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Post by fortresscadia on Jun 5, 2014 13:31:38 GMT -5
Here is my first 1000 point list for my all foot/hoof-slogging Cadians, added some extra psykers for 7th and going for quantity over quality (120 models in this list) here, any suggestions from the IGMB crew?
HQ: 110 pts Company Command Squad: 110 pts Bolt-Gun (Captain), Lascannon, SniperX2, Astropath
Troops: 646 pts
• Infantry Platoon: 333 pts
Platoon Command Squad: 46 pts Bolt Pistol (Lieutenant), FlamethrowersX3
Infantry Squad: 66 pts Bolt Pistol (Sergeant), Grenade Launcher, Autocannon Team
Infantry Squad: 66 pts Bolt Pistol (Sergeant), Grenade Launcher, Autocannon Team
Conscripts: 155 pts +ConscriptsX10, Commissar, Power Weapon (Commissar), Ministorum Priest
• Infantry Platoon: 313 pts
Platoon Command Squad: 51 pts Boltgun (Lieutenant), Missile Launcher Team, Grenade Launcher
Infantry Squad: 71 pts Boltgun (Sergeant), Grenade Launcher, Missile Launcher Team
Infantry Squad: 71 pts Boltgun (Sergeant), Grenade Launcher, Missile Launcher Team
Special Weapons Squad: 60 pts Grenade LaunchersX2, Demolition Charge
Special Weapons Squad: 60 pts Grenade LaunchersX2, Demolition Charge
Elites: 130 pts
Weirdvane Psykers: 60 pts
Ratlings: 70 pts +RatlingsX4
Fast Attack: 113 pts
Rough Riders: 113 pts +Rough RidersX3, Melta Bomb (Sergeant), Melta-GunnersX2
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The Iron Infidel
Lieutenant
There's something special about a woman in a gas mask...
Posts: 103
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Post by The Iron Infidel on Jun 9, 2014 3:48:45 GMT -5
Just from a quick look, you don't have enough reliable anti-tank. Demo charges are fun and do tons of damage, but a six man squad is still going to die pretty quickly. Something to consider, and this is just my opinion, is to change out the heavy weapons for lascannons and drop the GLs. Use your blobs as massive HWS with improved LD, or at least one of them. Missile launchers are fine, but in this world of AV14 on Russes and Land Raiders you're going to want that extra point of strength and AP 2 to have a chance of exploding tanks. One option you have is dropping the special weapons squads and adding in a full squad to each platoon, giving one a GL and the other a lascannon, which I think would add a lot of weight to both your anti-tank firebase as well as your advancing element. Also, I noticed your "assault" platoon has flamers in the PCS and pistols on the sergeants, meaning you expect it to get close to the enemy. In that case I'd drop the autocannons from those squads, as they aren't worth the investment for snap-shooting most of the game. And on a similar note, mixing sniper rifles with the lascannon seems like a waste to me, since unless you're firing at monstrous creatures they really don't share targets. The Astropath is also, from what I've seen, more of a mid-range addition. Your squad is long-range, and won't make good use of his abilities unless your line is being overrun. I don't really have an opinion on your Elites and Fast Attack, as I've never used those units myself. I also don't know the merits and flaws of putting both commissar and priest in the conscript blob, so I'll leave all that to someone else with a little more know-how. This is just a personal thing, so feel free to disregard, but I don't think the bolt weapons are worth the points. Maybe you've had different results, but I would spend the points on a lascannon blob's vox before outfitting sergeants and officers with bolters. Sorry if I sound a little critical, I've done my fair share of foot lists in my day. They're hard to play well, especially if your opponents like to take eradicators. But TL;DR is you need more reliable ways to blow up heavier vehicles, which is hard without turning to vehicles yourself. Then again, local meta trumps everything else. If you fight Dark Eldar and Rhino spam instead of heavy vehicles, then no worries! Good luck out there.
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Post by fortresscadia on Jun 9, 2014 11:49:15 GMT -5
Thanks for the response, I actually have no real experience playing a full all infantry list, so I appreciate the advice.
Also you were right to assume that I normally face on non heavy vehicle lists, (currently against Tyranids and Elder most, with some Necrons, Blood Angels, and Sororitas) although I am planning on branching out to play all-comers over the next year.(working on my 2000 point all infantry list as well as the models (only about 30 more to go and im finally all done)
I was hoping my lascannon, the 2 demo squads, (which are indeed alot of fun, and I dont expect em to survive, rather to draw fire and hopefully deliver the charge before dying for the Emperor) and the 2 meltagun/melta bombs on the Riders (the fastest unit in the list) would be sufficient anti heavy vechicle at 1000 pts. Afterall, the most I can take is like 3-4 Russes, and if I wound up against an army like that, I could de-blob everyone and even with really good rolling, chances are the opponent couldnt manage to kill 13 units/120 models in 6 turns with only a few vehicles. How many do you usually encounter at this point limit?
I have been reading that Missile Launchers arent thought highly of now cause of the new anti-vehicle chart in 7th, but their versatility has always made them my most valued heavys in previous games (likely cause of who I've been facing). I am considering dropping the AC's as you suggested, though Ive had luck getting side armor shots with them in the past which is why I usually take them.
The bolt guns are only 1pt upgrades, and anything that can take my poor guardsmen over Las-strength I feel I should take (though modeling the damn bolters will be tricky) The whole list with all the upgrades only costs 7 extra points.
My thought was to hang back mostly with the CCS being up farthest, 2nd infantry platoon and ratlings on the flanks in the back while the rest advances with the Conscripts, riders, and Special weapon squads (with the psykers following behind). The idea is just pure target saturation, not focusing on having any really powerful units, rather giving the opponent so much to shoot at and whittling them down with what I have.
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Post by Aeon on Jun 10, 2014 1:02:09 GMT -5
I have a few knit-pickings to make, things that you might not have thought of
First off I'd like to reiterate the anti tank thing. You definitely do not have enough hard hitting weapons in the list. Autocannons are nice, but for 5 more points you can have a missile launcher, which is an extra point of strength, and can also fire those frag missile at lightly armored hordes.
For one platoon, I would run a blob with all missile launchers and grenade launchers. Templates, templates, templates! And krak missile and grenades. Krak grenades are good enough to take out lightly armored vehicles when coupled with the far mightier krak missile. You should also keep your company command squad within range to give your blob the "Bring it down!" order, so you can get tank hunters with your missile launchers
If you're running all infantry, you'll definitely need your 2 platoons. 1 platoon to advance and deliver rapid fire attacks on your enemy, as well as draw their attention away from your long range teams.
Your advancing or "assault" platoon, should get rid of it's conscripts, and have 2 blobs of 20. I've found that works very well. Put a priest in each 20 man blob, for those re rolls on the To Wound rolls. They are invaluable, I have used them to great effect before. For special weapons, your advanced platoon should have something that really bolsters its fire power, and something that can help deliver some really high strength damage, like plasma guns or grenade launchers (primarily firing krak grenades).
Your platoon command squad should drop the flamers. For the same price, you could take a medic and a grenade launcher, which means your platoon command squad will stay alive just a little bit longer, as well as being able to lob another small template at 24".
Orders are everything for infantry guard!! Your company and platoon command squads should be at the back, not the damn front, friend!! Their sole purpose is to make other guardsmen fight better!!
In my opinion, I would have your advanced platoon go forward with your 2 platoon command squads, for those extra orders and the extra special weapons (put a medic and grenade launcher in each command squad). The company command squad, should stay back with your platoon that is equipped with all those missile launchers or lascannons I mentioned earlier. he can give the "Bring it down" order and make your guns far more effective (I'm starting to repeat myself, i'll wrap up soon).
Conscripts: waste of time. They're inexpensive, but they rarely hit anything, and they can't take any special weapons. Wasting a commissar and the priest's reroll wounds ability is a big no no for guard. Stick em where it really hurts the enemy, like a blob of regular guardsmen who hit far more often and will stick around longer. I wouldn't even take conscripts unless you're trying to fill in an extra 30 points or so
Special weapon squads get chewed up real bad, man. They're only worth taking as point fillers, and they're more detrimental to your army than helpful if you happen to roll purge the alien. 6 guardsmen are very squishy and being worth an whole kill point can set you back. I would ditch them in favor of just taking more squads of infantry with 1 single heavy weapon, so that the regular guardsmen can soak up the damage while your special weapons get in range
If you need some high strength stuff that you would normally take in a special weapon squad, I will again direct you to the infantry blob. 30 guardsmen with 3 melta guns, followed closely by a platoon command squad with 2 or 3 melta guns will be able to advance, soak up damage, and end up having 3 to 5 (maybe 6) melta shots once they reach your enemy's deployment zone and start digging into his tanks.
But never rely on melta to take out tanks, especially melta that's in the hands of a foot slogger. I personally run my melta guns on vets with carapce mounted in a chimera or taurox. I deliver them to the target, disembark, and dump those high powered shots into enemy tanks on turn 2 or 3. It'll probably take you 3 to 4 turns to get in range to effectively use your meltas (if you so chose to take them).
As for rough riders, I've been playing Guard for about 8 years and I have never once used them. They're not as fast as bikes, so I know they're not as useful for quick strikes. I know that power lances are only good for the first charge, and with Ws3, that's not going to yield a very high success rate for your assaults. If you use rough riders, I would use them mostly as a quick distraction. Rush them as fast as you can towards an enemy line to draw away from from your assault blob and your heavy weapons blob for at least a turn. If they make it to an enemy unit, then good for them, they can be the courageous heroes, but I personally find riding a horse into battle with a spear against super human warriors and ravenous bugs and living metal zombies and other crazy 40k nuts to be incredibly stupid ahaha
Ratlings are great. They can shoot, accurately, and then move. I would keep them moving, block your enemy's LOS to them as often as possible. Use them to snipe hard hitting units like Devastators, or an enemy command squad, or Fire Drakes (or whatever those eldar fire goons are called).
Psykers I can't speak for, I never use them
The bottom line is, you want 2 very specialized platoons. Your assault platoon should be able to move, and be able to capture objectives, and should not have heavy weapons. Your fire support platoon should be loaded mostly with anti tank wepaons. Don't bother with machine guns like HBs and ACs, or mortars, because with no tanks, you need to have your fire support platoon focus on sniping enemy vehicles. Your assault platoon, with all its lasguns and grenade launchers, will be able to pack a hefty punch against infantry.
Ratlings are definitely a good choice for this army, but special weapon squads are not
Hope my rant was helpful. When I post, I try to explain what you should do, and then I try to explain WHY you should do it, so I tend to say way too much
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The Iron Infidel
Lieutenant
There's something special about a woman in a gas mask...
Posts: 103
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Post by The Iron Infidel on Jun 10, 2014 2:13:35 GMT -5
See, here's the thing to remember about lasguns. Quantity has a quality all its own. Don't worry about having laspistols, because the upgrade won't make a difference anyway in the hands of a BS3 guardsman, or even when you have a BS4 officer. What does damage is your heavy and special weapons, especially in a foot list.
The other problem with foot lists is how big mobility is in 7th. The whole second mission table is based on reacting to changing objectives. And even in the standard missions, footsloggers have trouble making it across the table.
At 1K I expect to see at least 2 Russes or other heavy vehicles. Maybe not 2 Land Raiders, but still vehicles I'd worry about penetrating. My two best friends play Guard and Tau, and having sufficient anti-tank is important. Against Eldar and Tyranids, you're probably safer. Though I'd opt out of missile launchers for autocannons. Autocannon spam is leaning towards all-comers lists, because you expect to play against lots of transports, because the mobility is important.
I guess I differ with Aeon, because I think AC are some of the best heavy weapons in the game. But it's really up to personal taste. I've never really run full infantry lists, but I always try to dump ~100 models on the table if I can help it. The biggest problems I've had with lots of infantry is that you can wipe out TONNES of infantry yourself, which means your heavy stuff MUST be anti-tank. Autocannons are astounding at transport popping, and the BS3 isn't as much of a problem with two shots. I prefer to leave the missile launchers to the Space Marines with their BS4, especially since we lost twin-linked from Bring It Down. You can just as easily argue that for just 5 points more than a missile launcher, you can have a lascannon with a higher strength and AP than a missile launcher. But I suppose I tend to leave my templates to the armored section.
I don't mean to sound like a "contrarian," but I also disagree on hiding your PCS and especially giving them a medic. For just 50 points you get a 4 weapon special weapon squad that you had to take anyway. If you're going to give up an easy kill point, you might as well make it something dangerous. I like 4 flamers, personally, as the BS3 doesn't matter, and forcing your opponent to potentially make a multi-charge into your blob, AND take free flamer hits while standing and shooting is never a bad thing. Again, all personal preference and experience. Maybe I'm just giving medics a hard time, but I don't think they're a decent pickup unless you're running a plasma squad with carapace anyway.
I guess it's completely not what you were going for, but I'd honestly hope you reconsider all infantry. Even just a Leman Russ or a handful of Chimeras is a massive force multiplier and can give you some much needed mobility. I did foot lists for the longest time, and they're fun, but my WDL ratio in my signature shows how it fares against more balanced lists. On that note, to answer your question earlier, I expect at least 2 Russes at 1K. Or just one and five or so Chimeras. Tau Hammerheads also make me cry.
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Post by fortresscadia on Jun 10, 2014 10:28:59 GMT -5
Hmm...you have given me much to think about. I think I will drop the SWS's, probobly the psykers, and rework some of my loadouts on the CCS, the 2 PCS, and add in some scout and/or armored sentinels with lascannons/autocannons. (they still count as foot guard...well as they have feet ) stay tuned.
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Post by Aeon on Jun 11, 2014 22:12:09 GMT -5
Foot guard traditionally do have light vehicles like Sentinels. Also consider that taking armor doesn't mean that that armor is from your regiment. It could be attached armor from a different company or regiment entirely.
TIF is right as well, we just have different play style. I prefer my command squads to be cheap and just give orders, and have my guardsmen carry the special weapons and do the killing, while he prefers to use his command squad as a mandatory flamer death squad ahaha
And Iron, I see what you mean about the missile launchers. I just like my infantry to be versitile. I run mostly veterans now (sometimes take a blob), so my veterans have 4 BS, and an AP3 missile that can instantly kill MEQ heroes and characters is far more useful to me than an autocannon that only has 2 shots. I use heavy bolters for anti infantry because they have more shots, and I use missile launchers for tank and hero hunting
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Post by fortresscadia on Jun 16, 2014 15:10:44 GMT -5
Thanks for all the replies. I decided to take a few vehicles , and Im hoping to play my friend's tyranids in my first game of 7th this week. my list is: Company Command Squad: 175 Vox, Regimental Standard, Plasma Gunners X2, Chimera
Platoon Command Squad: 130 Vox, Heavy Flamer, Melta GunsX2, Chimera
Infantry Squad: 70 Vox, Grenade Launcher, Heavy Bolter Team
Infantry Squad: 65 Grenade Launcher, Heavy Bolter Team
Conscripts: 115 Conscripts X30, Commissar
Platoon Command Squad: 50 Vox, FlamethrowersX3
Infantry Squad: 70 Vox, Grenade Launcher, Autocannon team
Infantry Squad: 65 Grenade Launcher, Autocannon
Ratlings: 70 Ratlings X7
Valkyrie: 125
Wyvern:65
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Post by Aeon on Jun 18, 2014 0:38:17 GMT -5
A much better list. Against 'nids you don't really need anti tank weapons, but if he has any Tyrants or Carnifex's with 2+ saves, you're going to find yourself hurting for heavier fire power. The sniper should help. In the event that you don't have Ap1 or 2 weapons to kill the big monsters, then killing it with bug bites will definitely work. That's what's so great about the punisher, for example. 20 shots, even though it has no Ap value, it's 20 damn shots, so it WILL kill something, unless you're shooting at, like, a squad of terminators with an apothacary.
Some things I would change:
- You have your platoon command squads equipped with Vox casters, but, they're carrying close range weapons, meltas and flamethrower. If you're going to use your platoon command squads as a (mandatory) special weapon team, and give them flamers, then don't bother with the vox. They will probably be out in front to prevent yourself from hitting your men with your own flame template, so let your company commander give the orders (he has 2 orders per turn, and you only have 2 blobs to give orders to).
- The platoon command squad with the meltas and heavy flamer should switch out the heavy flamer for another melta gun. Since they can't split fire, it's better to have guard squads be dedicated to one task. 3 melta guns can really mess up some of the bigger tyranid creatures
- Similar to my last piece of advice, on the second platoon command squad, drop 1 flamer and make it a heavy flamer. Have them be your flamer death squad. Also drop the vox on them.
- With a wyvern, you'll have 4 twin linked templates with shred that ignore cover. That is a stellar amount of anti-horde fire power. I would replace your heavy bolters with auto cannons, because the higher strength will help with some of the higher toughness monsters in the 'Nid army list. It's 1 less shot, but it's 2 strength higher and has far longer range, and it's the same point cost as a heavy bolter
- Find a way to drop 50 points, and turn that Valkyrie into a Vendetta, and send it after his H.Q. In my experience with the Valkyrie, it just doesn't do enough damage, its weapons aren't really strong enough to make a difference, unless you're using the rocket pods for anti light infantry. You, however, have totally enough anti infantry fire power, and 3 twin linked lascannons would be far more useful to you
- Unless you plan on using your conscripts as a shield, don't even run them, they're a waste of points without a psyker to use Prescience on them, and even then they'll still miss half the time. I would assign the commissar to your regular blob platoon
- If you can find the points, try to proxy your chimera as a Hellhound. Tyranids frecking hate hellhounds lol. It kills most of their non HQ and Heavy Support unit's armor saves, ignores their cover saves, can reach out to 24" with a flamer template, and it's the same cost as a Basilisk, which is a steal. I highly recommend them
- Unless your company command squad is going to be mobile, don't even bother giving them a transport. Place them squarely in cover right where they can bark orders to our blobs, and don't move them unless it's to intercept something nasty heading towards your blobs (which should also have their arses planeted squarely in cover, and not be moving). Generally the only time you want to run transports on command squads, is when it's a company command squad and your troops choices are veterans in transports, and you need a way to have your officer stay in range of the veterans. Other than that, it's kind of a waste to have them in there unless you're worried about them getting sniped.
If you want them inside the vehicle to prevent them from being killed, then by all means do it, but I would buy camo netting for the Chimera, and place it in cover for that juicy +1 to your cover save. Keep them extra protected. Otherwise, just give them camo cloaks and keep them out of line of sight
- You have a Commissar. Drop the regimental standard. Hell, you could even just use your platoon command squads to give orders, and take a Lord commissar in place of your company command, for that 10 leadership bubble, and take out that regular commissar. There are lots of options, but a regimental standard is kind of expensive and only good in close combat
I know it's a lot of changing around, but Guard are a tough army to win with. Our infantry is pretty under powered in small numberes, unless they're veterans, so you really have to place your points in a way that makes them cheap, but still able to dish out a lot of fire power, and that fire power needs to be well coordinated and assigned the proper target. Don't try to have any type of Guard squad be a multitasking squad. For example, having your platoon commands as weapon teams is a good idea, but then don't try to have them be "order givers" as well. If they're got flamers, and 5+ save, more than likely they'll be dead before they get to fire more than 1 time anyway.
Good luck, soldier
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