If people use them, mostly it's 5 guys with 2 meltas for kamikaze armour hunting. I'd save 50pts and invest those in the psyker squad.

-PSC with 4 flamer is a cheap and effective unit. Put in a vendetta for counter-assault. Also makes the vendetta claiming.

-Infantry squads. I don't understand what you're doing here. Are you attaching a commissar toe every squad? Just take 3 or 4 squads and get 1 commissar with powerfist, join the squads, add powerweapons and 1 vox. That will get you a nasty blob squad. (I'd add meltaguns for scaring off armour.)

-HWS with lascannons and autocannons both are good and you'll use orders to twin-link. Just add the voxes for certainty.

-Vets are great and the alpha-strike demolitions you use are great. The might need a chimera, but you don't want those. Fine.

-vendettas are awesome!

-The basilisk is nice, but the manticore is much more effective against hordes and heavy armour.

Good luck!
 

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Discussion Starter · #4 ·
-hws cannot take vox's which really sucks otherwise i would

-all the specialty units will be hiding behind the blob and the blob just gives 4+ cover or in certain situations makes it impossible to hit the units behind them (the CCS, HWS, Psykers)

-the PCS /w flamers is in one vendy yeah agree with u there

-yeah i agree that the STs are kinda bad :( i want to include them for fluffwise but i might just replace them with a melty vet squad

-manty is nice but the ap4, more cost, and only 4 shots, make the basilisk not that bad a choice. My preference is for basks and i dont think i gimp myself for takin one over a manty


-Ok the blob: I cannot take power fists in here anyways, unless i take a commissar lord which is not as good as a lower commissar. The lower commissars are not independent chars so will be the last to die always. That means with 3 commissars and 3 sargs with power weaps, i have 18 power weapon attacks (24 on the charge) that you cannot kill until you kill the other 27 guardsmen. I am basically using the blob to cover my gun line, and repel assault.

I know mathematically a 50man blob with power weaps/commisar can beat a 10man close combat termy squad in strictly melee. And they are roughly the same point costs.

now i cant fit a 50blob in but a 30 blob with 6 power weaps should do fine in most melee combat.


-Imo pinning is better than fleeing, first i only have to inflict 1 wound for a pin test, and it guarantees that that unit does nothing the next turn. Break test means they will most likely regroup and can act as normal the next turn except only move 3 in the move phase not 6.

What i might change is change the STs to a vet squad, and add another squad to the blob with a sarge power weap.
 

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If you're going for assault guard with mass Power Weapon attacks you're gonna need Straken. Pop him in a Chimera and have it follow yer blob of infantry, it'll give them all Furious Charge and add some firepower from the Chimera's turret.

Also, not a fan of the MoO personally. He scatters way too much for my liking. Its better if you take a Master of the Fleet to deny your opponents reserves or, if you take Straken, a couple bodyguards to protect him and give his squad some more hitting power.
 

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Discussion Starter · #6 ·
hmm good point about straken definately boosts the melee...
MoO scatters alot i know, but still its only 30 points for another ord.
maybe i will play around with that a bit.

thanks for the info!!
 
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