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 Post subject: 1500pt IG Army
PostPosted: Sat Nov 22, 2008 10:38 pm 
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Major
Major

Joined: Mon Mar 10, 2008 2:51 am
Posts: 755
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Location: Where my heart will take me, but mostly BC, Canada
HQ - 112pt

Heroic Senior Officer
-Power Weapon (5), Carapace (5)
Veteran (6)
-Standard Bearer (5), Carapace (5)
Veteran (6)
-Medic (5)
Guardsman
Guardsman
Iron Discipline (5)

HQ Fire Support - 80pt
3x Heavy Bolter

HQ Anti-tank -105pt
3x Missile Launcher
Sharp Shooter (10)

HQ Anti-tank - 110pt
3x Lascannon

Infantry HQ - 137pt
Junior Officer
-Honorifica Imperialis (25), Carapace (5), Power Fist (20)
Veteran
-Standard Bearer (5)
Veteran
-Medic (5)
Guardman
-Melta (10)
Guardman
-Melta (10)
Iron Discipline (5)

Infantry Squad - 100pt
Guard x9
-Plasma Gun (10), Heavy Bolter (10)
Sergeant
Carapace Doctrine(20)

Infantry Squad - 103pt
Guard x9
-Grenade launcher (8), Missile Launcher (15)
Sergeant
Carapace Doctrine (20)

Armoured Fist - 186pt
Guard x9
-Melta (10)
Veteran Sergeant (6)
-Melta Bomb (5)
Chimera (60) (was it 60pt or 70pt?)
-Hull Flamer (5)
-Turret Heavy Bolter (10)
Carapace Doctrine (20)

Heavy Support

Leman Russ - 188pt
-Hull Lascannon
-Side Heavy Bolter
-Hunter killer Missile
-Pintle Mount Storm Bolter
-Smoke Launcher

Leman Russ - 178pt
-Hull Heavy Bolter
-Side Heavy Bolter
-Smoke Launcher
-Hunter Killer Missile

Leman Russ Demolisher -178pt
-Hull Heavy Bolter
-Side Plasma Cannon
-Smoke Launcher


Total equals 1495 pt army.

Any crits, comment, idea?

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 Post subject:
PostPosted: Sun Nov 30, 2008 1:44 am 
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Militiaman
Militiaman

Joined: Fri Oct 31, 2008 12:55 am
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Location: Calgary, Alberta, Canada
Sorry Rockgollem I am very new to both 40k and fantasy so I can't help you. In the near future I will be able to give you my two cents but for now !! :( .


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 Post subject:
PostPosted: Mon Dec 01, 2008 4:19 am 
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Major
Major

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Location: Where my heart will take me, but mostly BC, Canada
Well, at least I have a reply, eh?

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"Revenge is a dish best served with mayonnasie and those cheesy things on stick" -Escir the Loopy, Governor of Corania, removed from office by Officio Assasinorum


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 Post subject:
PostPosted: Mon Dec 01, 2008 1:34 pm 
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Joined: Wed Sep 24, 2008 12:05 pm
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I know that IG are the tank army but you could feasibly lose all those big points investment tanks in one round of shooting. OK, AV 14 to the front is good but it's not impossible to destroy. Although obviously this depends on what armies you are facing for me it's Space Marines, Space Marines, Eldar, Tau and Tyranids (I play Orks). Against small armies like the Marines your tanks may get a turn or two shooting in, likewise against Orks but turn two and melee hits and those tanks are paper thin with AV 10 on the rear. You don't have the numbers to counter that with either.

What I have seen do really well are mortars, one of our players will roll a HIT 19 times out of 20 (no joke) and when he does roll a direction he will roll so low on the other dice that it doesn't ever scatter, it's scary. We have all learnt to fear the Mortars. Plus with tanks if you have to move you're going to lose the ability to shoot a lot of the weaponry you have on them.

Personally I'd flesh out the infantry, yes they suck on their own but add in another platoon and you've got some serious firepower that will last longer than the Tanks as well as being able to take objectives (which are of VITAL importance in modern 40k).

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 Post subject:
PostPosted: Fri Dec 05, 2008 6:06 am 
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Major
Major

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Location: Where my heart will take me, but mostly BC, Canada
Hmm I really guess it all depends on type of style you play in and enemy you face. IG can be so diverse! (Just like most other races)

I'll take the infantry into ind, but I'm not too fond of mortars. I usually tend to roll up and down, never going to be accurate...

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"Revenge is a dish best served with mayonnasie and those cheesy things on stick" -Escir the Loopy, Governor of Corania, removed from office by Officio Assasinorum


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 Post subject:
PostPosted: Fri Dec 05, 2008 7:03 am 
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Sergeant
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He's right about IG tanks being very very vulnerable right now, but he's wrong about how.

3 Scout bikes, Sgt with power fist, locator beacon, and cluster mines.

About 125 points.

Now even before the power fist, this is a basic throwaway unit for turn one drop pod assault. So I'm dropping at least one something-melta within 12" of you-

Infiltrate 18 away, scout move 12" away, turn one drop the pod ~5" from me, 7" from you + Drop pod foot print + 2" coherency deployment and I'm starting to worry about deploying wihtin 1" of you period. I now have a side armor shot with a bonus penetration die. Toss in the bike's regular move- 12" and some possible astartes grenade launchers (doubtful, I don't think they're worth it, and chances are would be hitting front armor) plus three charging power fist attacks and I've probably popped two tanks first turn unless I seriously duff some rolls.

So for now, its absolutely vital to screen your tanks from first turn assaults/shooting with your infantry.

Edit: Oh and that supposedly throw away unit? After it pops your tanks, its going to tie up entire infantry blocks with T5. You'll be hitting on fours, wounding on 6's. So don't screen halfway.. if you let me charge your tank and your infantry unit you just made me incredibly happy.


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 Post subject:
PostPosted: Fri Dec 05, 2008 1:22 pm 
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Can do almost the same thing with Deffkoptas, deply as far forward as possible, get a scout move (which you can turbo boost) then first turn 12" move, 6" assault on rear armour with power klaw.

Cheaper than the bikes too hehe. I don't play Space Marines so you'll have to forgive my lack of knowledge about those tactics. My Orks just tend to flood the field with bodies and that tends to work fine for me.

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 Post subject:
PostPosted: Fri Dec 05, 2008 1:49 pm 
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Sergeant
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Joined: Sat Aug 23, 2008 2:54 pm
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True, your deffcopta unit may be cheaper (though my scout bikes were pulling double duty as a deep strike homer type)

Edit for the second half of my thought: however, that just goes to further prove my point. First turn assaults/side shot setups were exceedingly difficult in fourth. In fifth, they're almost common. Almost every army out there has a way to do it now.


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 Post subject:
PostPosted: Sat Dec 06, 2008 12:03 am 
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Major
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Location: Where my heart will take me, but mostly BC, Canada
I did feel, in a way, that it was missing something, very very important.

Maybe I can go off with one less Russ, and several more infantry but I really can't help but feel something is missing off in my army...

I'm going to toy with every unit untill I find what is right to fill the spot in...

(BTW, I'm a tread-head... so I like tanks....)

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"Revenge is a dish best served with mayonnasie and those cheesy things on stick" -Escir the Loopy, Governor of Corania, removed from office by Officio Assasinorum


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 Post subject:
PostPosted: Sat Dec 06, 2008 6:42 am 
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Sergeant
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Joined: Sat Aug 23, 2008 2:54 pm
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And that's fine. Its certainly POSSIBLE to prevent the first turn assault, but you have to do so with your deployment. You just have to deploy your infantry around your tanks in such a way that a 12" mover can't get within 6" without passing within 1" of your infantry.

Screen your tanks with infantry, watch your casualty removal to prevent a multi-unit charge to hit the infantry and the tank.

Don't make it easy to roll up your line of tanks with one unit, i.e. deploy your tanks apart from each other.


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