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Post by Deleted on Jun 7, 2007 1:18:38 GMT -5
Hi everyone, i'm playing in tournament soon with $300 worth of 40k boxed sets so i am taking this army list a bit more seriously. I have been test playing various lists and tactics including the 'hammer and anvil' tactic which works well but unfortunately is designed for games above 1000pts. In the tournament i will play against Dark Eladar, Eldar, Space Marines and Tau. All feedback/criticism is welcome as i never take offense when it comes to how to play an army. Also for the last 3 years i have been in a bitter campaign to beat mu friends Tau, but unfortunately i have only ever won twice. My friend plays Tau as if he was born to use them. I have tried hundreds of tactics but few ever work, any expierenced vet tactics against Tau would be fantastic. I am used to using Carapace Armour but i have found this is too expensive in 1000pts and am a little nervous about Bolters.
Well here's the list:
Doctrines: Close Order Drill
HQ: Two Junior Officers
Elite: 8 Karskin Vet. Sergt with hell pistol and power sword. Melta gun Grenade launcher Chimera transport Multilazer Hull heavy bolter Extra armour Smoke launchers Total: 225pts
Troops: Alpha Platoon Platoon Command: Junior Officer Dalton Bolt pistol CC weapon Lascannon Plasma gun Grenade launcher
Two Srgts 18 Guardsmen Lascannon Autocannon Total: 261pts
Beta Platoon Platoon Command: Junior Officer Connor Plasma pistol CC weapon Missile launcher Grenade launcher
Two Srgts 18 Guardsmen Missile launcher Autocannon Two grenade launchers Total: 243pts
Fast Attack None
Heavy Support Leman Russ Battle Tank Hull mounted lascannon Sponson heavy bolters Extra armour Smoke Launchers Total: 163pts
Baselisk Indirect Fire Hull heavy bolter Camo-netting Total: 121pts
Total: 1001pts
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Post by Deleted on Jun 7, 2007 1:39:03 GMT -5
P.S this post does not bite so feel free to post replies.
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Post by Turtleboy(AWOL) on Jun 7, 2007 2:05:49 GMT -5
big prize pot!!! I made an edit to the post where I moved this thread so that anyone who reads it will (hopefully) be encouraged to visit here and help out since I mentioned how important the tourney is to you due to the huge pot. anyhow here we go... take iron discipline to start with. it's 5pts an officer which is worth it - it'll save you 1 squad per game at least. hq: you can only have one officer, I'd take either a junior officer or a jr. with honorifica for the Ld9+close combat skill. if you go with a junior officer, take a standard and 2 grenade launchers and be done with the command hq. if you go with a heroic senior officer, take a vox, upgrade it to a master vox, put voxes in all squads, take a standard, and take a grenade launcher and a medic. either way, this'll give you a leadership base (standard for rerolls, master vox for Ld9 to your whole army) and a bit of move and shoot power (grenade launchers are really effective in command squads). if you've got the vox going, the squad will become even more of a target so the medic will help out. beware of being caught in the open where you get no armor saves. elites: I really like it - great move and shoot capabilities. add a heavy stubber to the chimera, and give it a dozer blade. deploy it literally side to side with the leman russ, with the troops deployed outside the chimera behind it and the two vehicles can push forward 6" and unload mass firepower while the troops are completely safe from enemy fire - this'll also protect the side armor of the chimera which is its weakness. make sure to move up an extreme flank with this formation so that the enemy can't flank the exposed side of the chimera. this'll work good. platoons: I like the officer, he just needs iron discipline and he'll be perfect. command squad is over equipped, you're unable to take casualties which is bad. if you go with the master vox, avoid putting voxes in command squads - just do line squads. there's not enough casualties to remove to protect a vox in a command squad. command squad for platoon 2: I'd remove the plasma pistol - if you want an officer with one, give it to a multiwound officer (command hq). add iron discipline and you'll be set. infantry platoons: add voxes if you go with the heroic senior officer and master vox option for the command hq. leman russ: add a dozer blade (rough terrain mods). basilisk will work fine
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Post by Deleted on Jun 7, 2007 2:22:28 GMT -5
Thanks Turtleboy! Leadership is the big problem in my army and i think i will remove the plasma pistol and give Vox-caster to the squads. The Stormtroopers in the chimera are for claiming objectives, would it be a better choice to make them Veterns? Sorry, don't have my codex with me at the moment. Whay rough terrain mods to again.
What do you think of my choice of heavy weapons? I will not be facing any armour 14 tanks so that is why i only took two lascannons. Because i am playing lots of marine armies and no hoard armies i decided to max out on Missile Launchers. Is this a good thing? For over 3 years i have only beaten my friends Tau army twice, he plays like he is born to use it. I have used many anti-Tau tactics which none have been very sucessfull, do you have any advice?
One last thing, should i give the officer a power sword/fist in case i get assualted because i have no hardcore CC troops?
Thanks,
Karskin.
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Post by Turtleboy(AWOL) on Jun 14, 2007 7:25:38 GMT -5
Thanks Turtleboy! Leadership is the big problem in my army and i think i will remove the plasma pistol and give Vox-caster to the squads. The Stormtroopers in the chimera are for claiming objectives, would it be a better choice to make them Veterns? stormtroopers are better for taking objectives that will be contested, yes. the armor is resistant to rifle fire and you can score a power weapon. all in all it's a good way to go for offensive troops (though expect casualties as with any offensive operation). rough terrain mods are the end of worrying about becoming immobilized from terrain. you just slow down a bit and make sure you can unload with all the guns on your chimera and the rough terrain modifications will plow the road and make sure the tracks stay on the tank so you can keep moving it's a good way to go unless you want to sacrifice your vehicle for a 12" sprint (not my style). sounds good to me. yeah I've faced tau players like that too - it's brutal facing someone who plays that army very smart, especially as a relatively defensive and static natured army like the IG. my advice is to get out into no-mans land and flank those crisis suits then open up on them with plasma till they fold and die off. after that you should have an easier time of it. those skimmers have to go down quick too, because that devilfish shuffle is brutal on us guard. rifles rapid firing and wounding on 2+, that's just unbearable. [quoe]One last thing, should i give the officer a power sword/fist in case i get assualted because i have no hardcore CC troops?[/quote] I give my company commander a powersword, but it's ceremonial. the only time he uses it is basically the turn he dies (not loving these independent character rules for officers these days). Thanks, Karskin.[/quote]
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Post by Deleted on Jun 21, 2007 20:08:36 GMT -5
advice: instead of taking two platoons (expensive) take grenadiers for troops and put like nothing on them. then with your saved money, buy special wpn squads, fire support or anti0-tanhk
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Post by twerd on Jun 22, 2007 5:17:32 GMT -5
Hey your list is fine like you have it i can't see any problem execpt leadership but you've got that covered now
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Post by Deleted on Jun 28, 2007 7:06:12 GMT -5
I test tried Grenadiers but it makes me extremely thin on the ground which for IG is not good. When you think about it in detail the platoons are not that expensive. Together they make up half the total points, and they can easily take on any and every threat and even win when it comes to fire dominance. Plus they soak up a lot of fire.
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Post by thefishki345 on Jun 28, 2007 20:46:46 GMT -5
great list but can you take 18 guardsmen in a squad? sorry, i am a little bit confused about the squads thats all.
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Post by Deleted on Jun 29, 2007 4:43:07 GMT -5
Sorry i ment to write two squads of nine guardsmen with their Srgts
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Post by thefishki345 on Jun 29, 2007 22:16:33 GMT -5
oh ok, no problem.
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Post by Deleted on Jun 30, 2007 7:16:27 GMT -5
The tournament started today and thanks to Turtleboy for suggesting Iron Discipline which saved my platoons from becoming mincemeat and resulted in me pulling of a solid victory.
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Post by Turtleboy(AWOL) on Jul 9, 2007 13:54:42 GMT -5
woot! dish em out some pain karskin!
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Post by thefishki345 on Jul 9, 2007 21:43:37 GMT -5
yes, congrats.
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