Thursday, November 18, 2010

ARMY LIST-1

Lord Commissar =70
Power Fist +15
=85pts
Company Command Squad =50
Power Fist +15
4x Laspistol free
Medi-pack +30
Regimental Standard +15
Melta Gun +10
Bodyguard +15
=135pts

Ministorum Priest =45
Shotgun free
Eviscerator +15
=60pts
TROOPS
Infantry Platoon - 01
Platoon Command Squad =30
Commissar +35
2x Power Fist +30
4x Laspistol free
Medi-pack +30
Platoon Standard +15
=145pts

Infantry Squad =50
Autocannon +10
=60

Infantry Squad =50
Autocannon +10
=60

Heavy Weapons Squad =60
3x Lascannons +45
=105pts
Platoon Total =370pts

Infantry Platoon - 02
Platoon Command Squad =30
Commissar +35
2x Power Fist +30
4x Laspistol free
Medi-pack +30
Platoon Standard +15
=145pts

Infantry Squad =50
Flamer +5
=55

Infantry Squad =50
Flamer +5
=55

Heavy Weapons Squad =60
3x Lascannons +45
=105pts
Platoon Total =350pts

TOTAL =1000pts
+500pts

HQ

2x Ministorum Priest =90
2x Shotgun free
2x Evisccerator +30
=120pts

TROOPS

Infantry Platoon - 01
Special Weapons Squad =35
3x Melta Gun +30
=65

Heavy Weapons Squad =60
3x Autocannons +15
=75
=190pts

Infantry Platoon - 02
Infantry Squad =50

Infantry Squad =50

Special Weapons Squad =35
3x Melta Gun +30
=65

Heavy Weapons Squad =60
3x Autocannons +15
=75
=190pts
TOTAL =1500pts
+250
TROOPS

Veteran Squad =70
Power Fist +15
7x Shotguns free
2x Melta Gun +20
Lascannon +20
=125pts
Veteran Squad =70
Power Fist +15
7x Shotguns free
2x Melta Gun +20
Lascannon +20
=125pts

TOTAL =1750pts

I've written the army in a modular fashion so that I can just 'copy and paste' for whatever points value i'm playing.
The theory being that no matter how good your shooting is something always gets into assault. To counter this i've made the list extremly power fist heavy. So each platoon will 'blob' their infantry squads, then the command squads should be able to co-ordinate an effective counter charge.
I currently play mech Space Wolves (but with a bit of a twist so i'm not a dirty dirty dirty spammer) so I have not much of a clue about IG infantry. I'm hopeing you can tell me; a) Will this counter charge tactic work? b) Can I make it work better?
Now the Lord Commissar joins the CCS and the priests join each CS respectivally. The rest should be pretty straight foward.
I also have no problem with you posting this list on your blog. Infact I would appreciate the extra feedback this would recieve.
Thanks again for your time.
Brad M

Reply: This is a pretty cool list you have here Brad and I think you might have a good idea how you would run a list like this. Like I've said before I don't claim to be a vet at this game or IG but i feel like helping review this list I as well as you can become better players in the long run.
Looking over this list I can see where you were going with it and I think you are right in adding the fists. The problem with the fist however is that is just doubles the strength on a model and denies the 2 weapons extra attack. I can see that basically you are going to set up in gunline and then when the enemy gets close enough you will mob them like an ork boys squad and hopefully finish off your opponent. This being said i think you should look in 2 other options.

First Option: Power Weapons.
Although the fist hist with a higher strength it is not necessarily the weapon of choice. The reason is because IG function a bit differently than Space marine. The simple fact that the Marine hits at str 8 and you at a 6 means that Marines can auto kill about anything whereas your IG punch is not nearly as hard, about that of a heavy bolter. This can auto kill some squads but not a marine. That being said you might want to rely on what GM gave you- numbers. If you take the PW you always get an extra attack and the ignore armor just like the PF would. True the probability to wound is less with str 3 but granted most toughnesses are around 4 so 5+. Lets look at a Platoon commander for instance= 2 base, 1 for 2 weps=3 attacks, 4 in charge.
one with a powerfist is 2 base and thats all. 3 for charge. Lets assume u are assaulted too because u wanted one more turn of shooting with the hvy weps on that squad. that means you get 2 attacks hitting maybe 1 and wounding less than that. On the other hand the 3 hits 1.5 then wounds possibly 1 or less. Odds are around the same (i am no math hammer) although i feel more attacks is better giving you 5 points a squad to add to the man total (like more commissars or a melta gun?) In my opinion guard is a numbers and shooting game so play that way. PF's are for the powerful......... but then again thats just a suggestion try it out and let me know.

Option 2: Diversify
One thing I notice in your list is a change of units. Sure you have a priest here and there or a squad holding something different but I am a strong believer that all units in the codex are useful. This is one reason i love following Fritz so much, its art the way he uses so many types of units, and all according to his whim of whats cool. I would advise you to try something new for a change. Not all units are good at CC but even if you look below there are units made to deal with that countercharge thing out. Especially the rough riders. Personally i would mix it up. loose some squads and replace with the calvary or Ogryns.

But like i said try it out- its all based on how you play. Great list and thanks for letting me look at it! send more too!

~Zappin'

1 comment:

  1. I assume the reasoning behind taking the fists instead of power weapons is being able to hit at str 6 and possibly kill vehicles. Because you have those eviscerators in there on the priest I'm with Zappin in dropping them on most of the srg's to take power weapons instead. With guard if the vehicle is so close you're wanting to kill it in assault you're doing something wrong. I'd toss in a melta or two with the points you'll save using PW's instead of PF's. That should help with de-meching if you haven't already gotten it done with all those auto- and las-cannons.

    ReplyDelete