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Post by gruntman on Mar 1, 2015 21:48:05 GMT -5
I'm just starting 40k and I picked the guardsmen because I play the Brets in fantasy so the humies appealed to me. I'm still waiting on my rule book from ebay but I d have my codex. My main opponents are blood angels and orks maybe tau once in awhile. These are the models I have and have to work with.
Company command squad 1 commander 4 vets 1 officer of the fleet. 80pts
Platoon command squad 1 commander 4 guardsmen. 30pts
4 infantry squads 4 sarge 36 guardsmen. 200pts
1 HW squad. Lascannons. . 45pts
3 bullgryns. 145pts
1 5 man tempestus command squad. 85pts
1 10 man tempestus scion squad 130pts
2 scout sentinel. Multi laser. 70pts
1 hell hound. Flamer on hull. 125pts
3 vendettas. Hoo ra! 510pts
3 leman Russ Vanquisher with Pask Vanquisher Demolisher. 440pts
1 hydra. 70pts
2k on the nose if my math is right. I plan to take it to my opponents fast I can't help it I'm a calvary man. I want the vendettas to come in and finish off any armor left. The Demolisher hell hound sentinels and stormtrooper are going on flank as my attack force the vanquishers are gonna be on other flank armor hunting. The bullgryns are gonna be my rear guard while my hydra plays midfield. Then if that don't hurt em the vendettas come in and start mopping up. I'm a noob I know so let me know if this has any chance in hell being relevant. I pride my self in outta of the box thinking in fantasy and it has served my Bretonnians well so hopefully it will help these lowly guardsmen. Thank you!
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Post by jenburdoo on Mar 2, 2015 20:00:35 GMT -5
Eyes front! Chin up! Chest out! Welcome to the IGMB, soldier! Don't mind the genetic samplers, they're for your own good.
As for the list, one problem is that you normally need two troop choices, and a platoon of command squad, four inf'y squads and a HW squad is only one choice. You can still play "legally" with the list under the current rules, though with a disadvantage or two. If you want two troops, consider dropping two of the line squads and buying a single veteran squad instead. Also, your infantry has heavy and special weapon slots for a reason -- "naked" squads can't really do much, though if they're just holding objectives that may be all right. Finally, the lascannon squad should cost more than 45 points, unless you meant that you were adding them to the line squads.
Now take this two-second-delay frag grenade and go destroy that Land Raider, mister!
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Post by yvain on Mar 2, 2015 20:21:17 GMT -5
Your list won't be valid unless you guy unbound. Unbound is frowned upon. You don't have enough troops. An infantry platoon is only one troop unit and you need two. Heavy weapons Squads come in teams of 3 and that is just their base price they do not count as a separate troop choices as they are part of the infantry platoon. Taking so many fliers is also frowned upon. Make sure you opponent knows what you are bringing that many before hand else you might not get any friends. You are also missing special weapons. When you get your codex you will see some mistakes in how your list is made.
40k is primarily shooting. The high in points you go the more likely a unit on the table will disapear turn one. Luckliy it is really the IG's strong point. Your list doesn't look too bad minus some stuff. With IG you really want to deliver lots of punishing firepower turn 1. Think Dwarf shooting on steroids crossed with Empire. Reason being is you will fold pretty quickly once they get into range so you have to leverage that long range advantage as much as possible. In addition, you are a very slow army and your units (even tanks) die easily. You can increase your speed if you put everyone in some transports (chimeras and taurox), but don't expect to with a race. So again, you need to hit them in turn one and two so their ability to strike back is seriously degraded. Then you also have numbers to allow you take take redundant units. (you could increase your speed a bit by looking up Elysian drop troop lists, they all deep strike)
Some general comments on unit selections:
Hellhounds suck and because they over priced. In nearly ever instance an Leman Russ eradicator is a better option because it will last long. Fast is just not that useful because the hellhound is probably not going to survive a dedicated round of shooting. Worse you have to close the gap. It would be useful against Orks and that is it.
Hydras are over priced. In addition, you already have a lot of flyers so you don't need more anti-air. Take the Hydra kit and turn it into a Wyvern which are insanely awesome.
A Demolisher is a good tank, but it is better taken on its own. Don't include it in the Pask Squadron.
Scout Sents are decent, but if you are taking them spend the 5 extra points and take autocannons. They are some of the best weapons in the game. Multi-lasers are nice when they are free, but 5 points to AC is very worth it.
Bullgryns are pretty good, but they are pointless unless they are standing in front of something. And they need a leader attachment or they will fail moral and run away. Their primary purpose is to keep the guys behind them alive. Attach a priest to help them stick around and to fight better in CC.
Stormtroopers are kind of over priced. 9 times out of 10 you want to take Veterans. They way you are planning to use them is okay start, but you are better off grabbing a few special weapons on them. And take two 5 man squads verse one large one. Their extra armor won't do much expect them to die, by taking two smaller squads it means they can wipe the whole unit in one go. Their hotshot lasgun can be effective, but with out the orders from the stormtrooper book, you are better off grabbing some melta or plasma.
Your infantry platoon needs either a priest or a commissar if they are walking(priest are better, commie for fluff). Without one of those, they will just run away after some shooting. A 3 Flamer 1 heavy flamer platoon command squad is a good unit to escort a blob. If you like cavalry you should be putting your guys in APCs. It is the only way to give yourself the speed you need to control the board. If you are on foot you need big blobs with priest and conscripts to just keep mass on their.
Heavy Weapons Squads are kind of bad. They are way expensive and easy to remove and have to remain stationary to shoot at full BS. A three lascannon unit needs a baby sitter of some kind like a psyker to give them the reroll to his power. And then they need access to high level orders. Another way to use them is to park them in infantry squads for protection, however that makes the squad kind of immobile.
The primary purpose of a Company Commander is to deliver high level orders to troops. Keeping them next to that Weapon Squad is a good idea. Maybe giving them an Aegis Defense Line to hide behind. And attaching a master of ordinance to them.
Good rule of thumb is to fill out every units special weapon options with choices that follow the same profile then repeat. Lasguns are great, but you need special weapons in many cases to solve problems that arise.
As for list viability:
You kind of need to figure out how you want to play. With IG, a lot of times you are better off gunlining for a bit and then moving foward. The other way is to swamp people with armor doing a kind of armored lance. Yet another way is to put so many cheap units on the board it is hard to get ride of them all. You should do okay verse marines. Against Orks you probably need more blast templates, but you could still do okay. Against Tau your list will struggle. A Tau player can out shoot what you got there. They are a super mobile shooting army as well. The best way to take care of them is to out shoot them with artillery. You pound their key units with big guns then zoom up with transports or deep strikers. Take what you got and start out at like 1500 play a few games and then come back and decide how you like to play and go from there. There are individual strats for each path so once you pick one it will be easier to give advice.
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Post by yvain on Mar 2, 2015 20:22:04 GMT -5
Eyes front! Chin up! Chest out! Welcome to the IGMB, soldier! Don't mind the genetic samplers, they're for your own good. As for the list, one problem is that you normally need two troop choices, and a platoon of command squad, four inf'y squads and a HW squad is only one choice. You can still play "legally" with the list under the current rules, though with a disadvantage or two. If you want two troops, consider dropping two of the line squads and buying a single veteran squad instead. Also, your infantry has heavy and special weapon slots for a reason -- "naked" squads can't really do much, though if they're just holding objectives that may be all right. Finally, the lascannon squad should cost more than 45 points, unless you meant that you were adding them to the line squads. Now take this two-second-delay frag grenade and go destroy that Land Raider, mister! Damn it J, I was typing my novel and you beat me it.
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Post by gruntman on Mar 2, 2015 21:44:16 GMT -5
Thank you so much for your help and input. I'm playing against my ill bro and cousin so they are friendly games really anything goes I just got the core rule book so I have some adjusting to do. I need more models but for now I have I feel a good start, ill look into swapping those scions for vets for my second troop choice and I'll try the wyvern out. Thanks guys!!!
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