angelusmortis
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Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 21, 2008 13:50:39 GMT -5
This is a list I'm kicking around. Its my first IG list and C&C is welcome.
Doctrines: Drop Troops Chameleoline Special Weapon Squads Iron Discipline Veterans
Fluff: Founded on Eridani IV. Trained as an elite rapid deployment unit able to be air dropped to take critical objectives. Once in they make use of cover and rock solid Officer/NCO corp to be able hold what they take. As an elite unit, only the best of the best are accepted for training and as such it has a higher than normal amount of veterans, giving the unit a decisive edge on the battlefield.
2000 Pts - Imperial Guard Roster - 107th Eridani Commandos
HQ: Command Platoon (35#, 649 Pts) Cameleoline; Drop Troops 1 Senior Officer Cameleoline; Drop Troops; Close Combat Weapon; Laspistol; Frag Grenades; Melta Bombs 1 Guardsmen Cameleoline; Drop Troops; Master Vox-Caster; Laspistol & CCW (x1); Frag Grenades; Krak Grenades 1 Medic Cameleoline; Drop Troops; Medi-pack; Laspistol & CCW; Frag Grenade (Squad); Krak Grenade (Squad) 1 Standard Bearer Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad); Krak Grenade (Squad) 1 Veteran Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad); Krak Grenade (Squad) 6 Anti-Tank Squad Cameleoline; Drop Troops; Lasgun (x3); Lascannon (x3) 6 Fire Support Squad Cameleoline; Drop Troops; Lasgun (x3); Heavy Bolter (x3) 6 Mortar Squad Cameleoline; Drop Troops; Lasgun (x3); Mortar (x3) 6 Special Weapon Squad Cameleoline; Drop Troops; Lasgun (x3); Flamer (x3); Frag Grenades; Krak Grenades; Melta Bombs 6 Special Weapon Squad Cameleoline; Drop Troops; Lasgun (x3); Sniper Rifle (x3); Frag Grenades; Krak Grenades
Elite: Hardened Veterans (10#, 176 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Flamer (x1); Meltagun (x1); Plasmagun (x1); Missile Launcher; Frag Grenades; Krak Grenades 1 Veteran Sergeant Cameleoline; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad); Melta Bombs
Elite: Hardened Veterans (10#, 176 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Flamer (x1); Meltagun (x1); Plasmagun (x1); Missile Launcher; Frag Grenades; Krak Grenades 1 Veteran Sergeant Cameleoline; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad); Melta Bombs
Elite: Hardened Veterans (10#, 176 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Flamer (x1); Meltagun (x1); Plasmagun (x1); Missile Launcher; Frag Grenades; Krak Grenades 1 Veteran Sergeant Cameleoline; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad); Melta Bombs
Troops: Infantry Platoon (25#, 344 Pts) Cameleoline; Drop Troops 1 Junior Officer Cameleoline; Drop Troops; Close Combat Weapon; Laspistol; Frag Grenades; Krak Grenades 3 Guardsmen Cameleoline; Drop Troops; Vox Caster; Lasgun (x2); Heavy Bolter; Frag Grenades; Krak Grenades 1 Veteran Cameleoline; Drop Troops; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad) 9 Infantry Squad Cameleoline; Drop Troops; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades; Krak Grenades 1 Veteran Sergeant Cameleoline; Drop Troops; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad) 9 Infantry Squad Cameleoline; Drop Troops; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades; Krak Grenades 1 Veteran Sergeant Cameleoline; Drop Troops; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad)
Troops: Infantry Platoon (25#, 344 Pts) Cameleoline; Drop Troops 1 Junior Officer Cameleoline; Close Combat Weapon; Laspistol; Frag Grenades; Krak Grenades 3 Guardsmen Cameleoline; Vox Caster; Lasgun (x2); Heavy Bolter; Frag Grenades; Krak Grenades 1 Veteran Cameleoline; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad) 9 Infantry Squad Cameleoline; Drop Troops; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades; Krak Grenades 1 Veteran Sergeant Cameleoline; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad) 9 Infantry Squad Cameleoline; Drop Troops; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades; Krak Grenades 1 Veteran Sergeant Cameleoline; Lasgun; Frag Grenade (Squad); Krak Grenade (Squad)
Fast Attack: Sentinel Squadron (3#, 135 Pts) 0 Sentinel Squadron Drop Troops 3 Sentinel Drop Troops; Multilaser (x3)
Total Roster Cost: 2000
Total Models: 118
HQ:1 Elite:3 Troop:2 Fast Attack:1
So, any comments or critiques?
EDIT: Cleaned up for ease of reading.
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Deleted
Deleted Member
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Post by Deleted on Jan 22, 2008 2:26:29 GMT -5
A nice and interesting list. I had one question before commenting though. Are you going to drop your heavy weapon squads aswell or will they already be deployed on the table?
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 22, 2008 5:25:33 GMT -5
Well that would depend a lot on the mission and the opponent. But the option is there. Im also giving some serious thought to scratch building some Valkyries and Vultures from plasticard for Apocalypse, so theres that as well.
Also, thinking about dropping the Iron Discipline for Light Infantry too, but mainly for concept reasons more than anything else.
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Post by fatuous on Jan 22, 2008 7:49:55 GMT -5
Light infantry may well be a good option, so that u can infiltrate ur heavy weapons in to cover. Looks pretty good and certainly a v interesting list. Few comments. U have given grenades to pretty much every one, are you aware of their function? They will basically assist you in close combat, something u probably want to avoid as a guard player. If you are planning on keeping all the grenades, then you should think about adding power weapons to any one that can take them so that they can make their wounds count in CC. Personnally, I would drop the nades on pretty much every one, as they are a massive point sink when u add them all up. With the oints saved you could add special weapons to your command squads, every one can take one so it'd be rude not to Ur vets. Guard don't generally work well as all rounders, so I would change the special weapon loads of ur vet squads. Have 1 set of tank hunters with meltas, 1 set of flamers (infact, I would not give vets flamers as it removes the benefit of their high BS, the special weapons squad with flamers isa good idea, but command squads can take lots of specials), and 1 set of plasma guns. I'd also avoid mixing rapid firing special weapons with assault ones. DS heavy weapons generally is not a good idea, as they won't get chance to fire on the turn they land, and a 6 man squad probably won't get a second turn, unless they accurately DS in to cover. So I'd remove the snipers from the special weapons team. Demo charges. U've got special weapon squads, consider taking some they are alwways a nice surpise Also I can't see any vox's in your inf squads. Few thoughts, hope they help.
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Post by Rolling Thunder on Jan 22, 2008 9:32:43 GMT -5
Demo charges are an excellent investment for a guard player, especially a drop-troops army.
Don't bother with voxes, its 5 pts that couldbe spent elsewhere.
Snipers with spec weapons teams are a no-no, its silly as you do minimal damage to whatever you shoot at.
Give everyone youcan a power weapon. Its cheap and it can turn thetide of an assault (seriously).
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 22, 2008 19:12:59 GMT -5
Ok. Thanks for the replies. Let me see here. fatuous1. Grenades. Couple reasons I've gone with both frag and krak on everyone. I play DA and have grown quite fond of them on the DA models. Granted they are free there, but I've found it can be very handy at time. I may drop the kraks, but I want to keep the frags as I've found when it comes to assaults, its better to give than recieve, but only if its as a minimum simultaneous. Even if its on the limited IG trooper. Save me from giving them the extra attack and save me from getting wiped out before I can at least swing. Good points though, and I will consider it some more. 2. I also thought about that with the vets as I was drawing up the list, but wasnt sure so I thought I would put it up to you guys who are more experienced with IG. Easy fix, doesnt cost anything so I will change that in my revision. 3. Good point about the DS Heavies. It didnt occur to me. Definitely makes the infiltrate seem more attractive. I will give this some more thought as well. 4. Snipers will be out in next revision. Wasnt sure about them either. Thanks for the input. 5. Demo charges. Didnt see those as an option. Will definitely try to fit those in somehow in next revision. 6. Gah! How did I miss that. I fully intended for everyone to have Vox as I want them to have the best possible leadership at all times. Fix that next revision as well. @rolling Thunder 1. I think I am going to keep the voxes Brother, as I intend for these guys to be as steadfast as possible and I really only see the voxs garaunteeing me the best Ld. 2. Power weapons...hmmm...I was leary of this as it seemed with IG statline it would be kind of a point sink for minimal payoff. I will reconsider it. Maybe a little playtesting. Thanks for your input as well.
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Post by fatuous on Jan 23, 2008 5:40:28 GMT -5
I understand with the grenades, and yes you are right, some times you really need to be the one making the assualt for the reasons you mentioned (deffo better for ur sqaud to be wiped out on their turn too). Remember that you can have grenades on a mini with out having them in their wargear (at least I do, it's a bit of an OTT extension of the what you see is what you get rules if nades are also counted). Just remember that you are increasing the points per model by 3 if you give them both, that is a 50% increase per model making them more expensive than a veteran! Also if you are going to assault in to cover to make use of the frags, then you may well be better off retreating anyway, as they will have to make difficult terrain tests to be able to get out and assault you. But enough on grenades. Vet special weapons, I would strongly recommend changing your flamers to nade launchers. Vets with their higher BS can do some serious damage with a missile launcher a 3 nade launchers. Possibly consider removingthe heavy weapon from teh vet squad with melta guns as the effective range on the meltas means they'll prob have to move to get in range of vehicles. I guess uf u are dropping them in, they can take out a vehicle and next turn have a heavy weapon ready to rock, but I'd prob drop it. U deffo want to deploy your heavy weapons as normal. Infiltrate could be very useful, just be careful if you plan to infiltrate every thing, as if your opponent has infiltrators and wins the role to set up first (and u have nothing in your deployment zone), they could deploy them in a way that you can't place yours, and don't get to set them up at the start. I like snipers, but think hobbits are far better. Special weapon squads are better off with a demo charge (cheap as chips too) and other specials that can move and fire. I found that voxs on infantry squads were really useful when deep striking as it was harder to get with in the radius of the officers. Consider dropping them from the vets and lpatoon command squads and adding to the inf squads if you are tight on points. Power weapons are really cheap for IG, so if you can possibly spare the points, I think they are well worth adding to any one that can take them. When you do get wounds thru, it's important to make em count
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 23, 2008 22:47:32 GMT -5
Ok, heres a revised list. Also renamed Regiment to 17th Aurelian Rangers.
2000 Pts - Imperial Guard Roster - 17th Aurelian Rangers
HQ: Command Platoon (35#, 642 Pts) Cameleoline; Drop Troops 1 Heroic Senior Officer Cameleoline; Drop Troops; Iron Discipline; Medallion Crimson; Trademark Item; Laspistol; Power Weapon; Frag Grenades 1 Medallion Crimson 1 Trademark Item 1 Guardsmen Cameleoline; Drop Troops; Master Vox-Caster; Laspistol & CCW (x1); Frag Grenades 1 Veteran Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad) 1 Standard Bearer Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad) 1 Medic Cameleoline; Drop Troops; Medi-pack; Laspistol & CCW; Frag Grenade (Squad) 6 Special Weapon Squad @ [91] Pts Cameleoline; Drop Troops; Lasgun (x3); Meltagun (x2); Demolition Charge; Frag Grenades
6 Special Weapon Squad @ [78] Pts Cameleoline; Drop Troops; Lasgun (x3); Flamer (x3); Frag Grenades
6 Mortar Squad @ [90] Pts Cameleoline; Drop Troops; Lasgun (x3); Mortar (x3)
6 Fire Support Squad @ [90] Pts Cameleoline; Drop Troops; Lasgun (x3); Heavy Bolter (x3) 6 Anti-Tank Squad @ [120] Pts Cameleoline; Drop Troops; Lasgun (x3); Lascannon (x3)
Elite: Hardened Veterans (10#, 159 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Grenade Launcher (x3); Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Laspistol; Power Weapon; Frag Grenade (Squad); Melta Bombs
Elite: Hardened Veterans (10#, 159 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Grenade Launcher (x3); Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Laspistol; Power Weapon; Frag Grenade (Squad); Melta Bombs
Elite: Hardened Veterans (10#, 159 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Grenade Launcher (x3); Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Laspistol; Power Weapon; Frag Grenade (Squad); Melta Bombs
Troops: Infantry Platoon (25#, 314 Pts) 0 Infantry Platoon @ 314 Pts 0 Command Squad Cameleoline; Drop Troops 1 Junior Officer Cameleoline; Drop Troops; Iron Discipline; Laspistol; Power Weapon; Frag Grenades 3 Guardsmen Cameleoline; Drop Troops; Vox Caster; Lasgun (x2); Heavy Bolter; Frag Grenades 1 Veteran Cameleoline; Drop Troops; Lasgun; Frag Grenade (Squad) 9 Infantry Squad @ [114] Pts Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Drop Troops; Lasgun; Frag Grenade (Squad) 9 Infantry Squad @ [114] Pts Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Drop Troops; Lasgun; Frag Grenade (Squad)
Troops: Infantry Platoon (25#, 314 Pts) 0 Infantry Platoon @ 314 Pts 0 Command Squad Cameleoline; Drop Troops 1 Junior Officer Cameleoline; Iron Discipline; Laspistol; Power Weapon; Frag Grenades 3 Guardsmen Cameleoline; Vox Caster; Lasgun (x2); Heavy Bolter; Frag Grenades 1 Veteran Cameleoline; Lasgun; Frag Grenade (Squad) 9 Infantry Squad @ [114] Pts Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Lasgun; Frag Grenade (Squad) 9 Infantry Squad @ [114] Pts Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Lasgun; Frag Grenade (Squad)
Fast Attack: Sentinel Squadron (3#, 252 Pts) 0 Sentinel Squadron @ 252 Pts Drop Troops 3 Sentinel Drop Troops; Hunter Killer Missile; Improved Comms; Searchlight; Smoke Launchers; Autocannon (x3) 3 Hunter Killer Missile 3 Improved Comms 3 Searchlight 3 Smoke Launchers
Total Roster Cost: 1999
Total Models: 118
HQ=1 Elite=3 Troop=2 Fast Attack=1
Made most of the changes suggested above. Used left over points to beef up Commander, Sentinels, and add missing Voxes.
C&C welcome.
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Deleted
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Post by Deleted on Jan 24, 2008 1:36:39 GMT -5
hmm, in the codex, it says that "Any guard infantry unit (without chimera) or sentinel may deep strike if mission permits, other units MUST DEPLOY CONVENTIONALLY..." any way, i was just using capitals instead of underlining, anyway, I think only one unit can actually be deepstriked, sorry to bust your bubble, but i might be wrong..
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Post by fatuous on Jan 24, 2008 5:13:52 GMT -5
No, the entire army can DS if you take drop troops, or rather any guard inf squad can. Like the new list. Have a couple of additional comments. I see you've gone for the missile launcher nade launcher combo big styley The vet squads will deffo be dangerous. U may want to consider stream lining 1 squad down, drop the heavy weapon and add 3 melta guns. I guess u have the speical weapon squads for this, but the improved BS of a vet makes em excellent tank hunters. Three squads with missile launchers and nade launchers will certainly be effective tho. Consider switching 1 flamer in your special weapons squad to a demo charge, 2 DS demo teams would be truely terrifying To save points, I'd go for either vet sargents in squads or a vox network, not sure if you really need both. Ur sentinels have lots of upgrades, and they won't last very long. I understand the idea of 3 sets of improved comms, but they are very expensive, search lights I wouldn't bother with, and the same with the smoke launchers, they aren't transports so they should be firing. The problem with sentinels is that they can be taken out by bolter fire. Here is 1 suggestion for ur sentinels. Keep the improved comms, split them up into 3 fast atttack choices of 1 model per squadron. Keep them in cover for the first few turns, to ensure you get ur DS troops in as soon as possible, then use them later in the game for stealing objectives, add fire power etc.... keep the HK missiles and use them as additional tank hunters. That way 3 units will have to fire on ur sents to take them out, rather than 1 if u keep them as 1 squad, and they have the function of ensuring ur guys drop in when u want them too. Any points you can save, trim off of other units or characters, use to add remnent squads to ur inf platoons. Can effectively give you another DS special weapon. Loving the list as it is tho Let us know how it fairs
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 24, 2008 6:35:07 GMT -5
hmm, in the codex, it says that "Any guard infantry unit (without chimera) or sentinel may deep strike if mission permits, other units MUST DEPLOY CONVENTIONALLY..." any way, i was just using capitals instead of underlining, anyway, I think only one unit can actually be deepstriked, sorry to bust your bubble, but i might be wrong.. Page 55 defines "Guard Infantry" and applies to the entire list actually. fatuous, Good points. Will take those into consideration when I get home from work today and post another revision. Ideally, I want to either add another squad to each platoon or add an entire new platoon so see how that goes.
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Post by fatuous on Jan 24, 2008 9:13:43 GMT -5
Some tweaks, I've tried not to say 'take this' or 'take that' and leave the choices up to you. Just noticed u need a 2nd veteran in your command platoon hq, as both standard bearers and medics are both veterans. Ok, couple of final last bits, then I’ll shut up Here’s a few things u can loose in order to free up points for even more troops. Drop the medallion crimson and trademark item from the command squad of ur command platoon. U will have to add another veteran if you want both standard bearer and medic, as both must be vets. Drop 1 flamer from the special weapons squad and replace it with a demo charge. Drop the melta bombs from the vet sargs. Drop the heavy bolter and the veteran from the inf platoon command squads (the heavy weapons should be reaplced with move and fire assault weapons just as nade launchers). Drop the vet sargs from all platoon inf squads. Drop the smoke launchers and search lights from the sentinels. See below regarding the improved comms. This will free up 101 which you can use to, well do what u want with. I’d prob add a 5 man remnant squad to each platoon with a flamer for a bargin of 36 points, 41 if you want the frag nades on them too. So 82, leaving 19 left, these I would add special weapons to your command squads. The reason behind this is that a 5 man squad that DS with a heavy weapon will not be able to fire it that turn, and are easy to kill in 1 turn of firing, but if you give them……. Grenade launchers (yes I really do love nades) then they can drop and still shoot up to 4 greanade launchers up to 24”. Alternatively, keep the vet sarg’s and drop all vox casters. This will save quite a bit of points, and while giving u a lower Ld value for ur whole army, but does mean that you still retain the higher than normal Ld if ur HSO is on CC. Improved comms. You probably want to keep the improved comms as you will making lots of rolls for reserves. However, remember that this has increased the cost of your sentinels by 60 points. This could be used to add another sentinel, another infantry squad to one of ur platoons (or a remnant squad each), or several special weapons to your command squads. You’ll need to weigh up the pros and cons and decide if you need 3 sets of improved comms, and if it is worth it, compared to more troops. Add the hunter killer missiles to this cost and your sentinels have 30 points of upgrades each, nearly the same as their basic cost. 1 possibility is to replace the ACs with heavy flamers on 2 sentinels, and keep the improved comms on these. Their job being to basically hide and give u the rerolls for reserves. This would free up enough points to get another sentinel with AC and hunter killer missile. Split them all up in to separate units (3 fast, 1 attached to ur command platoon) giving u 2 tank hunters with AC and HnK missiles and 2 communications sentinels that are as cheap as possible, but still have the fire power to roast anything that comes close to try to take them out. Of course, if you are planning on DS the sentinels, then the improved comms are wasted anyway until they reach the table so should be removed. Med crimsons and trade mark items are good, I've only removed them to streamline the army as much as possible to maximise the amount of additional troops u can take. I like the list as is tho, so please don't think I'm picking holes.
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 24, 2008 20:33:58 GMT -5
Ok, revision II. Went ahead with some of your points. Dropped one Vet Squad and one Sentinel in favor of another Inf Platoon. I like the idea of quantity over quality here. About the Improved Coms. The FAQ on the GW web site says they work in reserve so Deepstriking the Sentinels shouldnt be a problem. About the vets in the Command squad. Both the Medic and Standard bearer are both vets. I know it doesnt show here, but Im using Army Builder and it wont let you make them medics or standard bearers unless you pick vet first. Also, their points are paid for as well. Just not showing due to some AB issue. Dont sweat it about the critique. Thats why I posted it here. Im a vet Space Marine, Nid, GK, and Necron player, but when it comes to IG, Im a total noob. So any help is appreciated. Pick away. 2000 Pts - Imperial Guard Roster - 17th Aurelian Rangers HQ: Command Platoon (35#, 633 Pts) 0 Command Platoon @ 633 Pts 0 Command Squad @ [163] Pts Cameleoline; Drop Troops 1 Heroic Senior Officer Cameleoline; Drop Troops; Iron Discipline; Medallion Crimson; Laspistol; Power Weapon; Frag Grenades 1 Medallion Crimson 1 Guardsmen Cameleoline; Drop Troops; Master Vox-Caster; Laspistol & CCW (x1); Frag Grenades 1 Veteran Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad) 1 Standard Bearer Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad) 1 Medic Cameleoline; Drop Troops; Medi-pack; Laspistol & CCW; Frag Grenade (Squad) 6 Special Weapon Squad Cameleoline; Drop Troops; Lasgun (x3); Meltagun (x2); Demolition Charge; Frag Grenades 6 Special Weapon Squad Cameleoline; Drop Troops; Lasgun (x3); Flamer (x2); Demolition Charge; Frag Grenades 6 Mortar Squad Cameleoline; Drop Troops; Lasgun (x3); Mortar (x3) 6 Fire Support Squad Cameleoline; Drop Troops; Lasgun (x3); Heavy Bolter (x3) 6 Anti-Tank Squad Cameleoline; Drop Troops; Lasgun (x3); Lascannon (x3) Elite: Hardened Veterans (10#, 159 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Grenade Launcher (x3); Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Laspistol; Power Weapon; Frag Grenade (Squad); Melta Bombs Elite: Hardened Veterans (10#, 159 Pts) 9 Hardened Veterans Cameleoline; Vox Caster; Lasgun (x5); Grenade Launcher (x3); Missile Launcher; Frag Grenades 1 Veteran Sergeant Cameleoline; Laspistol; Power Weapon; Frag Grenade (Squad); Melta Bombs Troops: Infantry Platoon (25#, 296 Pts) 0 Infantry Platoon @ 296 Pts 0 Command Squad Cameleoline; Drop Troops 1 Junior Officer Cameleoline; Drop Troops; Iron Discipline; Laspistol; Power Weapon; Frag Grenades 4 Guardsmen Cameleoline; Drop Troops; Vox Caster; Lasgun (x3); Heavy Bolter; Frag Grenades 9 Infantry Squad Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Sergeant Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad) 9 Infantry Squad Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Sergeant Cameleoline; Laspistol & CCW; Frag Grenade (Squad) Troops: Infantry Platoon (25#, 296 Pts) 0 Infantry Platoon @ 296 Pts 0 Command Squad Cameleoline; Drop Troops 1 Junior Officer Cameleoline; Iron Discipline; Laspistol; Power Weapon; Frag Grenades 4 Guardsmen Cameleoline; Vox Caster; Lasgun (x3); Heavy Bolter; Frag Grenades 9 Infantry Squad Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Sergeant Cameleoline; Laspistol & CCW; Frag Grenade (Squad) 9 Infantry Squad Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Sergeant Cameleoline; Laspistol & CCW; Frag Grenade (Squad) Troops: Infantry Platoon (25#, 296 Pts) 0 Infantry Platoon 0 Command Squad Cameleoline; Drop Troops 1 Junior Officer Cameleoline; Iron Discipline; Laspistol; Power Weapon; Frag Grenades 4 Guardsmen Cameleoline; Vox Caster; Lasgun (x3); Heavy Bolter; Frag Grenades 9 Infantry Squad Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Sergeant Cameleoline; Drop Troops; Laspistol & CCW; Frag Grenade (Squad) 9 Infantry Squad Cameleoline; Drop Troops; Vox Caster; Lasgun (x7); Grenade Launcher; Missile Launcher; Frag Grenades 1 Sergeant Cameleoline; Laspistol & CCW; Frag Grenade (Squad) Fast Attack: Sentinel Squadron (1#, 80 Pts) 0 Sentinel Squadron Drop Troops 1 Sentinel Drop Troops; Hunter Killer Missile; Improved Comms; Autocannon (x1) 1 Hunter Killer Missile 1 Improved Comms Fast Attack: Sentinel Squadron (1#, 80 Pts) 0 Sentinel Squadron Drop Troops 1 Sentinel Drop Troops; Hunter Killer Missile; Improved Comms; Autocannon (x1) 1 Hunter Killer Missile 1 Improved Comms Total Roster Cost: 1999 Total Model Count: 132 HQ:1 Elite:2 Troop:3 Fast Attack:2 Also, as a side note, my gaming group plays a lot of Cities of Death. We absolutely love it. Part of my idea is to DS these guys behind buildings so they dont get shot up then move them into a building. The Cameleoline will then give the vast majority of them 3+ cover saves, thereby making them pretty much equivilant of having Power Armor except to template weapons of course. I might even take the risk of DSing them onto buildings so as to not have to waste a turn moving them in next round. Hell, whats a guardsman or 20 lost to dangerous terrain when you got 100 of them?
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