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How many infantry models???

769 views 8 replies 5 participants last post by  spanner94ezekiel  
#1 ·
Hey all,

I usually battle a buddy who normally fields 80 - 100+ IG infantry models (including Vets and Hvy Wpns Teams) in a 2K game along with Plasma Russes, Chem tanks and Vendettas. As you can see this is a pretty daunting list to combat and I've countered by trying to match him in numbers of infantry, though nowhere near as many.

In reviewing different lists posted by different members I've noticed how light in model counts some lists are, so my questions is this, what is an acceptable/recommended infantry model count in a 2K list?

Thoughts?
 
#2 ·
For 2k I would recommend having 3 full strength tactical squads, plus a 5 man sniper scout squad. That's already 35. Add one for your commander. Then I tend to field a 5-10 man Terminator or Sternguard squad, depending on situations, so add that. From there on it tends to be vehicles, more Sternguard or bikes. So on average I'm looking at 45-60 infantry models, up to 6 bikes, then anything between 5 and 10 vehicles.

Just remember that an Astartes is worth about 3 Guardsmen, so get those proportions right and it should seem fine. Then again, comparing numbers probably isn't the best way to go about things if your opponent plays blob infantry. Space Marines are an elite force - their strengths lie not in numbers, but the punch they pack when they hit. That's why a Marine costs far more model for model than a Guardsman.
 
#3 ·
Excellent points Spanner, I was thinking along the same lines. Theoretically a SM should be worth 2 - 3 IG so if I can field 50 - 60 or so and then round out my forces with support units, i.e. armour, dreds and the like, this along with sound tactical moves should allow for victory.

Thanks again.
 
#4 ·
Get some templates out on that sucker. If you take devastator squads, stick with missile launchers (4 small blasts can chunk up a squad nicely), anything that has large blast templates out of your heavy support section. If your opponent has that many foot troops, there's nothing much left for armour, so you can forgo your usually more expensive anti-armour stuff and focus on the generally cheaper anti-horde stuff. In 2k games I usually field about 40 BA infantry, but I play a much more mechanized army than I see most people being comfortable with in 6th with the introduction of hull points.
 
#7 ·
Don't forget you can only have 1 as an ally
 
#8 ·
Here's a list that should make your buddy worry a bit.



2000 pts list


HQ)
Master of the Forge with conversion beamer at 120 pts


Elites)
Dreadnought with 2 twin linked auto cannons at 125pts

Dreadnought with 2 twin linked auto cannons at 125pts

Dreadnought with twin linked auto cannons and missile launcher at 125pts



Troops)
8 man scout squad with sniper rifles and heavy bolter at 124pts

10 man squad of space marines with flamer and missile launcher at 170pts

10 man squad of space marines with flamer and las cannon with a razorback with twin linked las cannons at 255pts

10 man squad of space marines with flamer and missile launcher with a razorback with twin linked las cannons at 245pts


Fast attack)
Stormtalon with twin linked las cannon and assault cannons at 150pts

Stormtalon with twin linked las cannon and missile launcher at 155pts

Heavy)
Thunder fire cannon at 100pts

Thunder fire cannon at 100pts

Thunder fire cannon at 100pts


Fortifications
Agies defense line with quad gun at 100pts.

It's a great list against IG.

Perry
 
#9 ·
Here's a list that should make your buddy worry a bit.



2000 pts list


HQ)
Master of the Forge with conversion beamer at 120 pts


Elites)
Dreadnought with 2 twin linked auto cannons at 125pts

Dreadnought with 2 twin linked auto cannons at 125pts

Dreadnought with twin linked auto cannons and missile launcher at 125pts
I wouldn't bother with the ML. Just keep it the same as the others.



Troops)
8 man scout squad with sniper rifles and heavy bolter at 124pts
1. 8 Scouts are pointless. Go either 5 or 10 - an extra 3 aren't going to swing it. Also, Tellion to take out those pesky Commisars/hidden Fists. Also, why take a HB when a Missile Launcher is infinitely more flexible - it's not as if you need Hellfire to take out Guardsmen.

10 man squad of space marines with flamer and missile launcher at 170pts

10 man squad of space marines with flamer and las cannon with a razorback with twin linked las cannons at 255pts
Lascannons suck dick for Space Marines. Multimeltas or Missile Launchers are the way forward (mainly because they're free and effective). Also, not sold on the razorback. You can't assault the turn you disembark, so expect your 5 man squad to get shot to shit - you may as well take a Rhino if you want transport.

10 man squad of space marines with flamer and missile launcher with a razorback with twin linked las cannons at 245pts


Fast attack)
Stormtalon with twin linked las cannon and assault cannons at 150pts

Stormtalon with twin linked las cannon and missile launcher at 155pts

Will just get raped by Vendettae as they're only AV11/10. If you want anti-air then take some FW Hyperios Batteries or Whirlwinds.

Heavy)
Thunder fire cannon at 100pts

Thunder fire cannon at 100pts

Thunder fire cannon at 100pts

I would switch one of these out for an Ironclad Dreadnought in drop pod (seeing as you have the MotF, make use of him).


Fortifications
Agies defense line with quad gun at 100pts.

It's a great list against IG.

Perry
Decent list otherwise, but is lacking in Sternguard.