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Post by Deleted on Jan 29, 2008 20:44:42 GMT -5
Hello everyone! I'm a fantasy player and have recently begun IG. Is this list good for a first army? They are the models I own. I have some extra models to swap out if I need.
Doctrines Iron Discipline Close Order Drill Rough Rider Squadron Ratling squads Sanctioned Psykers
HQ
8th Company Command-Heroic senior officer with power sword,Iron Discipline, and carapace armor, accompanied by a standard bearer,Missile launcher team, and a master Vox-caster-136
Commissar with bolt pistol-41
Sanctioned Psyker-12
Elites
Ratling squad with 10 Ratlings-110
Troops
Platoon 813 Command-Junior officer with Iron Discipline accompanied by one guardsman with grenade launcher and missile launcher team-68
Platoon 813 squad 1-grenade launcher,heavy bolter team-78
Platoon 813 squad 2-grenade launcher,heavy bolter team-78
Platoon 813 squad 3-mortar team, grenade launcher-78
Platoon 814 Command-Junior officer with Iron Discipline accompanied by one guardsman with grenade launcher,and missile launcher team-68
Platoon 814 squad 1-mortar team,grenade launcher-78
Platoon 814 squad 2-grenade launcher,heavy bolter team-78
Platoon 814 squad 3 grenade launcher, mortar team-78
68th Armored fist squad-Vox-caster,grenade launcher,autocannon,chimera with multi-laser and hull mounted heavy bolter-173
Fast Attack
23rd Rough Riders squadron-10 rough riders with vox-caster,hunting lances,veteran sergeant with power sword-126
Heavy Support
Leman Russ battle tank-Hull mounted lascannon, heavy bolter side sponsons, pintle heavy stubber -174
Basilisk with indirect fire-125
Total-1501
Thanks in advance for the replies!
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Post by Deleted on Jan 31, 2008 13:15:58 GMT -5
Personally, i'd recommend taking a lascannon squad for extra tank killing power. Missiles tend to just bounce off land raiders and monoliths...
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Post by Deleted on Feb 2, 2008 22:26:45 GMT -5
Anyone else...Any more advice? Edit: don't want to double post but can I please get some more advice/help or is my list perfect? It's been over a week since I posted the list.
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Post by Deleted on Feb 6, 2008 22:53:14 GMT -5
Vox-Casters are a waste on anything, save Armored Fist squads. You should always be within the leadership 'bubble' of an officer. Don't get them.
MORE HEAVY WEAPONS! This is the strength of the Guard. Put some Autocannons and Heavy Bolters in all your squads, and use the "stop and pop" method to move up the field- fire at the enemy with a few squads while moving the others up, then next turn, make those who moved stand and fire while your other squad moves up.
Put anti-tank Heavy weapons in your Command Squads, along with Plasmaguns. This allows you to split your fire and doesn't give your opponent one giant meaty target to shoot at (as most anti-tank support squads end up being)
You've got the right idea with the Grenade launchers, as they can be decent transport killers as well as mob control vs. Nids and Orks.
Armored Fist squad is perfect. Give the Chimera a hull-mounted weapon, though.
Rough Riders shine when you give them Battle Lances (wrong name, I know) Their 1-time addition to strength can crack power armor in a snap. They're great for taking out deep-striking Termies and the like. However, they're one-shot wonders, so don't pour too many points into them. If you want hand-to-hand guys, take Ogryn in a chimera.
Ditch the Mortar squad entirely. I don't know why we have this. If you want a good pinning weapon along with a great-looking model, take 10 Ratlings and hide them using Infiltrate. For 110 points, you can take out 'fexes, greater daemons, c'tan, almost anything. Mine have never failed me, most especially against the Tau.
Your Leman Russ looks to be a good anti-infantry machine. I'd ditch all the extra add-ons, though. The Russ is tough and reliable as-is. HK Missiles and pintle mounts are good, as you can use it as a "weapon destroyed" to save your battlecannon.
Why just three doctrines? You've got plenty more to choose from. Drop Troops can give your army added mobility, you can take Conscripts to act as tar pits, or Ratlings for the purposes I spoke of before.
When in doubt about your troops, remember this-
Multi-shot over single-shot weapons.
The rank-and-file Guard will miss 50% of the time. That means that fancy lascannon you have will only hit an average of 3 times per game. An autocannon, however, will hit almost every turn, and heavy bolters have an even higher success rate.
Many people will look at a weapon's AP or strength and say "this will never crack a Necron/Space Marine/Chaos Marine". They're looking at it all wrong.
The Guard are successful when they force armor saves. The more dice a player has to roll, the more chance he has of failing those rolls. That's why 50 lasguns with 2 shots apiece can decimate a few Space Marine squads.
As an added bonus- tactics
Shoot the transports first. Everyone who fights the Guard will try to get in close with their hand-to-hand units locked inside transports.
Don't shoot them with your big guns first. Work up from your heavy bolters to your autocannons then to your missile launchers and such. Most transports usually only have AV 12/11/10. Even a heavy bolter can crack its side and rear armor, with all the shots you can throw at them and krak grenades from your 'nade launchers will add to the dakka. If they're STILL standing, throw your autocannons at them. S7 can puncture them easily. Your missile launchers/lascannons are good last resort weapons, in case a transport (skimmers do this a lot) save against a ton of your shots.
The Russ is an anti-infantry machine. It can tank-hunt, but that is NOT where it shines. 9 Heavy Bolter shots plus a big S8 AP3 pie plate can mean death for any squad, even the Mighty Marines(TM)
I hope my rambling helps. Remember- real men don't play Space Marines.
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Post by Deleted on Feb 7, 2008 19:48:13 GMT -5
I followed some of your advice and changed the list although I can't remove the vox-casters as they're already modelled onto the soldiers and the russ didn't come with a hull mounted heavy bolter so I had to use the lascannon. I want to keep the rough riders as I converted them myself and Ogryns are expensive money wise.
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Post by Deleted on Feb 7, 2008 21:14:27 GMT -5
1. You can opt to say that the vox's are there for decoration. You could use all those points for more heavy weapons.
2. Warhammer Fantasy Ogres can be good Ogryn with some ingenuity and green stuff.
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Post by Deleted on Feb 7, 2008 22:03:01 GMT -5
I changed it some more
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Post by Deleted on Feb 8, 2008 16:58:00 GMT -5
Good deal. That list is a lot better than the one you started with.
A FEW more little quibbles, and then I promise I'll shut up-
Your HSO's retinue needs a Master Vox Caster if your Armored Fist Squad and RR's will be able to use his leadership at all. The Master Vox allows both of them to use it in the same turn, so it's worth the points.
Do not stick to just one list. If this list isn't working, look at your tactics and unit combination and adjust accordingly.
When you expand your list, take another Leman Russ. One LR will draw a lot of fire and die a lot in 2000+ point games, but two will force the other player to split his fire.
With your Basilisk, make sure to maximize its firing range. Most people will set up close to it, in hopes of getting the first turn and moving just inside your minimum range. Setting up in a back corner is usually the best bet.
When you set-up your infantry squads, make sure to keep them 4" apart. This will minimize the chances of HtH squads consolidating from one squad to the next and the next.
Sometimes, it's better to let a squad die and run so your other squads can destroy the unit attacking it. You never HAVE to use your commanders' leadership when taking morale. Make sure to do this on THEIR assault turn. If you do it on yours, they'll be able to attack something closeby on their turn. By counter-assaulting in your turn and losing/running in theirs, you leave their squad open to your guns for an entire shooting phase.
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