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Hi guys, just looking for some advice on how to fill the remaining 48 points of my army.

HQ (65pts)

-Lord Commissar (65pts)


Troops (387pts)

Infantry Platoon (221pts)
-PCS (38pts)
--Platoon Commander
--4x Guardsman w/Sniper Rifles

-Infantry Squad (61pts)
--7x Guardsman
--Guardsman w/ Grenade Launcher (5pts)
--Guardsman w/Vox-caster (5pts)
--Sergeant (1pt) (Bolter)

-Infantry Squad (61pts)
--7x Guardsman
--Guardsman w/ Grenade Launcher (5pts)
--Guardsman w/Vox-caster (5pts)
--Sergeant (1pt) (Bolter)

-Infantry Squad (61pts)
--7x Guardsman
--Guardsman w/ Grenade Launcher (5pts)
--Guardsman w/Vox-caster (5pts)
--Sergeant (1pt) (Bolter)

-Veterans (166pts)
--Chimera (65pts)
--Grenadiers (15pts)
--Veteran Sergeant (1pt) (Bolter)
--2x Veteran w/Flamer (10pts)
--Veteran w/Heavy Flamer (10pts)
--5x Veteran w/Shotgun
--Veteran w/Vox-caster (5pts)

So yeah, there it is.
 

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Welcome to Heresy! :drinks:

Looks like you have a fun list to play there with a lot of bodies, is this a part of a larger collection or are you just starting out?

It will help advice givers to know what sort of armies you'll be facing so they can help make it truly all-comers. For example, I often play a Leman Russ at 500 points and your army would have no way of stopping it but if no one you face uses much AV then I get why you have mostly horde control weapons. Are you going to be playing your Infantry Platoon as a combined squad?

As an aside, it's against forum/GW rules to post itemized point costs as you have. For example:

-Infantry Squad (61pts)
--7x Guardsman
--Guardsman w/ Grenade Launcher
--Guardsman w/Vox-caster
--Sergeant (Bolter)

Works out just as well as before and takes less time to type.
 

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Discussion Starter · #3 ·
Thanks for your reply.
Honestly I have no idea what il be facing. I have bought the rule book and codex and wanted to write out a list so I had an idea of what to buy and build (no point building a sergeant with pistol if I'm going to use a bolter).
 

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I'd wager that adding some Heavy Weapons Teams to your Infantry Platoons and maybe making the flamers in the Veteran squad into Melta or Plasma would give your selections a solid boost. This would give you some range and weaponry to deal with tanks or heavy armoured infantry. The Vox Caster in the mobile Veteran squad will be mostly useless though, as well as the bolter. You PCS wants to stand still to shoot their sniper rifles but your Vets want to move to engage the enemy with their short range weaponry and will likely be out of Order range, and if you shoot your bolter it will stop you from charging with your squad full of Assault-type weapons...though they won't be charging the turn they disembark/the turn after disembarking a Wrecked vehicle anyway.
 

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Discussion Starter · #5 ·
That makes sense. So something like this then...

HQ (65pts)


-Lord Commissar


Troops (420pts)

Infantry Platoon
-PCS
--Platoon Commander
--4x Guardsman w/Sniper Rifles

-Infantry Squad
--7x Guardsman
--Guardsman w/ Grenade Launcher
--Guardsman w/Vox-caster
--Sergeant (Bolter)

-Infantry Squad
--7x Guardsman
--Guardsman w/ Grenade Launcher
--Guardsman w/Vox-caster
--Sergeant (Bolter)

-Heavy Weapons Squad
--3x Missile Launcher Team

-Veterans
--Chimera
--Grenadiers
--Veteran Sergeant
--2x Veteran w/Meltagun
--Veteran w/Heavy Flamer
--6x Veteran w/Shotgun
 

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That's a fairly balanced 500 point infantry list! Let us know how you go with it in a game, it looks pretty solid.
 

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HQ (65pts)

-Lord Commissar
I'd try to get a power maul or axe on this guy.

Troops (420pts)
Infantry Platoon
-PCS
--Platoon Commander
--4x Guardsman w/Sniper Rifles
Given the lower ballistic skill of the guardsmen in the command squad I would recommend swapping the sniper rifles out for an autocannon/heavy bolter and pair of grenade launchers. More shots and blasts go a long way to mitigating that lower BS.

-Infantry Squad
--7x Guardsman
--Guardsman w/ Grenade Launcher
--Guardsman w/Vox-caster
--Sergeant (Bolter)

-Infantry Squad
--7x Guardsman
--Guardsman w/ Grenade Launcher
--Guardsman w/Vox-caster
--Sergeant (Bolter)
I would drop the bolters on these squads, and consider losing the vox and adding in autocannons. 2-4 S4 shots aren't going to do nearly as much as 4 S7 shots.

-Heavy Weapons Squad
--3x Missile Launcher Team
Again I'd suggest autocannons here.

-Veterans
--Chimera
--Grenadiers
--Veteran Sergeant
--2x Veteran w/Meltagun
--Veteran w/Heavy Flamer
--6x Veteran w/Shotgun
Like this squad, wouldn't change a thing.

For the list I would consider:

Lord commissar with power maul

Platoon command squad
2x Grenade launcher, heavy bolter

Infantry squad
Grenade launcher, heavy bolter, vox caster

Infantry squad
Grenade launcher, heavy bolter, vox caster

Heavy weapon team
3x Autocannon

Veteran squad
2x Meltagun, heavy flamer, shotguns, grenadiers
Chimera

Total: 495
 

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well rounded list!
That's how i would do it:

Company command squad
autocannon

10 Veterans
shotguns
3 meltaguns
Taurox

Platoon command squad
autocannon

2 Infantry squads
2 autocannons

2 Wyverns

-500 pts

You have 5 autocannons, 4 of wich can be twin linked by ccs orders, 3 meltaguns to crack any tough target and wyvers to clear any horde and even small elite units.

Cheers :)
 

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That makes sense. So something like this then...
I was thinking that the HWTs could be in the Infantry Platoon(s). When they're by themselves like that it's nice for rate of fire but waaaay too easy to get picked off. Having those extra wounds really helps keep weapons relevant sometimes.
 
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