Merrexz
08-24-2009, 03:59 PM
I think I'd better start off by saying "Hi, all!", seeing as this is my first post on these forums... I'll give some background for the list I'm about to present, and say how I envision using it - then I hope experienced players can give some much needed and much appreciated feedback.
Background:
I got into 40k in 2nd edition, and have been out of the hobby since halfway through 3rd edition. Recently, a friend and I suddenly got each other going about how good 5th edition is looking, and if it wouldn't be great to get back into the fold again. We're quite on fire, and intend to start purchasing within a few weeks.
The community around here is in hibernation, so we will basically be lifting ourselves up by our bootstraps - and completely without local support (that is, until things start happening for real!). This means I'm hoping you lot can please give me some feedback here before I start buying models at random! I might have made some logical errors as I own the Codex but not the rulebook yet, although I have tried to web research myself out of as many errors as possible.
Limitations:
- The force should be 1500 points, build with a standard force organization chart
- It should be as flexible / "take all comers" as possible, as I will probably have to play it exclusively for a while before I can expand it again.
- The force should be as inexpensive as possible within the set parameters (seeing as this will have to be a low-budget project to be at all feasible. Further, I am a dedicated painter and modeller, so eBay isn't usually an option!)
- The force should have a fair model count (I love me some infantry)
What I'm after:
Please offer opinions on the viability of the list, and if you're so inclined, any changes you would advise in the force within the parameters above. I'm not looking for an Uber List - just an easily aqcuired, relatively inexpensive IG force that will be fun to play until I can afford to expand upon it.
The force (1500 pts exactly):
HQ
Company Command Squad
Including Lord Castellan Ursakar Creed and Colour Sergeant Kell
Troops
First Platoon:
Platoon Command Squad
First Squad
Sgt + Power Weapon, Autocannon, Flamer or Grenade Laucher. Add commissar with power weapon
Second Squad
Autocannon, Flamer or Grenade Laucher
Third Squad
Autocannon, Flamer or Grenade Laucher
Special Weapons Squad
Add 3 meltaguns
Heavy Weapons Squad
Upgrade 3 mortars to 3 lascannon
Second Platoon:
Platoon Command Squad
First Squad
Sgt + Power Weapon, Autocannon, Flamer or Grenade Laucher. Add commissar with power weapon
Second Squad
Autocannon, Flamer or Grenade Laucher
Third Squad
Autocannon, Flamer or Grenade Laucher
Special Weapons Squad
Add 3 meltaguns
Fast Attack
Scout Sentinels
3 x Scout sentinel, 3 x smoke launchers, 3 x autocannon upgrade
Heavy Support
Leman Russ
Leman Russ Battle Tank, upgrade hull heavy bolter to lascannon
Leman Russ
Leman Russ Battle Tank, add heavy bolter sponsons, add pintle-mounted heavy stubber
Why I chose this force:
Assuming some slight kitbashing/conversion work, this force can be buildt from 3 x Cadian Battle Boxes, 2 x Leman Russ kits, 1 Creed/Kell blister and 3 melta gun bits - or around 400 dollars. For the model count, that seems pretty good to me. I always liked IG infantry and tanks, and this force has both.
Creed and Kell might not be optimal at 1500 points, but to get equal order coverage I'd have to invest in to Company Command squads and some vox casters. Plus I love the models, they'll make a splendid centrepiece.
The platoons are there for body count - autocannons seem like a safe bet for the squads. I debate whether the squads should have all grenade lauchers, all flamers, or wheter I should limit flamers to "front-line" squads. Commissars - I have always loved them, and just needed to fit them in somewhere useful.
Leman Russes - I got to have some tanks - they look gorgeous!
How I propose to use this force:
Creed and Kell will stay back and center, using their massive orders radius and high Ld to boost the efficiency of the entire infantry force.
Platoons will form my line, deploying from center towards right and left. Heavy weapons squad stay central and rear, popping tanks and monstrous creatures. Commissar squads deploy "in harm's way" - where it looks more likely assaults will come in. Most likely, one somewhere on the right, the other on the left. Two power weapons per commissar squad combined with summary execution should allow these squads to tie up an assault for a turn, and hopefully weaken it so it can be mopped up the following turn using available firepower or other available means - like a flamer in a second-line squad. The four "bread and butter" squads deploy slightly behind Commissar squads, and use guns to engage mainly transports and enemy infantry. Platoon command squads stay close to the rear squads to boost performance.
Sentinels go on outflanking (if I have understood scout rules correctly) and arrive later in the game. They'll seek out a relatively sheltered site, then use the autocannons long range and high strength to do rear/flank shots on enemy vehicles. Other than that, they will engage targets of opportunity.
The Leman Russes are intended to be my main firepower reserves and "go to" units for problem resolution. Long range large st 8 ap 3 will chew up any infantry, and pop transports if needed. One Russ is kitted to do makeshift anti-tank duties with hull lascannon, the other is more geared towards anti infantry and bristles with machine guns (total of 12 dice plus battle cannon - I hope you can fire all weapons at once if you stand still?). Each Russ will be followed by a meltagun special weapon squad sheltering behind their hulls for LoS protection - these are my kill team reserves, there to fry any deep striking heavies, monstrous creatures on the rampage in my lines or the like.
Current concerns:
1) Creed and Kell might be too much in a 1500 pt game, from what I gather in some web commentaries.
2) My infantry body count might be too low to accept casualties.
3) Commissar-boosted squads might have too low body count to blunt an assault - and combining squads to give more "meat" seems like it will reduce the flexibilty of my force and tie up too many line squads on charge-receiving duties.
4) Special Weapon Squads might have too little mobility to be where things happen - that is a concern for my entire force, and I have tried to compensate by having a symmetrical force that will be deployed tight-ish to cover its weak spots.
5) Should Leman Russes turn out to be unable to fire sponsons simultaneously with battle cannons, I will be slightly miffed.
6) I really debate the special weapon mix in the regular squads. Flamers seem like good value for money - but should they be first line (to blunt assaults) or second line (to mop up after being assaulted)? Grenade launchers just seem like a great, inexpensive way to add an extra transport popper to the squad - or even to go dreadnought plinking alongside the squad autocannon.
So there you have it. Please help me out with your opinions!
Background:
I got into 40k in 2nd edition, and have been out of the hobby since halfway through 3rd edition. Recently, a friend and I suddenly got each other going about how good 5th edition is looking, and if it wouldn't be great to get back into the fold again. We're quite on fire, and intend to start purchasing within a few weeks.
The community around here is in hibernation, so we will basically be lifting ourselves up by our bootstraps - and completely without local support (that is, until things start happening for real!). This means I'm hoping you lot can please give me some feedback here before I start buying models at random! I might have made some logical errors as I own the Codex but not the rulebook yet, although I have tried to web research myself out of as many errors as possible.
Limitations:
- The force should be 1500 points, build with a standard force organization chart
- It should be as flexible / "take all comers" as possible, as I will probably have to play it exclusively for a while before I can expand it again.
- The force should be as inexpensive as possible within the set parameters (seeing as this will have to be a low-budget project to be at all feasible. Further, I am a dedicated painter and modeller, so eBay isn't usually an option!)
- The force should have a fair model count (I love me some infantry)
What I'm after:
Please offer opinions on the viability of the list, and if you're so inclined, any changes you would advise in the force within the parameters above. I'm not looking for an Uber List - just an easily aqcuired, relatively inexpensive IG force that will be fun to play until I can afford to expand upon it.
The force (1500 pts exactly):
HQ
Company Command Squad
Including Lord Castellan Ursakar Creed and Colour Sergeant Kell
Troops
First Platoon:
Platoon Command Squad
First Squad
Sgt + Power Weapon, Autocannon, Flamer or Grenade Laucher. Add commissar with power weapon
Second Squad
Autocannon, Flamer or Grenade Laucher
Third Squad
Autocannon, Flamer or Grenade Laucher
Special Weapons Squad
Add 3 meltaguns
Heavy Weapons Squad
Upgrade 3 mortars to 3 lascannon
Second Platoon:
Platoon Command Squad
First Squad
Sgt + Power Weapon, Autocannon, Flamer or Grenade Laucher. Add commissar with power weapon
Second Squad
Autocannon, Flamer or Grenade Laucher
Third Squad
Autocannon, Flamer or Grenade Laucher
Special Weapons Squad
Add 3 meltaguns
Fast Attack
Scout Sentinels
3 x Scout sentinel, 3 x smoke launchers, 3 x autocannon upgrade
Heavy Support
Leman Russ
Leman Russ Battle Tank, upgrade hull heavy bolter to lascannon
Leman Russ
Leman Russ Battle Tank, add heavy bolter sponsons, add pintle-mounted heavy stubber
Why I chose this force:
Assuming some slight kitbashing/conversion work, this force can be buildt from 3 x Cadian Battle Boxes, 2 x Leman Russ kits, 1 Creed/Kell blister and 3 melta gun bits - or around 400 dollars. For the model count, that seems pretty good to me. I always liked IG infantry and tanks, and this force has both.
Creed and Kell might not be optimal at 1500 points, but to get equal order coverage I'd have to invest in to Company Command squads and some vox casters. Plus I love the models, they'll make a splendid centrepiece.
The platoons are there for body count - autocannons seem like a safe bet for the squads. I debate whether the squads should have all grenade lauchers, all flamers, or wheter I should limit flamers to "front-line" squads. Commissars - I have always loved them, and just needed to fit them in somewhere useful.
Leman Russes - I got to have some tanks - they look gorgeous!
How I propose to use this force:
Creed and Kell will stay back and center, using their massive orders radius and high Ld to boost the efficiency of the entire infantry force.
Platoons will form my line, deploying from center towards right and left. Heavy weapons squad stay central and rear, popping tanks and monstrous creatures. Commissar squads deploy "in harm's way" - where it looks more likely assaults will come in. Most likely, one somewhere on the right, the other on the left. Two power weapons per commissar squad combined with summary execution should allow these squads to tie up an assault for a turn, and hopefully weaken it so it can be mopped up the following turn using available firepower or other available means - like a flamer in a second-line squad. The four "bread and butter" squads deploy slightly behind Commissar squads, and use guns to engage mainly transports and enemy infantry. Platoon command squads stay close to the rear squads to boost performance.
Sentinels go on outflanking (if I have understood scout rules correctly) and arrive later in the game. They'll seek out a relatively sheltered site, then use the autocannons long range and high strength to do rear/flank shots on enemy vehicles. Other than that, they will engage targets of opportunity.
The Leman Russes are intended to be my main firepower reserves and "go to" units for problem resolution. Long range large st 8 ap 3 will chew up any infantry, and pop transports if needed. One Russ is kitted to do makeshift anti-tank duties with hull lascannon, the other is more geared towards anti infantry and bristles with machine guns (total of 12 dice plus battle cannon - I hope you can fire all weapons at once if you stand still?). Each Russ will be followed by a meltagun special weapon squad sheltering behind their hulls for LoS protection - these are my kill team reserves, there to fry any deep striking heavies, monstrous creatures on the rampage in my lines or the like.
Current concerns:
1) Creed and Kell might be too much in a 1500 pt game, from what I gather in some web commentaries.
2) My infantry body count might be too low to accept casualties.
3) Commissar-boosted squads might have too low body count to blunt an assault - and combining squads to give more "meat" seems like it will reduce the flexibilty of my force and tie up too many line squads on charge-receiving duties.
4) Special Weapon Squads might have too little mobility to be where things happen - that is a concern for my entire force, and I have tried to compensate by having a symmetrical force that will be deployed tight-ish to cover its weak spots.
5) Should Leman Russes turn out to be unable to fire sponsons simultaneously with battle cannons, I will be slightly miffed.
6) I really debate the special weapon mix in the regular squads. Flamers seem like good value for money - but should they be first line (to blunt assaults) or second line (to mop up after being assaulted)? Grenade launchers just seem like a great, inexpensive way to add an extra transport popper to the squad - or even to go dreadnought plinking alongside the squad autocannon.
So there you have it. Please help me out with your opinions!