Post by Kommissar Orren on Aug 3, 2011 2:22:20 GMT -5
So, I thought I'd have some fun making a list, and I believe I have made one which can actually be used. If you have seen my other lists, you will know that I experiment a lot with the IG Codex, whether the idea is crazy, or sensible. So here we go. (A bit on the crazy side. I might just have to scream, "Blood for the blood god!" as I play.)
Once again my format is:
Unit Name - Point Cost
Upgrades/Gear
HQ
Company Command Squad - 210pts
Colonel Straken, Regimental Standard, Bodyguard x2, Carapace
Lord Commissar w/ Power Weapon - 80pts
Ministorum Priest x3 - 150pts
1 Eviscorator
TROOPS
Platoon Command Squad - 170pts
Commander Chenkov, Commissar w/ Power Fist, Melta x4
Squad 1 - 125pts
Sergeant w/ Power Wep., Commissar w/ Power Wep.+Plasma Pistol, Flamer, Vox, Krak Grenades
Squad 2 - 120pts
Sgt. W/ Power Wep., Commissar w/ Power Wep.+Plasma Pistol, Flamer, Krak Grenades
Squad 3 - 120pts
Sgt. w/ Power Wep., Commissar w/ Power Wep., Flamer, Krak Grenades.
Conscript Squad - 200pts
50 Men
Platoon Command Squad - 47pts
Officer w/ Bolter, Mortar, Vox, Sniper Rifle
Squad 1 - 62pts
Sgt. w/ Bolt Pistol, Mortar, Sniper Rifle
Squad 2 - 62pts
Sgt. w/ Bolt Pistol, Mortar, Sniper Rifle
Heavy Weapons Squad - 105pts
Lascannon x3
Heavy Weapons Squad - 75pts
Autocannon x3
Chimera Transport x7 - 385pts (Doesn't matter where they are attached.)
FAST ATTACK
Vendetta - ***pts
Hell Hound w/ Hull Multi-Melta - 145pts
Heavy Support
Leman Russ Exterminator - 215pts
Knight Commander Pask, Lascannon
Hydra Flak Tank - **pts
TOTAL: 2,496pts
That is my list of Close Combat death.
The 7 Chimeras and the 50 conscripts are going to act as a shield for my 1st platoon of men. The Chimeras are more for a fire-magnet/mobile fire base/cover while the 'scripts are just going to run as much as possible and soak up weapons fire/give my men cover saves until they close with the enemy, and their Furious Charge, Priest Fueled, Stubbornness will give them a decent charge.
The main platoon of men will reach the enemy and have the same epic charge, but with a better WS, and MANY power weapons. There will be 6 power weapons in the blob, 1 fist and 1 power wep. in the PCS, and Straken, and a Fist in Straken's squad, along with the 5 IG with CC/pistols. That makes a grand total of 9 Power weapons, and 2 Power Fists. (Counting Straken as a power weapon.) At str 4 and I 4, so I am Marines with a lower WS.
The PCS and Straken will both be giving the MOVE! MOVE! MOVE! order as much as possible.
The Ven will outflank. The HH will charge the enemy and hopefully reach their lines while they are distracted with so many targets.
The Exterminator will pop AV11-13 effectively, and the Hydra AV11-12.
The Fire Base platoon will just try to pin as many enemy units as possible. (They will not be blobbed.)
The only main weakness in this list is the fact I need to cross 24" of no man's land, which is going to be at least 2 turns to make it close(maybe 3 for the regulars), and 1 turn to get in CC. This weakness is combined with the threat of difficult terrain in my way, and the possibility I face IG. Manticores and other indirect large blast/no cover blast would easily destroy this army.
Flamer templates also scare me. One Hellhound could take out a minimum of 10 men with a good blast.
It has many flaws in it, but if you faced an army that was also trying to get into CC, you might do well from sheer weight of numbers. (It'd help if you got to charge first.)
Pros:
If you reach the enemy, you are sure to cause many casualties.
Your men are all Stubborn, Furious Charge, Counter Attack, and most of them get re-rolls on the charge.
Your men get Ldr 10 for all of the tests, with re-rolls.
There is a lot of AV 12 for your enemy to worry about.
A lot of power weaponry to smite MEQs, and take away FNP.
Ability to unleash a large number of las-shots if needed.
Special Characters give 12" bubbles of special rules.
A large number of bodies and targets for the enemy to go after.
Killpoints are about even for the number of things you have on the board. (The fact you have 7 KPs from chimeras is balanced by teh fact you have 80 infantry worth 2 KPs.)
Cons:
Not a lot of heavy support.
No ordnance weaponry.
Men vulnerable to indirect weapons fire, special 'no cover save' weapons, and flamer templates.
Takes half of a standard game to reach effective range against a non-moving opponent.
Reliance on weight of numbers. (Reduced by buffs, but still a factor.)
Expensive Guardsmen. I could double the number of men in the 1st squad in a gunline list.
Limited firepower against AV 14. (Landraiders in particular.)
Fast, mobile armies such as bikers could evade army for multiple turns.
Straken has Fearless. This can be a major flaw in CC. (Which is why I will never use Yarrick to lead conscripts.)
Special Characters are expensive. (The results may make it worth the cost or may not.)
*** VERY SPECIALIZED ARMY***
Basically uses WW1 tactics, which as we know are not the best.
Independent Character killpoints. 3 Priests, 1 LC = 4KP for single non-vehicle models.
Anybody want to add anything I missed about the pros cons on this or ways to improve it? Any feed back you give would be welcome, as long as it in constructive in some way.
Sorry for the wall of text. lol
Once again my format is:
Unit Name - Point Cost
Upgrades/Gear
HQ
Company Command Squad - 210pts
Colonel Straken, Regimental Standard, Bodyguard x2, Carapace
Lord Commissar w/ Power Weapon - 80pts
Ministorum Priest x3 - 150pts
1 Eviscorator
TROOPS
Platoon Command Squad - 170pts
Commander Chenkov, Commissar w/ Power Fist, Melta x4
Squad 1 - 125pts
Sergeant w/ Power Wep., Commissar w/ Power Wep.+Plasma Pistol, Flamer, Vox, Krak Grenades
Squad 2 - 120pts
Sgt. W/ Power Wep., Commissar w/ Power Wep.+Plasma Pistol, Flamer, Krak Grenades
Squad 3 - 120pts
Sgt. w/ Power Wep., Commissar w/ Power Wep., Flamer, Krak Grenades.
Conscript Squad - 200pts
50 Men
Platoon Command Squad - 47pts
Officer w/ Bolter, Mortar, Vox, Sniper Rifle
Squad 1 - 62pts
Sgt. w/ Bolt Pistol, Mortar, Sniper Rifle
Squad 2 - 62pts
Sgt. w/ Bolt Pistol, Mortar, Sniper Rifle
Heavy Weapons Squad - 105pts
Lascannon x3
Heavy Weapons Squad - 75pts
Autocannon x3
Chimera Transport x7 - 385pts (Doesn't matter where they are attached.)
FAST ATTACK
Vendetta - ***pts
Hell Hound w/ Hull Multi-Melta - 145pts
Heavy Support
Leman Russ Exterminator - 215pts
Knight Commander Pask, Lascannon
Hydra Flak Tank - **pts
TOTAL: 2,496pts
That is my list of Close Combat death.
The 7 Chimeras and the 50 conscripts are going to act as a shield for my 1st platoon of men. The Chimeras are more for a fire-magnet/mobile fire base/cover while the 'scripts are just going to run as much as possible and soak up weapons fire/give my men cover saves until they close with the enemy, and their Furious Charge, Priest Fueled, Stubbornness will give them a decent charge.
The main platoon of men will reach the enemy and have the same epic charge, but with a better WS, and MANY power weapons. There will be 6 power weapons in the blob, 1 fist and 1 power wep. in the PCS, and Straken, and a Fist in Straken's squad, along with the 5 IG with CC/pistols. That makes a grand total of 9 Power weapons, and 2 Power Fists. (Counting Straken as a power weapon.) At str 4 and I 4, so I am Marines with a lower WS.
The PCS and Straken will both be giving the MOVE! MOVE! MOVE! order as much as possible.
The Ven will outflank. The HH will charge the enemy and hopefully reach their lines while they are distracted with so many targets.
The Exterminator will pop AV11-13 effectively, and the Hydra AV11-12.
The Fire Base platoon will just try to pin as many enemy units as possible. (They will not be blobbed.)
The only main weakness in this list is the fact I need to cross 24" of no man's land, which is going to be at least 2 turns to make it close(maybe 3 for the regulars), and 1 turn to get in CC. This weakness is combined with the threat of difficult terrain in my way, and the possibility I face IG. Manticores and other indirect large blast/no cover blast would easily destroy this army.
Flamer templates also scare me. One Hellhound could take out a minimum of 10 men with a good blast.
It has many flaws in it, but if you faced an army that was also trying to get into CC, you might do well from sheer weight of numbers. (It'd help if you got to charge first.)
Pros:
If you reach the enemy, you are sure to cause many casualties.
Your men are all Stubborn, Furious Charge, Counter Attack, and most of them get re-rolls on the charge.
Your men get Ldr 10 for all of the tests, with re-rolls.
There is a lot of AV 12 for your enemy to worry about.
A lot of power weaponry to smite MEQs, and take away FNP.
Ability to unleash a large number of las-shots if needed.
Special Characters give 12" bubbles of special rules.
A large number of bodies and targets for the enemy to go after.
Killpoints are about even for the number of things you have on the board. (The fact you have 7 KPs from chimeras is balanced by teh fact you have 80 infantry worth 2 KPs.)
Cons:
Not a lot of heavy support.
No ordnance weaponry.
Men vulnerable to indirect weapons fire, special 'no cover save' weapons, and flamer templates.
Takes half of a standard game to reach effective range against a non-moving opponent.
Reliance on weight of numbers. (Reduced by buffs, but still a factor.)
Expensive Guardsmen. I could double the number of men in the 1st squad in a gunline list.
Limited firepower against AV 14. (Landraiders in particular.)
Fast, mobile armies such as bikers could evade army for multiple turns.
Straken has Fearless. This can be a major flaw in CC. (Which is why I will never use Yarrick to lead conscripts.)
Special Characters are expensive. (The results may make it worth the cost or may not.)
*** VERY SPECIALIZED ARMY***
Basically uses WW1 tactics, which as we know are not the best.
Independent Character killpoints. 3 Priests, 1 LC = 4KP for single non-vehicle models.
Anybody want to add anything I missed about the pros cons on this or ways to improve it? Any feed back you give would be welcome, as long as it in constructive in some way.
Sorry for the wall of text. lol